public override void onCollision(ShapeBase obj, SceneObject col, Point3F vec, float len)
        {
            Player player = obj.getId();

            if (player.getState() == "Dead")
            {
                return;
            }
            // Try and pickup all items
            if (col.getClassName() == "Item")
            {
                player.pickup(col.ID, 1);
                return;
            }

            if (col.GetType() != typeof(WheeledVehicle))
            {
                return;
            }

            WheeledVehicle vcol = (WheeledVehicle)col;

            //AI are not allowed to drive they are lousey drivers....
            GameConnection client = player["client"];

            if (!client.isObject())
            {
                return;
            }
            //Mount Vehicle.
            if ((console.getTypeMask(col) & (UInt32)SceneObjectTypesAsUint.GameBaseObjectType) !=
                (UInt32)SceneObjectTypesAsUint.GameBaseObjectType)
            {
                return;
            }
            VehicleData db = vcol.getDataBlock();

            if (
                !(((db.getClassName() == "WheeledVehicleData") || player["mountVehicle"].AsBool() ||
                   player.getState() == "Move" || col["mountable"].AsBool())))
            {
                return;
            }
            // Only mount drivers for now.

            // For this specific example, only one person can fit
            // into a vehicle
            int mount = vcol.getMountNodeObject(0);

            if (mount > 0)
            {
                try
                {
                    Player p = mount;
                    return;
                }
                catch (Exception err)
                {
                    //Water particle emitters seem to take up the seat when the vehicle is in water.
                    vcol.unmountObject(mount.AsString());
                    vcol.mountObject(player, 0, new TransformF());
                    ((GameConnection)player["client"]).setFirstPerson(false);
                    console.commandToClient(client, "PushVehicleMap");
                }
            }
            else
            {
                vcol.mountObject(player, 0, new TransformF());
                ((GameConnection)player["client"]).setFirstPerson(false);
                console.commandToClient(client, "PushVehicleMap");
            }
            //if (mount > 0)
            //return;
            // For this specific FPS Example, always mount the player to node 0

            player["mVehicle"] = col;
        }
        public override void onCollision(ShapeBase obj, SceneObject col, Point3F vec, float len)
        {
            Player player = obj.getId();
            if (player.getState() == "Dead")
                return;
            // Try and pickup all items
            if (col.getClassName() == "Item")
                {
                player.pickup(col.ID, 1);
                return;
                }

            if (col.GetType() != typeof (WheeledVehicle))
                return;

            WheeledVehicle vcol = (WheeledVehicle) col;

            //AI are not allowed to drive they are lousey drivers....
            GameConnection client = player["client"];

            if (!client.isObject())
                return;
            //Mount Vehicle.
            if ((console.getTypeMask(col) & (UInt32) SceneObjectTypesAsUint.GameBaseObjectType) != (UInt32) SceneObjectTypesAsUint.GameBaseObjectType)
                return;
            VehicleData db = vcol.getDataBlock();
            if (!(((db.getClassName() == "WheeledVehicleData") || player["mountVehicle"].AsBool() || player.getState() == "Move" || col["mountable"].AsBool())))
                return;
            // Only mount drivers for now.

            // For this specific example, only one person can fit
            // into a vehicle
            int mount = vcol.getMountNodeObject(0);

            if (mount > 0)
                {
                try
                    {
                    Player p = mount;
                    return;
                    }
                catch (Exception err)
                    {
                    //Water particle emitters seem to take up the seat when the vehicle is in water.
                    vcol.unmountObject(mount.AsString());
                    vcol.mountObject(player, 0, new TransformF());
                    ((GameConnection) player["client"]).setFirstPerson(false);
                    console.commandToClient(client, "PushVehicleMap");
                    }
                }
            else
                {
                vcol.mountObject(player, 0, new TransformF());
                ((GameConnection) player["client"]).setFirstPerson(false);
                console.commandToClient(client, "PushVehicleMap");
                }
            //if (mount > 0)
            //return;
            // For this specific FPS Example, always mount the player to node 0

            player["mVehicle"] = col;
        }