//protected ObjState supressStateMask;
        //public ObjState SupressStateMask { get { return supressStateMask; } }

        public virtual void OnCaptureCurrentState(int frameId)
        {
            //if (GetComponent<SyncPickup>())
            //    Debug.LogError(name + " " + ticksUntilRespawn);

            Frame frame = frames[frameId];

            //Debug.Log(name + " " + photonView.ControllerActorNr + " countdown: <b>" + ticksUntilRespawn + "</b> " + hadInitialSpawn);
            /// First check for a respawn - this may belong in post or pre sim, but here for now
            if (!hadInitialSpawn || respawnEnable)
            {
                if (ticksUntilRespawn == 0)
                {
                    syncState.Respawn(false);
                    hadInitialSpawn = true;
                }
                ticksUntilRespawn--;

                frame.ticksUntilRespawn = ticksUntilRespawn;
            }

            if (despawnEnable)
            {
                if (ticksUntilDespawn == 0)
                {
                    syncState.Despawn(false);
                }
                ticksUntilDespawn--;
                frame.ticksUntilDespawn = ticksUntilDespawn;
            }
        }