}   // end of CheckCollisions()

        public void HitTarget(GameThing hitThing, HitInfo hitInfo)
        {
            if (hitThing != null)
            {
                // Tell the launcher what we hit.
                launcher.OnMissileHit(hitThing, hitInfo.Center, verbPayload, damage);

                // Apply the damage to the target.
                // We only need to do this if the launcher is dead.  Otherwise the above
                // notification will get processed and the damage will be taken into
                // account there.  Yes, this is kind of confusing and should be rethought
                // and cleaned up.
                // TODO (****)
                if (Launcher.CurrentState == GameThing.State.Inactive)
                {
                    bool targetDied = false;
                    hitThing.DoDamage(-damage, verbPayload, true, false, Launcher, out targetDied);
                }

                // Kill off the missile.
                missile.Deactivate();

                // Gratuitous effects.
                PlayExplodeEffect(hitInfo.Center);
            }
        }   // end of HitTarget()
 private void RemoveCreatableFromScene(GameActor actor)
 {
     // Will remove itself from gameThingList when deactivated in Refresh method.
     actor.Deactivate();
     actor.CreatableAura = null;
 }