/// <summary>
        ///
        /// </summary>
        internal bool OnUpdatingZ(float z, WorldEntity gameEntity)
        {
            EventHandler <UpdatingZEventArgs> tempBeforeEventArgs = m_EventUpdatingZ;

            if (tempBeforeEventArgs != null)
            {
                UpdatingZEventArgs eventArgs = new UpdatingZEventArgs(z, gameEntity);
                tempBeforeEventArgs(this, eventArgs);

                return(eventArgs.IsCancel);
            }

            return(false);
        }
        /// <summary>
        /// 
        /// </summary>
        internal bool OnUpdatingZ( float z, WorldEntity gameEntity )
        {
            EventHandler<UpdatingZEventArgs> tempBeforeEventArgs = m_EventUpdatingZ;
            if ( tempBeforeEventArgs != null )
            {
                UpdatingZEventArgs eventArgs = new UpdatingZEventArgs( z, gameEntity );
                tempBeforeEventArgs( this, eventArgs );

                return eventArgs.IsCancel;
            }

            return false;
        }