//if this is a vehicle and it was colliding with any Vehicle or NPC, resume moving now
    void OnCollisionExit(Collision pCollision)
    {
        //			if (transform.CompareTag ("Vehicle"))
        //			{
        if (pCollision.transform.CompareTag("internal_collider") || pCollision.transform.CompareTag("NPC"))
        {
            PopulationEngine.NPCMotor motor = transform.parent.parent.GetComponent <PopulationEngine.NPCMotor>();
            RunOver runOver = transform.parent.parent.GetComponent <RunOver>();

            if (motor)
            {
                motor.Walking();
            }
            else
            {
                if (runOver)
                {
                    runOver.Resume();
                }
            }
        }
        //			}
    }
    public void TurnOnRagdoll(bool pRagdollMode, Vector3 pCollisionOrigin)
    {
        fallDown = pRagdollMode;

        if (pRagdollMode)
        {
//			if (!mFlyAway)
//			{
            mCollisionOrigin = pCollisionOrigin;

            mMotor.Waiting();
            mFlyAwayTimer = 0;
            mFlyAway      = true;

            mRDHelper.ragdolled = true;
//			}
        }
        else
        {
            mRDHelper.ragdolled = pRagdollMode;
            mMotor.Walking();
        }
    }