public override void UnSubscribeEvents()
{
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
SubscribedEventsMs = 0;
PhysicsScene.TaintedObject(LocalID, TypeName + ".UnSubscribeEvents", delegate()
{
// Make sure there is a body there because sometimes destruction happens in an un-ideal order.
if (PhysBody.HasPhysicalBody)
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody,
CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}