         updateDisplayForScene();
     }
 
-    public function tick (tickStamp :int) :void
-    {
+    override public function tick (tickStamp :int) :void
+    {
+        super.tick(tickStamp);
         _sprites.forEach(function (key :int, sprite :CharacterIsoSprite) :void {
             sprite.tick(tickStamp);
         });

            sprite.placeAtLoc(loc);

            // delay repaint until we resolve our new blocks
            centerView();
            return true;
        }


        _proxrad = int(Math.max(_proxrad, Math.sqrt(_isoView.size.x*_isoView.size.x +
            _isoView.size.y*_isoView.size.y)));
        recomputeProximate();
    }

    override public function willEnterPlace (plObj :PlaceObject) :void
