         if (!isProximateToLoc(nloc)) {
             if (sprite != null) {
                 // if they are visible, walk them to their new location
-                if (true/*TODO Path _vbounds.intersects(sprite.getBounds())*/) {
+                if (_vbounds.intersects(sprite.screenBounds)) {
                     moveSpriteToLoc(sprite, nloc.loc);
                 }
                 // now queue them up for removal on arrival as appropriate

        _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

    {
        var cx :int = sprite.x;
        var cy :int = sprite.y;
        var nx :int = MisoUtil.fullToTile(loc.x);
        var ny :int = MisoUtil.fullToTile(loc.y);

        // if this panel is not yet showing, warp the sprite directly
        if (!visible) {
