//-----------------------------------end prototype
        //awesomeness; if an object is moveable and is moving and pushes the person with force, then move the person!
        //*****TO BE CALLED WHEN A COLLISION HIT HAS BEEN CONFIRMED********
        public void CheckMovingOjects(ScreenModel CheckArg)
        {
            if ((CheckArg.Moveable)&&(CheckArg.Velocity!=Vector3.Zero))
            {
                //moves camera and entities with it
                PersonalShield.Center = Position + CheckArg.Velocity;
                CameraPosition += CheckArg.Velocity;
                Position = CameraPosition + DataValues.CameraModelOffSet;
                //moves the object based on any forced applied by the user, running in the opposite direction
                //for (int counter = 0; counter < DataValues.MovePrecision; counter++)
                    CheckArg.MoveModelBox(this.Velocity);
            }
            //move objects that can be moved when I apply force to them
            if ((CheckArg.Moveable) && (CheckArg.Velocity == Vector3.Zero))
            {
                //for (int counter = 0; counter < DataValues.MovePrecision; counter++)
                    CheckArg.MoveModelBox(this.Velocity);

                CheckEitherSurroundings(CheckArg, PCheckArg);
                PCheckArg = CheckArg;
            }
        }
        //awesomeness; if an object is moveable and is moving and pushes the person with force, then move the person!
        //*****TO BE CALLED WHEN A COLLISION HIT HAS BEEN CONFIRMED********
        private void CheckMovingOjects(ScreenModel CheckArg)
        {
            if ((CheckArg.Moveable)&&(CheckArg.Velocity!=Vector3.Zero))
            {

                //moves camera and entities with it
                PersonalShield.Center = Position + CheckArg.Velocity;
                CameraPosition += CheckArg.Velocity;
                Position = CameraPosition + CameraModelOffSet;
                //moves the object based on any forced applied by the user, running in the opposite direction
                CheckArg.MoveModelBox(this.Velocity);
                //updating the drawing is not actually needed, as it is handled by the game's drawing code
                //CheckArg.Update();
            }
            //move objects that can be moved when I apply force to them
            if ((CheckArg.Moveable) && (CheckArg.Velocity == Vector3.Zero))
            {
                CheckArg.MoveModelBox(this.Velocity);
                //CheckArg.Update();
            }
        }