//to check collisions of contained by wall
 private bool CheckRoom(ScreenModel CheckArg)
 {
     bool Test = false;
     for(int cntr=0; cntr<CheckArg.ListOfWalls.Count; cntr++)
     {
         if (this.CollisionType == ObjectTypes.Box)
         {
             if (this.MovingBox.Intersects(CheckArg.ListOfWalls[cntr]) == PlaneIntersectionType.Intersecting)
                 Test = true;
             //if result is true, break loop early, saves time
             if (Test)
                 break;
         }
         if (this.CollisionType == ObjectTypes.Sphere)
         {
             Test = this.CheckBoundingSpheres(CheckArg.ListOfWalls[cntr]);
             if (Test)
                 break;
         }
         //oddly enough, two planes can't intersect each other...no intersect() overload
         /*
         if (this.CollisionType == ObjectTypes.Plane)
         {
             for (int cntr2 = 0; cntr2 < CheckArg.ListOfWalls.Count; cntr2++)
             {
                 if (this.ListOfWalls[cntr].Intersects(CheckArg.ListOfWalls[cntr2]) == PlaneIntersectionType.Intersecting)
                 {
                     this.ListOfWalls[cntr].Intersects(
                     Test = true;
                 }
                 if (Test)
                     break;
             }
             if (Test)
                 break;
         }*/
     }
     return(Test);
 }
 //uses a series of checks to determine the best method to call for checking collisions, based on the collision type selected
 public bool CheckCollision(ScreenModel CheckArg)
 {
     bool Test = false;
     if (CheckArg.CollisionType == ObjectTypes.Box)
     {
         if (this.CollisionType == ObjectTypes.Box)
         {
             Test = this.MovingBox.Intersects(CheckArg.MovingBox);
         }
         if (this.CollisionType == ObjectTypes.Sphere)
         {
             Test = this.CheckBoundingSpheres(CheckArg.MovingBox);
         }
     }
     else if(CheckArg.CollisionType == ObjectTypes.Sphere)
     {
         if (this.CollisionType == ObjectTypes.Box)
         {
             Test = this.MovingBox.Intersects(CheckArg.GetBoundingSpheres());
         }
         if (this.CollisionType == ObjectTypes.Sphere)
         {
             Test = this.CheckBoundingSpheres(CheckArg.GetBoundingSpheres());
         }
     }
     else if (CheckArg.CollisionType == ObjectTypes.Room)
     {
         Test = this.CheckRoom(CheckArg);
     }
     return (Test);
 }