In file include/csgame/gplayer.h:

## class gePosition

> gePositon will store a CS usable position

### Public Methods

void Create(gePosition Pos)
  Sets the current position, and might do further initialisation in the future
virtual void FreeObject(geObject* pObject)
  Adds a object to the list of objects to be purged, but will not remove it from the list of objects
gePhysObjectPointer(gePhysicalObject* pPhysObj)
  Initialize this object
static gePhysicalObject* GetPointer(csObject& csobj)
  Retrieve the pointer to the physical object (if one exists, else retruns NULL).
virtual void Hit(int , gePhysicalObject* )
  Is called when a physical object is being hit by a bullet, or is being given damage in another way
virtual bool Move(csVector3 Offset)
  Gets called, when ever this object is moved in a relative manner
virtual bool Move(csVector3 Offset)
  Overridden from geObject
virtual void OnFinishedAnimation(geSprite3D* )
  Is called, when a conatined sprite has finished an animation cycle
virtual void PrepareFrame(long elapsed_time, long current_time)
  Is called before the rendering of a frame
virtual void PurgeObjects()
  Purges all objects
static void SetPointer(csObject& csobj, gePhysicalObject* pPhysObj)
  Give a pointer to an object
virtual void UnmanageObject(geObject* pObject)
  Adds a object to the list of objects to be removed, but will not remove it from the list of objects
~gePhysObjectPointer()
  Cleanup

## Documentation

> gePositon will store a CS usable position. That means not just the position vector, but also a pointer to the according sector.

`virtual void FreeObject(geObject* pObject)`
  Adds a object to the list of objects to be purged, but will not remove it from the list of objects. Objects will be deleted the next time PurgeObjects() will be called.

`virtual void UnmanageObject(geObject* pObject)`
  Adds a object to the list of objects to be removed, but will not remove it from the list of objects. Objects will be removed from that the next time PurgeObjects() will be called, but will not be deleted.

`virtual void PurgeObjects()`
  Purges all objects

`virtual void PrepareFrame(long elapsed_time, long current_time)`
  Is called before the rendering of a frame

`virtual bool Move(csVector3 Offset)`
  Gets called, when ever this object is moved in a relative manner. This will do some generic collision detection, using m_pSprite if there is one, Param: Offset: The releative move. return: false, if there was a collision

`gePhysObjectPointer(gePhysicalObject* pPhysObj)`
  Initialize this object

`~gePhysObjectPointer()`
  Cleanup

`static gePhysicalObject* GetPointer(csObject& csobj)`
  Retrieve the pointer to the physical object (if one exists, else retruns NULL).

`static void SetPointer(csObject& csobj, gePhysicalObject* pPhysObj)`
  Give a pointer to an object

`virtual void OnFinishedAnimation(geSprite3D* )`
  Is called, when a conatined sprite has finished an animation cycle. That can be used to switch to another animation (For instance, switch to a lying animation, after falling has finished. Param: pSprite: The sprite that finished the animation.

`virtual void Hit(int , gePhysicalObject* )`
  Is called when a physical object is being hit by a bullet, or is being given damage in another way. Param: Damage: The original Damage intended for the Object. Can be decreased by armour or special skills in derived classes pHitObject: Pointer to the object that caused the "hit" event. Usually an object of class geBullet. (at the moment)

`void Create(gePosition Pos)`
  Sets the current position, and might do further initialisation in the future. Param: Pos: The position of the Object

`virtual bool Move(csVector3 Offset)`
  Overridden from geObject

This class has no child classes.

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