void Server_ReceiveTurnToPosition( RemoteEntityWorld sender, ReceiveDataReader reader )
{
//check to ensure that other players can not send messages to another player
if( !Server_CheckRemoteEntityWorldAssociatedWithThisIntellect( sender ) )
return;
Vec3 value = reader.ReadVec3();
if( !reader.Complete() )
return;
UpdateTurnToPositionForUnits( value );
}