public ProjectileCollision(BaseProjectile a_Projectile, BaseActor a_Parent)
        {
            m_Projectile = a_Projectile;
            m_Parent = a_Parent;

            UpdateCollision();
        }
        public static void SafeAdd(BaseActor a_BaseActor)
        {
            for (int loop = 0; loop < List.Count; loop++)
            {
                if (List[loop].Position == a_BaseActor.Position)
                {
                    List.Remove(List[loop]);
                }
                else
                {
                    int q = 5;
                }
            }

            List.Add(a_BaseActor);
        }
        public BaseProjectile(Texture2D a_Texture2D, BaseActor a_Parent,  Vector2 a_Position, float a_Direction)
        {
            m_Texture2D = a_Texture2D;
            m_Parent = a_Parent;
            m_Position = a_Position;
            m_Direction = a_Direction - MathHelper.PiOver2;
            m_Speed = 10.0f;

            m_Color = Color.White;
            m_Rotation = 0;
            m_Scale = 0.6f;
            m_LayerDepth = 1.0f;
            m_SpriteEffects = SpriteEffects.None;

            m_ProjectileCollision = new ProjectileCollision(this, m_Parent);
            CollisionManager.ProjectileList.Add(this);

            Initialize();
        }
 public TurretWeapon(Texture2D a_Texture2D, BaseActor a_BaseActor)
     : base(a_Texture2D, a_BaseActor)
 {
 }
 public BaseWeapon(Texture2D a_Texture2D, BaseActor a_BaseActor)
 {
     m_Texture2D = a_Texture2D;
     m_Parent = a_BaseActor;
 }