public static void PlayShotHitSound(Projectile shot)
 {
     ContentHandler.PlaySFX(shot.HitSound);
 }
        public static bool IsHit(GameObject obj, out Projectile shotHit, FoF_Ident alignment = FoF_Ident.Neutral)
        {
            foreach (Projectile shot in Projectiles) //loop through each shot to check if hit
            {
                if (shot.Identification != alignment && shot.IsDummyProjectile == false) //check if friendly & not a dummy
                {
                    if (obj.IsCircleColliding(shot)) //check if colliding
                    {
                        HitEffects.Add(new ParticleEmitter( //add a hit effect
                            EFFECT_MAX_PARTICLES,
                            obj.WorldCenter.Center(shot.WorldCenter),
                            ContentHandler.Textures["particle"].ToTextureList(),
                            EFFECT_COLORS.ToList<Color>(),
                            EFFECT_FRAMES_TO_LIVE,
                            true,
                            true,
                            EFFECT_TIME_TO_EMIT,
                            EFFECT_MAX_PARTICLES / DETONATE_TIME_TO_EMIT,
                            EFFECT_EJECTION_SPEED,
                            EFFECT_RANDOMIZATION,
                            shot.RotationDegrees + 180,
                            EFFECT_SPRAY_WIDTH));

                        shotHit = shot; //set the out param
                        shot.Active = false;

                        if (shot.DetonateEffect)
                            addDetonateEffect(shot.WorldCenter);

                        return true; //return true
                    }
                }
            }
            shotHit = null; //set the shot to null
            return false; //and return false
        }