public void DebugDraw(MatrixD worldMatrix) { Vector3D translation = worldMatrix.Translation; MyRenderProxy.DebugDrawSphere(translation, this.m_minRadius, Color.Red, 0.2f, true, true, true, false); MyRenderProxy.DebugDrawSphere(translation, this.m_maxRadius, Color.Red, 0.2f, true, true, true, false); float num = this.m_lastUpdatePosition.Length(); Vector3 v = this.m_lastUpdatePosition / num; MyRenderProxy.DebugDrawLine3D(translation, translation + (this.OcclusionDistance * v), Color.Green, Color.Green, true, false); Vector3D baseVec = Vector3D.CalculatePerpendicularVector(v) * this.m_baseRadius; MyRenderProxy.DebugDrawCone(translation + (v * (num - this.OcclusionDistance)), v * this.OcclusionDistance, baseVec, Color.Blue, true, false); }