public void DrawHud(IMyCameraController camera, long playerId)
        {
            MyGunStatusEnum status;

            CanShoot(MyShootActionEnum.PrimaryAction, playerId, out status);

            if (status == MyGunStatusEnum.OK || status == MyGunStatusEnum.Cooldown)
            {
                var matrix = m_gunBase.GetMuzzleWorldMatrix();
                var from   = matrix.Translation;
                var to     = from + 50 * matrix.Forward;

                Vector3D target = Vector3D.Zero;
                if (MyHudCrosshair.GetTarget(from, to, ref target))
                {
                    float distance = (float)Vector3D.Distance(MySector.MainCamera.Position, target);

                    MyTransparentGeometry.AddBillboardOriented(
                        "RedDot",
                        Vector4.One,
                        target,
                        MySector.MainCamera.LeftVector,
                        MySector.MainCamera.UpVector,
                        distance / 300.0f);
                }
            }
        }
        public void DrawHud(IMyCameraController camera, long playerId)
        {
            ProfilerShort.Begin("Can shoot");
            MyGunStatusEnum status;

            CanShoot(MyShootActionEnum.PrimaryAction, playerId, out status);
            ProfilerShort.End();

            if (status == MyGunStatusEnum.OK || status == MyGunStatusEnum.Cooldown)
            {
                var from = PositionComp.GetPosition() + PositionComp.WorldMatrix.Forward;
                var to   = PositionComp.GetPosition() + 50 * PositionComp.WorldMatrix.Forward;

                Vector3D target = Vector3D.Zero;
                if (MyHudCrosshair.GetTarget(from, to, ref target))
                {
                    float distance = (float)Vector3D.Distance(MySector.MainCamera.Position, target);

                    MyTransparentGeometry.AddBillboardOriented(
                        "RedDot",
                        Vector4.One,
                        target,
                        MySector.MainCamera.LeftVector,
                        MySector.MainCamera.UpVector,
                        distance / 300.0f);
                }
            }
        }