public List<Bullet> FireSingle(Vector2 Location, Vector2 Direction)
 {
     List<Bullet> Bullets = new List<Bullet>();
     for (int i = 0; i < BulletsPerShot; i++)
     {
         Bullet oBullet2 = new Bullet();
         oBullet2.Location = Location - new Vector2(Size/2,Size/2);
         oBullet2.Velocity = Direction * Speed;
         oBullet2.Range = Range;
         oBullet2.Speed = Speed;
         oBullet2.Size = Size;
         Bullets.Add(oBullet2);
     }
     return Bullets;
 }
        public List<Bullet> FireSpread(Vector2 Location, Vector2 Direction)
        {
            List<Bullet> Bullets = new List<Bullet>();
            for(int i = 0; i < BulletsPerShot;i++)
            {
                Vector2 ninetydegreeleft = new Vector2(Direction.Y, -Direction.X);
                Vector2 ninetydegreeright = new Vector2(-Direction.Y, Direction.X);

                Bullet oBullet = new Bullet();
                oBullet.Location = Location;
                oBullet.Velocity = Vector2.Normalize(Direction * 10 + ninetydegreeleft * 2) * Speed;
                oBullet.Range = Range;
                oBullet.Speed = Speed;
                oBullet.Size = Size;
                Bullets.Add(oBullet);

                Bullet oBullet1 = new Bullet();
                oBullet1.Location = Location;
                oBullet1.Velocity = Vector2.Normalize(Direction * 10 + ninetydegreeleft) * Speed;
                oBullet1.Range = Range;
                oBullet1.Speed = Speed;
                oBullet1.Size = Size;
                Bullets.Add(oBullet1);

                Bullet oBullet2 = new Bullet();
                oBullet2.Location = Location;
                oBullet2.Velocity = Direction * Speed;
                oBullet2.Range = Range;
                oBullet2.Speed = Speed;
                oBullet2.Size = Size;
                Bullets.Add(oBullet2);

                Bullet oBullet3 = new Bullet();
                oBullet3.Location = Location;
                oBullet3.Velocity = Vector2.Normalize(Direction * 10 + ninetydegreeright) * Speed;
                oBullet3.Range = Range;
                oBullet3.Speed = Speed;
                oBullet3.Size = Size;
                Bullets.Add(oBullet3);

                Bullet oBullet4 = new Bullet();
                oBullet4.Location = Location;
                oBullet4.Velocity = Vector2.Normalize(Direction * 10 + ninetydegreeright * 2) * Speed;
                oBullet4.Range = Range;
                oBullet4.Speed = Speed;
                oBullet4.Size = Size;
                Bullets.Add(oBullet4);
            }
            return Bullets;
        }