/// <summary> /// Fire a (or more) bomb, secondary weapon /// </summary> /// <returns></returns> public List <Shot> DropBomb() { bomb.Flip = this.flips; List <Shot> shots = bomb.Fire(Player.GetGunLocationForPlayer(this)); bomb.Owner = this; SetRumble(bomb.Rumble); return(shots); }
/// <summary> /// Fire some shots with primary weapon. /// Tricky method : return n Tir object, depending on the Weapon.shotNumber /// </summary> /// <param name="freeSlots"></param> /// <returns></returns> public List <Shot> Fire() { wpn.Flip = this.flips; List <Shot> shots = wpn.Fire(Player.GetGunLocationForPlayer(this)); wpn.Owner = this; SetRumble(wpn.Rumble); return(shots); }
/// <summary> /// Make the enemy fire some shots /// </summary> /// <returns></returns> public virtual List<Shot> Fire() { this.wpn.Flip = this.flips; this.wpn.Owner = this; return wpn.Fire(this.FiringLocation); }