public void Fire(Vector2 Position, float Angle) { FireRate = (1 / Mod.Weapons[Weapon].RoundsPerSecond); Vector2 Start = (Position + Globe.Rotate((Mod.Weapons[Weapon].Bullet * Scale), Angle)), End = Globe.Move(Start, Angle, 2500); Line Bullet = new Line(Start, End); for (int x = 0; x < Map.Tiles.GetLength(0); x++) { for (int y = 0; y < Map.Tiles.GetLength(1); y++) { if (Map.Tiles[x, y].HasFore && (Mod.Fore[Map.Tiles[x, y].Fore].Type == Mod.Tile.Types.Wall)) { Polygon Mask = Polygon.CreateCross(new Vector2(Tile.Width, Tile.Height), Vector2.Zero); Mask.Position = new Vector2(((x * Tile.Width) + (Tile.Width / 2f)), ((y * Tile.Height) + (Tile.Height / 2f))); Vector2 Intersection = Vector2.Zero; if (Mask.Intersects(Bullet, ref Intersection)) { Bullet.End = Intersection; } } } } if (this == Self) { if (MultiPlayer.Type() == MultiPlayer.Types.Client) { MultiPlayer.Send(MultiPlayer.Construct(Packets.Fire, Position, Angle)); } else if (MultiPlayer.Type() == MultiPlayer.Types.Server) { MultiPlayer.Send(MultiPlayer.Construct(Packets.Fire, Slot, Position, Angle)); } } else { for (byte i = 0; i < Players.Length; i++) { if ((Players[i] != null) && (Players[i] != this) && (Players[i] != Self) && ((Players[i].Team == 0) || (Team == 0) || (Players[i].Team != Team))) { Vector2 Intersection = Vector2.Zero; if (Players[i].Mask.Intersects(Bullet, ref Intersection)) { Bullet.End = Intersection; } } } if (((Team == 0) || (Self.Team == 0) || (Team != Self.Team)) && Self.Mask.Intersects(Bullet)) { Self.Health -= Mod.Weapons[Weapon].Damage; Self.Killer = this; } } //Bullets.Add(Bullet); }