public void ShootMissile(Vector3 velocity) { // Play missile launch cue (one-time) StartSound(m_gunBase.ShootSound); m_gunBase.Shoot(velocity); }
//protected float GetDeviatedAngleByDamageRatio() //{ // MyPrefabLargeWeapon prefabLargeWeapon = GetWeaponBase().PrefabParent; // if (MySession.PlayerShip != null && // MyFactions.GetFactionsRelation(prefabLargeWeapon, MySession.PlayerShip) == MyFactionRelationEnum.Enemy) // { // float degrees = (float)Math.Pow(120, prefabLargeWeapon.GetDamageRatio() * 1.5 - 1.2) * 4f; // return MathHelper.ToRadians(degrees); // } // return 0f; //} protected void Shoot(Vector3 muzzlePosition) { Vector3 projectileForwardVector = m_entity.WorldMatrix.Forward; Vector3 velocity = m_turretBase.Parent.Physics.LinearVelocity; GetWeaponBase().RemoveAmmoPerShot(); m_gunBase.Shoot(velocity); }