private void UpdateBullets() { var bullets = currentLevel.Bullets; var particles = currentLevel.Particles; foreach (var bullet in bullets) { if (bullet.IsStuck || bullet.IsDeformed) { continue; } if (bullet.StaticPenetrations.Count == 0) { CalculateStaticPenetrations(bullet); } CalculateDynamicPenetrations(bullet); bullet.Update(); if (bullet.ClosestPenetrationPoint != null) { particles.Add(ParticleFactory.CreateWallDust(bullet.ClosestPenetrationPoint, bullet.Velocity)); bullet.ClosestPenetrationPoint = null; } } }