private void UpdateDirection(CTerrain pTerrain)
        {
            float num = this.angleZ + 1.57079637f;

            num += pTerrain.GetAngleZ();
            this.UpdateDirection(num);
        }
        public void Render(CTerrain pTerrain, Matrix pTerrainMatrix, float pAngleZ)
        {
            this.UpdateDirection(pTerrain);
            this.m_frame++;
            if (this.m_frame > this.m_frameMax)
            {
                this.m_frame = 0;
            }
            int   texIndex = this.GetTexIndex(this.m_frame);
            float angle    = -pAngleZ;

            this.myTerrain.device.Transform.World = Matrix.RotationZ(angle) * Matrix.Translation(this.Position.X, this.Position.Y, this.Position.Z - this.m_BillboardMesh.ShiftZ) * pTerrainMatrix;
            this.m_BillboardMesh.Render(texIndex);
        }