public void DrawShot(Shot shot)
{
/*BallEffect.DiffuseColor = Vector3.Zero;
Matrix world = Matrix.CreateScale(0.1f) * Matrix.CreateTranslation(new Vector3(shot.Position, 0));
BallModel.Draw(world, Game.Camera.View, Game.Camera.Projection);*/
var effects = SpriteEffects.None;
var weaponRotation = shot.Velocity.RotationFromDirection();
/*
if (ball.AimDirection.X < 0)
{
effects = SpriteEffects.FlipHorizontally;
weaponRotation += (float)Math.PI;
}*/
var weaponPosScreen = WorldToScreen(shot.Position);
var weaponTexture = Game.Content.Load<Texture2D>("Textures/" + shot.ProjectileTexture);
var weaponTextureScale = 64f / weaponTexture.Width;
// Draw weapon
SpriteBatch.Draw(weaponTexture, position: weaponPosScreen, color: Color.White,
rotation: weaponRotation, scale: new Vector2(weaponTextureScale, weaponTextureScale),
origin: new Vector2(weaponTexture.Width / 2f, weaponTexture.Height / 2f), effects: effects);
}