public virtual Projectile Shoot(ContentManager content, Character p, Camera c, int tileSize, Character e) {
timeSinceLastShot = 0;
if (CheckAmmo()) {
Projectile proj = null;
if (name.Equals("Rifle")) {
proj = new Projectile(content, p.Loc.X, p.Loc.Y, p.Direction + GetSpread() * (Math.PI / 180.0), 3, "BulletTwo", true,
new Rectangle((int)((c.camPos.X + p.Loc.X) * tileSize), (int)((c.camPos.Y + p.Loc.Y) * tileSize), tileSize, tileSize), range, true, e.IsPlayer);
} else if (name.Equals("Pistol")) {
proj = new Projectile(content, p.Loc.X, p.Loc.Y, p.Direction + GetSpread() * (Math.PI / 180.0), 3, "Bullet", true,
new Rectangle((int)((c.camPos.X + p.Loc.X) * tileSize), (int)((c.camPos.Y + p.Loc.Y) * tileSize), tileSize, tileSize), range, false, e.IsPlayer);
} else {
proj = new Projectile(content, p.Loc.X, p.Loc.Y, p.Direction + GetSpread() * (Math.PI / 180.0), 3, "BulletTwo", true,
new Rectangle((int)((c.camPos.X + p.Loc.X) * tileSize), (int)((c.camPos.Y + p.Loc.Y) * tileSize), tileSize, tileSize), range, false, e.IsPlayer);
}
ammo[0]--;
return proj;
} else {
return null;
}
}
//Reloads gun