public void Fire( )
{
double fireangle;
for ( int i = 0; i < _ParticleCount; i++ )
{
fireangle = _rand.Next ( 0, 360 );
float _xVel = ( float ) ( AIA.Lib.Maths.RandFloat ( 0 , 5, _rand.Next ( ) ) * Math.Sin ( fireangle ) );
float _yVel = ( float ) ( AIA.Lib.Maths.RandFloat ( 0 , 5, _rand.Next ( ) ) * Math.Cos ( fireangle ) );
Console.WriteLine ( _xVel );
Console.WriteLine ( _yVel );
Payload.ElementAt ( i ).Particle.Pos = Particle.Pos;
Payload.ElementAt ( i ).Particle.Zero ( );
//Payload.ElementAt ( i ).Particle.ApplyForce ( new Vector2 ( 5.0f * ( AIA.Lib.Maths.RandFloat ( -1 , 1, _rand.Next ( ) ) ),
// 5.0f * ( AIA.Lib.Maths.RandFloat ( -1 , 1, _rand.Next ( ) ) ) ) );
Payload.ElementAt ( i ).Particle.ApplyForce ( new Vector2 ( _xVel, _yVel ) );
}
}