public virtual void Shoot()
{
Bullet bullet = StateManager.BulletPool.GetBullet();
bullet.InitializePooledBullet(WorldCoords - new Vector2(Height * -DistanceToNose, Height * -DistanceToNose) * Rotation.Vector, this);
bullet.SpriteBatch = WorldSb;
bullet.Speed = Rotation.Vector * 3f;
bullet.Rotation = Rotation;
bullet.Damage = DamagePerShot;
//BaseEnemyShip overrides this
StateManager.AllyBullets.Legit.Add(bullet);
if (StateManager.Options.SFXEnabled)
{
ShootSound.Play();
}
FireBulletEvent(bullet);
}