/****************************************************************************

    AstroMenace
    Hardcore 3D space scroll-shooter with spaceship upgrade possibilities.
    Copyright (c) 2006-2019 Mikhail Kurinnoi, Viewizard


    AstroMenace is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    AstroMenace is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with AstroMenace. If not, see <https://www.gnu.org/licenses/>.


    Website: https://viewizard.com/
    Project: https://github.com/viewizard/astromenace
    E-mail: viewizard@viewizard.com

*****************************************************************************/

// FIXME probably, for mines GetClosestTargetToMine() should be used instead of FindTargetAndInterceptCourse()

// TODO don't call GetPreloadedTextureAsset() all the time, use cached texture instead

// TODO remove goto statement

// TODO codestyle should be fixed

// NOTE we use ReleaseProjectile() in weapon code for beam, since we use beam weapon for
//      player and motherships only (rare enough). If enemy will have beam weapon, revise
//      weapon code and/or projectile STL container (std::list is using now).

/*

Note, all enemy's projectiles and missiles without penalty should be about 30% faster
and maneuverable than player's projectiles and missiles. In this way, even x3 penalty
will not kill their speed and maneuverability and we will have nice difficulty matrix.

*/

#include "projectile.h"
#include "functions.h"
#include "../explosion/explosion.h"
#include "../../assets/texture.h"
#include <cmath>

// NOTE switch to nested namespace definition (namespace A::B::C { ... }) (since C++17)
namespace viewizard {
namespace astromenace {

namespace {

struct sProjectileData {
    float Radius;
    float DamageKinetic;
    float DamageEM;
    // 0-projectile, 1-with 3d model, 2-beam, 3- flares/alien mine, 4-mine with 3d model
    int ProjectileType;
    float Speed;
    float Age;
    int GraphicFXQuantity;
};

const std::string MissileTrailTextures[]{{"gfx/trail1.tga"},
                                         {"gfx/trail2.tga"},
                                         {"gfx/trail3.tga"},
                                         {"gfx/trail4.tga"},
                                         {"gfx/trail5.tga"}};

// earth 1-99
const std::vector<sProjectileData> PresetEarthProjectileData{
    // Kinetic
    {0.3f, 5, 0,    0, 50, 4, 1},
    {0.6f, 20, 0,   0, 45, 4, 1},
    {0.6f, 40, 0,   0, 45, 4, 1},
    {0.4f, 10, 0,   0, 50, 4, 1},
    // Ion
    {1.5f, 0, 10,   0, 40, 4, 1},
    {1.5f, 0, 30,   0, 40, 4, 2},
    {2.0f, 0, 50,   0, 40, 4, 2},
    // Plasma
    {1.0f, 30, 5,   0, 40, 4, 1},
    {1.3f, 40, 25,  0, 40, 4, 3},
    {1.3f, 50, 50,  0, 45, 4, 3},
    // Maser
    {0.6f, 50, 0,   2, 0, 2, 1},
    {1.0f, 80, 0,   2, 0, 2, 2},
    // Antimatter
    {1.0f, 80, 10,  0, 70, 3, 1},
    // Laser
    {0.4f, 150, 0,  2, 0, 1, 1},
    // Gauss
    {1.1f, 100, 0,  0, 80, 3, 1},
    // Missiles
    {0.2f, 100, 0,  1, 40, 8, 2},
    {0.2f, 20, 0,   1, 40, 6, 2},
    {0.2f, 400, 0,  1, 35, 7, 2},
    {0.2f, 800, 0,  1, 30, 6, 2}
};

// alien 101-199
const std::vector<sProjectileData> PresetAlienProjectileData{
    // like Kinetic1
    {0.3f, 5, 0,    0, 70, 4, 1},
    // homing, like Kinetic2
    {0.6f, 10, 0,   0, 50, 4, 2},
    // like Kinetic3
    {0.6f, 20, 0,   0, 60, 4, 1},
    // homing, like Kinetic3
    {0.6f, 20, 0,   0, 60, 4, 2},
    // like Kinetic2
    {0.6f, 10, 0,   0, 50, 4, 1},
    // emergy mine 1
    {2.0f, 60, 0,   3, 0, 16, 1},
    // emergy mine 2, with homing
    {2.0f, 120, 0,  3, 7, 16, 1},
    // like Plasma3
    {1.3f, 50, 50,  0, 55, 4, 3},
    // like Plasma2
    {1.3f, 40, 25,  0, 55, 4, 3},
    // like Laser (for matherships)
    {1.0f, 250, 0,  2, 0, 1, 1}

};

// pirate 201-299
const std::vector<sProjectileData> PresetPirateProjectileData{
    // turrent 1
    {0.3f, 5, 0,    0, 60, 4, 1},
    // turrent 2
    {0.6f, 20, 0,   0, 45, 4, 1},
    // flares
    {3.0f, 5, 0,    3, 5, 5, 1},

    // like Kinetic1
    {0.3f, 5, 0,    0, 60, 4, 1},
    // like Missile1
    {0.2f, 40, 0,   1, 60, 6, 2},
    // like Missile2
    {0.2f, 20, 0,   1, 60, 6, 2},
    // like Ion2
    {1.5f, 0, 30,   0, 40, 4, 2},
    // like Antimatter
    {1.0f, 80, 10,  0, 70, 3, 1},
    // like Missile3 (torpedo)
    {0.2f, 400, 0,  1, 55, 7, 2},
    // like Missile4 (bomb)
    {0.2f, 1000, 0, 1, 50, 6, 2},
    // like Kinetic2
    {0.6f, 20, 0,   0, 45, 4, 1},
    // like Kinetic3
    {0.6f, 40, 0,   0, 45, 4, 1},
    // like Plasma2
    {1.3f, 40, 25,  0, 40, 4, 3},

    // mine 1
    {1.2f, 50, 0,   4, 0, -1, 1},
    // mine 2
    {1.2f, 100, 0,  4, 7, -1, 1},
    // mine 3
    {1.2f, 150, 0,  4, 0, -1, 1},
    // mine 4
    {1.2f, 200, 0,  4, 0, -1, 1}
};

std::list<std::shared_ptr<cProjectile>> ProjectileList{};

} // unnamed namespace


/*
 * Create cProjectile object.
 */
std::weak_ptr<cProjectile> CreateProjectile(const int ProjectileNum)
{
    // NOTE emplace_front() return reference to the inserted element (since C++17)
    //      this two lines could be combined
    ProjectileList.emplace_front(new cProjectile{ProjectileNum}, [](cProjectile *p) {delete p;});
    return ProjectileList.front();
}

/*
 * Update and remove (erase) dead objects.
 */
void UpdateAllProjectile(float Time)
{
    // NOTE use std::erase_if here (since C++20)
    for (auto iter = ProjectileList.begin(); iter != ProjectileList.end();) {
        if (!iter->get()->UpdateWithTimeSheetList(Time)) {
            iter = ProjectileList.erase(iter);
        } else {
            ++iter;
        }
    }
}

/*
 * Draw all objects.
 */
void DrawAllProjectiles(bool VertexOnlyPass, unsigned int ShadowMap)
{
    for (auto &tmpProjectile : ProjectileList) {
        tmpProjectile->Draw(VertexOnlyPass, ShadowMap);
    }
}

/*
 * Release particular projectile object.
 */
void ReleaseProjectile(std::weak_ptr<cProjectile> &Object)
{
    auto sharedObject = Object.lock();
    if (!sharedObject) {
        return;
    }

    for (auto iter = ProjectileList.begin(); iter != ProjectileList.end();) {
        if (iter->get() == sharedObject.get()) {
            ProjectileList.erase(iter);
            return;
        }
        ++iter;
    }
}

/*
 * Release all objects.
 */
void ReleaseAllProjectiles()
{
    ProjectileList.clear();
}

/*
 * Cycle for each projectile.
 * Note, caller must guarantee, that 'Object' will not released in callback function call.
 */
void ForEachProjectile(std::function<void (cProjectile &Object)> function)
{
    for (auto &tmpProjectile : ProjectileList) {
        function(*tmpProjectile);
    }
}

/*
 * Managed cycle for each projectile.
 * Note, caller must guarantee, that 'Object' will not released in callback function call.
 */
void ForEachProjectile(std::function<void (cProjectile &Object, eProjectileCycle &Command)> function)
{
    // NOTE use std::erase_if here (since C++20)
    for (auto iter = ProjectileList.begin(); iter != ProjectileList.end();) {
        eProjectileCycle Command{eProjectileCycle::Continue};
        function(*iter->get(), Command);

        switch (Command) {
        case eProjectileCycle::Continue:
            ++iter;
            break;
        case eProjectileCycle::Break:
            return;
        case eProjectileCycle::DeleteObjectAndContinue:
            iter = ProjectileList.erase(iter);
            break;
        case eProjectileCycle::DeleteObjectAndBreak:
            ProjectileList.erase(iter);
            return;
        }
    }
}

/*
 * Managed cycle for each projectile pair.
 * Note, caller must guarantee, that 'FirstObject' and 'SecondObject' will not released in callback function call.
 */
void ForEachProjectilePair(std::function<void (cProjectile &FirstObject,
                           cProjectile &SecondObject,
                           eProjectilePairCycle &Command)> function)
{
    for (auto iterFirst = ProjectileList.begin(); iterFirst != ProjectileList.end();) {
        eProjectilePairCycle Command{eProjectilePairCycle::Continue};

        for (auto iterSecond = std::next(iterFirst, 1); iterSecond != ProjectileList.end();) {
            Command = eProjectilePairCycle::Continue;
            function(*iterFirst->get(), *iterSecond->get(), Command);

            // NOTE (?) use std::erase_if here (since C++20)
            if (Command == eProjectilePairCycle::DeleteSecondObjectAndContinue
                || Command == eProjectilePairCycle::DeleteBothObjectsAndContinue) {
                iterSecond = ProjectileList.erase(iterSecond);
            } else {
                ++iterSecond;
            }

            // break second cycle
            if (Command == eProjectilePairCycle::DeleteFirstObjectAndContinue
                || Command == eProjectilePairCycle::DeleteBothObjectsAndContinue) {
                break;
            }
        }

        // NOTE (?) use std::erase_if here (since C++20)
        if (Command == eProjectilePairCycle::DeleteFirstObjectAndContinue
            || Command == eProjectilePairCycle::DeleteBothObjectsAndContinue) {
            iterFirst = ProjectileList.erase(iterFirst);
        } else {
            ++iterFirst;
        }
    }
}

/*
 * Get object ptr by reference.
 */
std::weak_ptr<cObject3D> GetProjectilePtr(const cProjectile &Object)
{
    for (auto &tmpProjectile : ProjectileList) {
        if (tmpProjectile.get() == &Object) {
            return tmpProjectile;
        }
    }

    return std::weak_ptr<cObject3D>{};
}

/*
 * Get projectile fly range.
 */
float GetProjectileRange(int Num)
{
    if (Num >= 1 && Num <= 99) {
        float Return = PresetEarthProjectileData[Num - 1].Age * PresetEarthProjectileData[Num - 1].Speed;
        if (Num == 11) {
            Return = 100.0f;
        }
        if (Num == 12) {
            Return = 110.0f;
        }
        if (Num == 14) {
            Return = 120.0f;
        }
        return Return;
    } else if (Num >= 101 && Num <= 199) {
        if (Num == 110) {
            return 200.0f;
        }
        return PresetAlienProjectileData[Num - 101].Age * PresetAlienProjectileData[Num - 101].Speed;
    } else if (Num >= 201 && Num <= 299) {
        return PresetPirateProjectileData[Num - 201].Age * PresetPirateProjectileData[Num - 201].Speed;
    }

    return 0.0f;
}

/*
 * Get projectile kinetic damage.
 */
int GetProjectileDamageKinetic(const int Num)
{
    if (Num >= 1 && Num <= 99) {
        // missile swarm
        if (Num == 17) {
            return 10 * (int)PresetEarthProjectileData[Num - 1].DamageKinetic;
        }
        return (int)PresetEarthProjectileData[Num - 1].DamageKinetic;
    } else if (Num >= 101 && Num <= 199) {
        return (int)PresetAlienProjectileData[Num - 101].DamageKinetic;
    }
    else if (Num >= 201 && Num <= 299) {
        return (int)PresetPirateProjectileData[Num - 201].DamageKinetic;
    }

    return 0;
}

/*
 * Get projectile EM damage.
 */
int GetProjectileDamageEM(const int Num)
{
    if (Num >= 1 && Num <= 99) {
        // missile swarm
        if (Num == 17) {
            return 10 * (int)PresetEarthProjectileData[Num - 1].DamageEM;
        }
        return (int)PresetEarthProjectileData[Num - 1].DamageEM;
    } else if (Num >= 101 && Num <= 199) {
        return (int)PresetAlienProjectileData[Num - 101].DamageEM;
    } else if (Num >= 201 && Num <= 299) {
        return (int)PresetPirateProjectileData[Num - 201].DamageEM;
    }

    return 0;
}

/*
 * Get projectile speed.
 */
float GetProjectileSpeed(int Num)
{
    if (Num >= 1 && Num <= 99) {
        return PresetEarthProjectileData[Num - 1].Speed;
    } else if (Num >= 101 && Num <= 199) {
        return PresetAlienProjectileData[Num - 101].Speed;
    } else if (Num >= 201 && Num <= 299) {
        return PresetPirateProjectileData[Num - 201].Speed;
    }

    return 0.0f;
}

/*
 * Setup gfx.
 */
static void SetProjectileGFX(std::shared_ptr<cParticleSystem> &ParticleSystem, int GFXNum)
{
    ParticleSystem->Texture = GetPreloadedTextureAsset("gfx/flare1.tga");

    switch (GFXNum) {
    case 1: // Kinetic
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.30f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 0.00f;
        ParticleSystem->Theta = 0.00f;
        ParticleSystem->Life = 0.15f;
        ParticleSystem->ParticlesPerSec = 300;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 1.0f, 0.35f, 0.15f, 0.0f, 0.2f);
        break;

    case 2: // Kinetic
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.50f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 2.00f;
        ParticleSystem->SpeedVar = 3.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.30f;
        ParticleSystem->ParticlesPerSec = 200;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 1.0f, 0.35f, 0.15f, 0.0f, 0.15f);
        break;

    case 3: // Kinetic
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.60f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 2.00f;
        ParticleSystem->SpeedVar = 3.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 200;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 1.0f, 0.35f, 0.15f, 0.0f, 0.1f);
        break;

    case 4: // Kinetic
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.40f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->SpeedVar = 0.00f;
        ParticleSystem->Theta = 0.00f;
        ParticleSystem->Life  = 0.20f;
        ParticleSystem->ParticlesPerSec = 300;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 1.0f, 0.35f, 0.15f, 0.0f, 0.17f);
        break;

    case 5: // Ion
        ParticleSystem->ColorStart.r = 0.70f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 0.70f;
        ParticleSystem->ColorEnd.r = 0.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.20f;
        ParticleSystem->SizeVar = 0.20f;
        ParticleSystem->SizeEnd = 0.20f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->SpeedOnCreation = -1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 1.00f;
        ParticleSystem->ParticlesPerSec = 60;
        ParticleSystem->CreationType = eParticleCreationType::Sphere;
        ParticleSystem->CreationSize = sVECTOR3D{2.0f, 2.0f, 0.5f};
        ParticleSystem->DeadZone = 1.5f;
        ParticleSystem->AlphaShowHide = true;
        ParticleSystem->IsMagnet = true;
        ParticleSystem->MagnetFactor = 25.0f;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.35f, 0.5f, 0.35f, 0.0f, 0.1f);
        break;

    case 6: // Ion
        ParticleSystem->ColorStart.r = 0.70f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 0.70f;
        ParticleSystem->ColorEnd.r = 0.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.50f;
        ParticleSystem->SizeVar = 0.30f;
        ParticleSystem->SizeEnd = 0.20f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 30;
        ParticleSystem->AlphaShowHide = true;
        ParticleSystem->IsMagnet = true;
        ParticleSystem->MagnetFactor = -20.0f;
        break;

    case 7: // Plasma
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 0.50f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.70f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.50f;
        ParticleSystem->SizeVar = 0.20f;
        ParticleSystem->SizeEnd = 0.30f;
        ParticleSystem->Speed = 6.40f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 50;
        ParticleSystem->AlphaShowHide = true;
        ParticleSystem->IsMagnet = true;
        ParticleSystem->NeedStop = true;
        ParticleSystem->AlphaShowHide = true;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.35f, 0.75f, 1.0f, 0.0f, 0.15f);
        break;

    case 8: // Plasma
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 0.50f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.70f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.30f;
        ParticleSystem->SizeVar = 0.10f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.80f;
        ParticleSystem->ParticlesPerSec = 50;
        ParticleSystem->CreationType = eParticleCreationType::Sphere;
        ParticleSystem->CreationSize = sVECTOR3D{1.3f, 1.3f, 0.2f};
        ParticleSystem->DeadZone = 1.2f;
        ParticleSystem->AlphaShowHide = true;
        ParticleSystem->IsMagnet = true;
        ParticleSystem->MagnetFactor = 2.0f;
        break;

    case 9: // Plasma
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 0.50f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.70f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.30f;
        ParticleSystem->SizeVar = 0.10f;
        ParticleSystem->SizeEnd = 0.20f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.80f;
        ParticleSystem->ParticlesPerSec = 50;
        ParticleSystem->CreationType = eParticleCreationType::Sphere;
        ParticleSystem->CreationSize = sVECTOR3D{1.3f, 0.2f, 1.3f};
        ParticleSystem->DeadZone = 1.2f;
        ParticleSystem->AlphaShowHide = true;
        ParticleSystem->IsMagnet = true;
        ParticleSystem->MagnetFactor = 2.0f;
        break;

    case 10: // Plasma
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 0.50f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.70f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.80f;
        ParticleSystem->SizeVar = 0.20f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 4.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 30;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.35f, 0.75f, 1.0f, 0.0f, 0.10f);
        break;

    case 11: // Plasma
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 0.50f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.70f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.60f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 2.00f;
        ParticleSystem->SpeedVar = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.20f;
        ParticleSystem->ParticlesPerSec = 150;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.35f, 0.75f, 1.0f, 0.0f, 0.08f);
        break;

    case 12: // Ion
        ParticleSystem->ColorStart.r = 0.70f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 0.70f;
        ParticleSystem->ColorEnd.r = 0.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.40f;
        ParticleSystem->SizeVar = 0.20f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 2.00f;
        ParticleSystem->SpeedVar = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.20f;
        ParticleSystem->ParticlesPerSec = 200;
        break;

    case 13: // Missile
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.35f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.40f;
        ParticleSystem->ParticlesPerSec = 250;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 1.0f, 0.35f, 0.15f, 0.0f, 0.1f);
        break;

    case 14: // Torpedo
        ParticleSystem->ColorStart.r = 0.70f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 0.00f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.35f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 250;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.35f, 1.0f, 0.15f, 0.0f, 0.075f);
        break;

    case 15: // Nuke
        ParticleSystem->ColorStart.r = 0.30f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.40f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 250;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.15f, 0.35f, 1.0f, 0.0f, 0.05f);
        break;

    case 16: // Swarm
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.25f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.30f;
        ParticleSystem->ParticlesPerSec = 250;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 1.0f, 0.35f, 0.15f, 0.0f, 0.2f);
        break;

    case 17: // maser
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 0.00f;
        ParticleSystem->ColorEnd.r = 0.00f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.40f;
        ParticleSystem->SizeVar = 0.10f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 1.00f;
        ParticleSystem->ParticlesPerSec = 600;
        ParticleSystem->CreationType = eParticleCreationType::Tube;
        ParticleSystem->CreationSize = sVECTOR3D{0.4f, 0.4f, 0.2f};
        ParticleSystem->AlphaShowHide = true;
        break;

    case 18: // maser2
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 0.00f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.40f;
        ParticleSystem->SizeVar = 0.10f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 1.00f;
        ParticleSystem->ParticlesPerSec = 400;
        ParticleSystem->CreationType = eParticleCreationType::Tube;
        ParticleSystem->CreationSize = sVECTOR3D{0.8f, 0.8f, 0.2f};
        ParticleSystem->AlphaShowHide = true;
        break;

    case 19: // Antimatter
        ParticleSystem->ColorStart.r = 0.50f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 0.00f;
        ParticleSystem->ColorEnd.r = 0.50f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.30f;
        ParticleSystem->SizeVar = 0.10f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 1.00f;
        ParticleSystem->ParticlesPerSec = 100;
        ParticleSystem->CreationType = eParticleCreationType::Sphere;
        ParticleSystem->CreationSize = sVECTOR3D{0.8f, 0.1f, 0.8f};
        ParticleSystem->AlphaShowHide = true;
        ParticleSystem->IsMagnet = true;
        ParticleSystem->MagnetFactor = -20.0f;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.5f, 1.0f, 0.0f, 0.0f, 0.05f);
        break;

    case 20: // Laser
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 0.00f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.20f;
        ParticleSystem->SizeVar = 0.05f;
        ParticleSystem->SizeEnd = 0.20f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.20f;
        ParticleSystem->ParticlesPerSec = 3000;
        ParticleSystem->CreationType = eParticleCreationType::Tube;
        ParticleSystem->CreationSize = sVECTOR3D{0.2f, 0.2f, 0.1f};
        break;

    case 21: // Antimatter
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.50f;
        ParticleSystem->ColorStart.b = 0.00f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.50f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.20f;
        ParticleSystem->SizeVar = 0.10f;
        ParticleSystem->SizeEnd = 0.30f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 150;
        ParticleSystem->CreationType = eParticleCreationType::Sphere;
        ParticleSystem->CreationSize = sVECTOR3D{1.0f, 1.0f, 0.1f};
        ParticleSystem->IsMagnet = true;
        ParticleSystem->MagnetFactor = -40.0f;
        break;

    case 22: // alien weapon 1
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.70f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.30f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 0.00f;
        ParticleSystem->Theta = 0.00f;
        ParticleSystem->Life = 0.15f;
        ParticleSystem->ParticlesPerSec = 300;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.35f, 0.85f, 1.0f, 0.0f, 0.2f);
        break;

    case 23: // alien weapon 2
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.70f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.50f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 2.00f;
        ParticleSystem->SpeedVar = 3.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.30f;
        ParticleSystem->ParticlesPerSec = 200;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.35f, 0.85f, 1.0f, 0.0f, 0.1f);
        break;

    case 24: // alien weapon 2
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.70f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.60f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 2.00f;
        ParticleSystem->SpeedVar = 3.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 200;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.35f, 0.85f, 1.0f, 0.0f, 0.1f);
        break;

    case 25: // flares
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.50f;
        ParticleSystem->ColorStart.b = 0.10f;
        ParticleSystem->ColorEnd.r = 0.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 1.00f;
        ParticleSystem->SizeVar = 0.50f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->SpeedOnCreation = -1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 200;
        ParticleSystem->CreationType = eParticleCreationType::Sphere;
        ParticleSystem->CreationSize = sVECTOR3D{4.0f, 4.0f, 4.0f};
        ParticleSystem->Texture = GetPreloadedTextureAsset("gfx/flare.tga");
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.5f, 0.25f, 0.05f, 0.0f, 0.05f);
        break;

    case 26: // pirate 1, like Kinetic
        ParticleSystem->ColorStart.r = 0.60f;
        ParticleSystem->ColorStart.g = 0.60f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 0.30f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.30f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.30f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 0.00f;
        ParticleSystem->Theta = 0.00f;
        ParticleSystem->Life = 0.15f;
        ParticleSystem->ParticlesPerSec = 300;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.45f, 0.8f, 0.3f, 0.0f, 0.2f);
        break;

    case 27: // pirate 2, like Kinetic
        ParticleSystem->ColorStart.r = 0.60f;
        ParticleSystem->ColorStart.g = 0.60f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 0.30f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.30f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.35f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.40f;
        ParticleSystem->ParticlesPerSec = 250;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.45f, 0.8f, 0.3f, 0.0f, 0.1f);
        break;

    case 28: // mine 2
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.30f;
        ParticleSystem->SizeVar = 0.20f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 3.00f;
        ParticleSystem->SpeedOnCreation = -1.00f;
        ParticleSystem->SpeedVar = 2.00f;
        ParticleSystem->Theta = 180.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 100;
        ParticleSystem->AlphaShowHide= true;
        ParticleSystem->Direction = sVECTOR3D{0.0f, -1.0f, 0.0f};
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 1.0f, 0.35f, 0.15f, 0.0f, 0.2f);
        break;

    case 29: // mine 3
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.30f;
        ParticleSystem->SizeVar = 0.20f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 3.00f;
        ParticleSystem->SpeedOnCreation = -1.00f;
        ParticleSystem->SpeedVar = 2.00f;
        ParticleSystem->Theta = 60.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 100;
        ParticleSystem->AlphaShowHide= true;
        ParticleSystem->Direction = sVECTOR3D{0.0f, -1.0f, 0.0f};
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 1.0f, 0.35f, 0.15f, 0.0f, 0.15f);
        break;

    case 30: // mine 4
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.30f;
        ParticleSystem->SizeVar = 0.20f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 3.00f;
        ParticleSystem->SpeedOnCreation = -1.00f;
        ParticleSystem->SpeedVar = 2.00f;
        ParticleSystem->Theta = 180.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 150;
        ParticleSystem->AlphaShowHide= true;
        ParticleSystem->CreationType = eParticleCreationType::Sphere;
        ParticleSystem->CreationSize = sVECTOR3D{1.5f, 0.1f, 1.5f};
        ParticleSystem->Direction = sVECTOR3D{0.0f, -1.0f, 0.0f};
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 1.0f, 0.35f, 0.15f, 0.0f, 0.1f);
        break;

    case 31: // pirate missile swarm
        ParticleSystem->ColorStart.r = 0.60f;
        ParticleSystem->ColorStart.g = 0.60f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 0.30f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.30f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.25f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.30f;
        ParticleSystem->ParticlesPerSec = 250;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.45f, 0.8f, 0.3f, 0.0f, 0.2f);
        break;

    case 32: // pirate torpedo
        ParticleSystem->ColorStart.r = 0.70f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 0.00f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.35f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 250;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.35f, 1.0f, 0.15f, 0.0f, 0.075f);
        break;

    case 33: // pirate bomb
        ParticleSystem->ColorStart.r = 0.30f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.00f;
        ParticleSystem->ColorEnd.g = 0.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.40f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 1.00f;
        ParticleSystem->SpeedVar = 1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 250;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.15f, 0.35f, 1.0f, 0.0f, 0.05f);
        break;

    case 34: // pirate, like Kinetic2
        ParticleSystem->ColorStart.r = 0.60f;
        ParticleSystem->ColorStart.g = 0.60f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 0.30f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.30f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.50f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.00f;
        ParticleSystem->Speed = 2.00f;
        ParticleSystem->SpeedVar = 3.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.30f;
        ParticleSystem->ParticlesPerSec = 200;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.45f, 0.8f, 0.3f, 0.0f, 0.15f);
        break;

    case 35: // pirate, like Kinetic3
        ParticleSystem->ColorStart.r = 0.60f;
        ParticleSystem->ColorStart.g = 0.60f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 0.30f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 0.30f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.60f;
        ParticleSystem->SizeVar = 0.00f;
        ParticleSystem->SizeEnd = 0.10f;
        ParticleSystem->Speed = 2.00f;
        ParticleSystem->SpeedVar = 3.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.50f;
        ParticleSystem->ParticlesPerSec = 200;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.45f, 0.8f, 0.3f, 0.0f, 0.1f);
        break;

    case 36: // alien, energy mine 1
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.70f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.01f;
        ParticleSystem->SizeVar = 0.02f;
        ParticleSystem->SizeEnd = 0.40f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->SpeedOnCreation = -1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.40f;
        ParticleSystem->ParticlesPerSec = 200;
        ParticleSystem->CreationType = eParticleCreationType::Sphere;
        ParticleSystem->CreationSize = sVECTOR3D{2.0, 2.0f, 2.0f};
        ParticleSystem->DeadZone = 1.9f;
        ParticleSystem->IsMagnet = true;
        ParticleSystem->MagnetFactor = 25.0f;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 0.35f, 0.75f, 1.0f, 0.0f, 0.1f);
        break;

    case 37: // alien, energy mine 2
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 0.20f;
        ParticleSystem->ColorStart.b = 0.20f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.20f;
        ParticleSystem->ColorEnd.b = 0.20f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 1.00f;
        ParticleSystem->SizeStart = 0.3f;
        ParticleSystem->SizeVar = 0.02f;
        ParticleSystem->SizeEnd = 0.1f;
        ParticleSystem->Speed = 0.00f;
        ParticleSystem->SpeedOnCreation = -1.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.40f;
        ParticleSystem->ParticlesPerSec = 200;
        ParticleSystem->CreationType = eParticleCreationType::Sphere;
        ParticleSystem->CreationSize = sVECTOR3D{2.0, 0.2f, 2.0f};
        ParticleSystem->DeadZone = 1.9f;
        ParticleSystem->IsMagnet = true;
        ParticleSystem->MagnetFactor = 2.0f;
        ParticleSystem->Light = vw_CreatePointLight(sVECTOR3D{0.0f, 0.0f, 0.0f}, 1.0f, 0.2f, 0.2f, 0.0f, 0.1f);
        break;

    case 38: // alien mothership, Laser
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 0.30f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 0.30f;
        ParticleSystem->ColorEnd.b = 0.00f;
        ParticleSystem->AlphaStart = 1.00f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.40f;
        ParticleSystem->SizeVar = 0.05f;
        ParticleSystem->SizeEnd = 0.20f;
        ParticleSystem->Speed  = 0.00f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 0.20f;
        ParticleSystem->ParticlesPerSec = 9000;
        ParticleSystem->CreationType = eParticleCreationType::Tube;
        ParticleSystem->CreationSize = sVECTOR3D{0.2f, 0.2f, 0.1f};
        ParticleSystem->AlphaShowHide = true;
        break;

    case 101: // earth/pirate missile trail
        ParticleSystem->Texture = GetPreloadedTextureAsset(MissileTrailTextures[vw_uRandNum(4)]);
        ParticleSystem->ColorStart.r = 1.00f;
        ParticleSystem->ColorStart.g = 1.00f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 1.00f;
        ParticleSystem->ColorEnd.g = 1.00f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 0.06f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.20f;
        ParticleSystem->SizeVar = 0.20f;
        ParticleSystem->SizeEnd = 2.50f;
        ParticleSystem->Speed = 0.20f;
        ParticleSystem->SpeedVar = 0.30f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 5.00f;
        ParticleSystem->LifeVar = 5.00f;
        ParticleSystem->ParticlesPerSec = 150;
        ParticleSystem->TextureBlend = true;
        break;

    case 102: // alien missile trail
        ParticleSystem->Texture = GetPreloadedTextureAsset(MissileTrailTextures[vw_uRandNum(4)]);
        ParticleSystem->ColorStart.r = 0.00f;
        ParticleSystem->ColorStart.g = 0.70f;
        ParticleSystem->ColorStart.b = 1.00f;
        ParticleSystem->ColorEnd.r = 0.00f;
        ParticleSystem->ColorEnd.g = 0.70f;
        ParticleSystem->ColorEnd.b = 1.00f;
        ParticleSystem->AlphaStart = 0.08f;
        ParticleSystem->AlphaEnd = 0.00f;
        ParticleSystem->SizeStart = 0.20f;
        ParticleSystem->SizeVar = 0.10f;
        ParticleSystem->SizeEnd = 2.00f;
        ParticleSystem->Speed = 0.20f;
        ParticleSystem->SpeedVar = 0.30f;
        ParticleSystem->Theta = 360.00f;
        ParticleSystem->Life = 5.00f;
        ParticleSystem->LifeVar = 5.00f;
        ParticleSystem->ParticlesPerSec = 100;
        ParticleSystem->TextureBlend = true;
        break;

    default:
        std::cerr << __func__ << "(): " << "wrong GFXNum.\n";
        break;
    }
}

/*
 * Constructor.
 */
cProjectile::cProjectile(const int ProjectileNum)
{
    ObjectStatus = eObjectStatus::Ally;
    ObjectType = eObjectType::Projectile;

    Radius = 0.0f;

    Ambient[0] = Ambient[1] = Ambient[2] = Ambient[3] = 0.35f;

    if (ProjectileNum <= 0) {
        std::cerr << __func__ << "(): " << "Could not init cProjectile object with Number "
                  << ProjectileNum << "\n";
        return;
    } else if (ProjectileNum >= 1 && ProjectileNum <= 99
               && (unsigned int)ProjectileNum > PresetEarthProjectileData.size()) {
        std::cerr << __func__ << "(): " << "Could not init cProjectile(1) object with Number "
                  << ProjectileNum << "\n";
        return;
    } else if (ProjectileNum >= 101 && ProjectileNum <= 199
               && (unsigned int)ProjectileNum - 100 > PresetAlienProjectileData.size()) {
        std::cerr << __func__ << "(): " << "Could not init cProjectile(2) object with Number "
                  << ProjectileNum << "\n";
        return;
    } else if (ProjectileNum >= 201 && ProjectileNum <= 299
               && (unsigned int)ProjectileNum-200 > PresetPirateProjectileData.size()) {
        std::cerr << __func__ << "(): " << "Could not init cProjectile(3) object with Number "
                  << ProjectileNum << "\n";
        return;
    }

    Num = ProjectileNum;

    int IntNum = ProjectileNum;
    int GraphicFXQuantity{0};

    if (Num >= 1 && Num <= 99) {
        Radius = PresetEarthProjectileData[IntNum - 1].Radius;
        Damage.Kinetic() = PresetEarthProjectileData[IntNum - 1].DamageKinetic;
        Damage.EM() = PresetEarthProjectileData[IntNum - 1].DamageEM;
        ProjectileType = PresetEarthProjectileData[IntNum - 1].ProjectileType;
        SpeedStart = SpeedEnd = Speed = PresetEarthProjectileData[IntNum - 1].Speed;
        Age = Lifetime = PresetEarthProjectileData[IntNum - 1].Age;
        GraphicFXQuantity = PresetEarthProjectileData[IntNum - 1].GraphicFXQuantity;
    } else if (Num >= 101 && Num <= 199) {
        IntNum = ProjectileNum - 100;
        Radius = PresetAlienProjectileData[IntNum - 1].Radius;
        Damage.Kinetic() = PresetAlienProjectileData[IntNum - 1].DamageKinetic;
        Damage.EM() = PresetAlienProjectileData[IntNum - 1].DamageEM;
        ProjectileType = PresetAlienProjectileData[IntNum - 1].ProjectileType;
        SpeedStart = SpeedEnd = Speed = PresetAlienProjectileData[IntNum - 1].Speed;
        Age = Lifetime = PresetAlienProjectileData[IntNum - 1].Age;
        GraphicFXQuantity = PresetAlienProjectileData[IntNum - 1].GraphicFXQuantity;
    } else if (Num >= 201 && Num <= 299) {
        IntNum = ProjectileNum - 200;
        Radius = PresetPirateProjectileData[IntNum - 1].Radius;
        Damage.Kinetic() = PresetPirateProjectileData[IntNum - 1].DamageKinetic;
        Damage.EM() = PresetPirateProjectileData[IntNum - 1].DamageEM;
        ProjectileType = PresetPirateProjectileData[IntNum - 1].ProjectileType;
        SpeedStart = SpeedEnd = Speed = PresetPirateProjectileData[IntNum - 1].Speed;
        Age = Lifetime = PresetPirateProjectileData[IntNum - 1].Age;
        GraphicFXQuantity = PresetPirateProjectileData[IntNum - 1].GraphicFXQuantity;
    }

    GraphicFXLocation.resize(GraphicFXQuantity, sVECTOR3D{0.0f, 0.0f, 0.0f});
    GraphicFX.resize(GraphicFXQuantity);

    if (ProjectileType == 1) {
        ArmorCurrentStatus = ArmorInitialStatus = 1.0f;
    }

    switch (ProjectileNum) {
    // Kinetic
    case 1:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 1);
        }
        break;
    case 2:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 2);
        }
        break;
    case 3:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 3);
        }
        break;
    case 4:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 4);
        }
        break;
    // Ion
    case 5:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 5);
        }
        break;
    case 6:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 6);
        }
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 5);
            sharedGFX->CreationSize = sVECTOR3D{2.5f, 2.5f, 0.5f};
            sharedGFX->DeadZone = 1.9f;
        }
        break;
    case 7:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 12);
        }
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 5);
        }
        break;
    // Plasma
    case 8:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 7);
        }
        break;
    case 9:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 10);
        }
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 8);
        }
        GraphicFX[2] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[2].lock()) {
            SetProjectileGFX(sharedGFX, 9);
        }
        break;
    case 10:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 8);
        }
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 9);
        }
        GraphicFX[2] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[2].lock()) {
            SetProjectileGFX(sharedGFX, 11);
        }
        break;
    // Maser
    case 11:
        ProjectileCenter = sVECTOR3D{0.0f, 0.0f, 50.0f};
        NeedStopPartic = true;
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 17);
            sharedGFX->CreationSize = sVECTOR3D{0.8f, 0.8f, 100.0f};

            float MinX = -sharedGFX->CreationSize.x / 2;
            float MaxX = sharedGFX->CreationSize.x / 2;
            float MinY = -sharedGFX->CreationSize.y / 2;
            float MaxY = sharedGFX->CreationSize.y / 2;
            float MinZ = -sharedGFX->CreationSize.z / 2;
            float MaxZ = sharedGFX->CreationSize.z / 2;
            OBB.Box[0] = AABB[0] = sVECTOR3D{MaxX, MaxY, MaxZ};
            OBB.Box[1] = AABB[1] = sVECTOR3D{MinX, MaxY, MaxZ};
            OBB.Box[2] = AABB[2] = sVECTOR3D{MinX, MaxY, MinZ};
            OBB.Box[3] = AABB[3] = sVECTOR3D{MaxX, MaxY, MinZ};
            OBB.Box[4] = AABB[4] = sVECTOR3D{MaxX, MinY, MaxZ};
            OBB.Box[5] = AABB[5] = sVECTOR3D{MinX, MinY, MaxZ};
            OBB.Box[6] = AABB[6] = sVECTOR3D{MinX, MinY, MinZ};
            OBB.Box[7] = AABB[7] = sVECTOR3D{MaxX, MinY, MinZ};
            OBB.Location = sVECTOR3D{0.0f, 0.0f, 0.0f};
            Width = fabsf(MaxX - MinX);
            Height = fabsf(MaxY - MinY);
            Length = fabsf(MaxZ - MinZ);
        }
        break;
    case 12:
        ProjectileCenter = sVECTOR3D{0.0f, 0.0f, 55.0f};
        NeedStopPartic = true;
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 18);
            sharedGFX->CreationSize = sVECTOR3D{1.6f, 1.6f, 110.0f};
        }
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 17);
            sharedGFX->CreationSize = sVECTOR3D{0.8f, 0.8f, 110.0f};

            float MinX = -sharedGFX->CreationSize.x / 2;
            float MaxX = sharedGFX->CreationSize.x / 2;
            float MinY = -sharedGFX->CreationSize.y / 2;
            float MaxY = sharedGFX->CreationSize.y / 2;
            float MinZ = -sharedGFX->CreationSize.z / 2;
            float MaxZ = sharedGFX->CreationSize.z / 2;
            OBB.Box[0] = AABB[0] = sVECTOR3D{MaxX, MaxY, MaxZ};
            OBB.Box[1] = AABB[1] = sVECTOR3D{MinX, MaxY, MaxZ};
            OBB.Box[2] = AABB[2] = sVECTOR3D{MinX, MaxY, MinZ};
            OBB.Box[3] = AABB[3] = sVECTOR3D{MaxX, MaxY, MinZ};
            OBB.Box[4] = AABB[4] = sVECTOR3D{MaxX, MinY, MaxZ};
            OBB.Box[5] = AABB[5] = sVECTOR3D{MinX, MinY, MaxZ};
            OBB.Box[6] = AABB[6] = sVECTOR3D{MinX, MinY, MinZ};
            OBB.Box[7] = AABB[7] = sVECTOR3D{MaxX, MinY, MinZ};
            OBB.Location = sVECTOR3D{0.0f, 0.0f, 0.0f};
            Width = fabsf(MaxX - MinX);
            Height = fabsf(MaxY - MinY);
            Length = fabsf(MaxZ - MinZ);
        }
        break;
    // Antimatter
    case 13:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 19);
        }
        break;
    // Laser
    case 14:
        ProjectileCenter = sVECTOR3D{0.0f, 0.0f, 60.0f};
        NeedStopPartic = true;
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 20);
            sharedGFX->CreationSize = sVECTOR3D{0.4f, 0.4f, 120.0f};

            float MinX = -sharedGFX->CreationSize.x / 2;
            float MaxX = sharedGFX->CreationSize.x / 2;
            float MinY = -sharedGFX->CreationSize.y / 2;
            float MaxY = sharedGFX->CreationSize.y / 2;
            float MinZ = -sharedGFX->CreationSize.z / 2;
            float MaxZ = sharedGFX->CreationSize.z / 2;
            OBB.Box[0] = AABB[0] = sVECTOR3D{MaxX, MaxY, MaxZ};
            OBB.Box[1] = AABB[1] = sVECTOR3D{MinX, MaxY, MaxZ};
            OBB.Box[2] = AABB[2] = sVECTOR3D{MinX, MaxY, MinZ};
            OBB.Box[3] = AABB[3] = sVECTOR3D{MaxX, MaxY, MinZ};
            OBB.Box[4] = AABB[4] = sVECTOR3D{MaxX, MinY, MaxZ};
            OBB.Box[5] = AABB[5] = sVECTOR3D{MinX, MinY, MaxZ};
            OBB.Box[6] = AABB[6] = sVECTOR3D{MinX, MinY, MinZ};
            OBB.Box[7] = AABB[7] = sVECTOR3D{MaxX, MinY, MinZ};
            OBB.Location = sVECTOR3D{0.0f, 0.0f, 0.0f};
            Width = fabsf(MaxX - MinX);
            Height = fabsf(MaxY - MinY);
            Length = fabsf(MaxZ - MinZ);
        }
        break;
    // Gauss
    case 15:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 21);
        }
        break;
    // missile
    case 16:
        LoadObjectData("models/earthfighter/missile.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/earthfighter/rockets.tga");
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 13);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, 0.0f, -Length / 2.0f};
        NeedStopPartic = true;
        // missile trail
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 101);
        }
        GraphicFXLocation[1] = GraphicFXLocation[0];
        break;
    // swarm
    case 17:
        LoadObjectData("models/earthfighter/swarm.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/earthfighter/rockets.tga");
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 16);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, 0.0f, -Length / 2.0f};
        NeedStopPartic = true;
        // missile trail
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 101);
            sharedGFX->Life = 1.00f;
        }
        GraphicFXLocation[1] = GraphicFXLocation[0];
        break;
    // torpedo
    case 18:
        LoadObjectData("models/earthfighter/torpedo.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/earthfighter/rockets.tga");
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 14);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, 0.0f, -Length / 2.0f};
        NeedStopPartic = true;
        // missile trail
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 101);
        }
        GraphicFXLocation[1] = GraphicFXLocation[0];
        break;
    // bomb
    case 19:
        LoadObjectData("models/earthfighter/nuke.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/earthfighter/rockets.tga");
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 15);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, 0.0f, -Length / 2.0f};
        NeedStopPartic = true;
        // missile trail
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 101);
        }
        GraphicFXLocation[1] = GraphicFXLocation[0];
        break;

    // alien, like Kinetic1
    case 101:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 22);
        }
        break;
    // alien, homing, like Kinetic2
    case 102:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 23);
        }
        NeedStopPartic = true;
        // missile trail
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 102);
        }
        break;
    // alien, like Kinetic3
    case 103:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 24);
        }
        break;
    // alien, homing, like Kinetic3
    case 104:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 24);
        }
        NeedStopPartic = true;
        // missile trail
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 102);
        }
        break;
    // alien, like Kinetic2
    case 105:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 23);
        }
        break;
    // alien, energy mine 1
    case 106:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 36);
        }
        break;
    // alien, energy mine 2
    case 107:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 37);
        }
        break;
    // alien, like Plasma3
    case 108:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 8);
        }
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 9);
        }
        GraphicFX[2] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[2].lock()) {
            SetProjectileGFX(sharedGFX, 11);
        }
        break;
    // alien, like Plasma2
    case 109:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 10);
        }
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 8);
        }
        GraphicFX[2] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[2].lock()) {
            SetProjectileGFX(sharedGFX, 9);
        }
        break;
    // alien, like Laser
    case 110:
        ProjectileCenter = sVECTOR3D{0.0f, 0.0f, 55.0f};
        NeedStopPartic = true;
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 38);
            sharedGFX->CreationSize = sVECTOR3D{2.0f, 2.0f, 110.0f};

            float MinX = -sharedGFX->CreationSize.x/2;
            float MaxX = sharedGFX->CreationSize.x/2;
            float MinY = -sharedGFX->CreationSize.y/2;
            float MaxY = sharedGFX->CreationSize.y/2;
            float MinZ = -sharedGFX->CreationSize.z/2;
            float MaxZ = sharedGFX->CreationSize.z/2;
            // store only what we really need - float x, float y, float z, float sizeX, float sizeY, float sizeZ
            OBB.Box[0] = AABB[0] = sVECTOR3D{MaxX, MaxY, MaxZ};
            OBB.Box[1] = AABB[1] = sVECTOR3D{MinX, MaxY, MaxZ};
            OBB.Box[2] = AABB[2] = sVECTOR3D{MinX, MaxY, MinZ};
            OBB.Box[3] = AABB[3] = sVECTOR3D{MaxX, MaxY, MinZ};
            OBB.Box[4] = AABB[4] = sVECTOR3D{MaxX, MinY, MaxZ};
            OBB.Box[5] = AABB[5] = sVECTOR3D{MinX, MinY, MaxZ};
            OBB.Box[6] = AABB[6] = sVECTOR3D{MinX, MinY, MinZ};
            OBB.Box[7] = AABB[7] = sVECTOR3D{MaxX, MinY, MinZ};
            OBB.Location = sVECTOR3D{0.0f, 0.0f, 0.0f};
            Width = fabsf(MaxX-MinX);
            Height = fabsf(MaxY-MinY);
            Length = fabsf(MaxZ-MinZ);
        }
        break;
    // pirate, turret 1
    case 201:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 26);
        }
        break;
    // pirate, turret 2
    case 202:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 34);
        }
        break;
    // flares
    case 203:
        Orientation = sVECTOR3D{0.0f, 0.5f, 0.5f};
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 25);
        }
        break;
    // pirate, like Kinetic1
    case 204:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 26);
        }
        break;
    // pirate, like Missile1
    case 205:
        LoadObjectData("models/earthfighter/missile.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/earthfighter/rockets.tga");
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 27);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, 0.0f, -Length / 2.0f};
        NeedStopPartic = true;
        // missile trail
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 101);
        }
        GraphicFXLocation[1] = GraphicFXLocation[0];
        break;
    // pirate, like Missile2
    case 206:
        LoadObjectData("models/earthfighter/swarm.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/earthfighter/rockets.tga");
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 31);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, 0.0f, -Length / 2.0f};
        NeedStopPartic = true;
        // missile trail
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 101);
        }
        GraphicFXLocation[1] = GraphicFXLocation[0];
        break;
    // pirate, like Ion2
    case 207:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 6);
        }
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 5);
            sharedGFX->CreationSize = sVECTOR3D{2.5f, 2.5f, 0.5f};
            sharedGFX->DeadZone = 1.9f;
        }
        break;
    // pirate, like Antimatter
    case 208:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 19);
        }
        break;
    // pirate, like torpedo
    case 209:
        LoadObjectData("models/earthfighter/torpedo.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/earthfighter/rockets.tga");
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 32);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, 0.0f, -Length / 2.0f};
        NeedStopPartic = true;
        // missile trail
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 101);
        }
        GraphicFXLocation[1] = GraphicFXLocation[0];
        break;
    // pirate, like bomb
    case 210:
        LoadObjectData("models/earthfighter/nuke.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/earthfighter/rockets.tga");
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 33);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, 0.0f, -Length / 2.0f};
        NeedStopPartic = true;
        // missile trail
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 101);
        }
        GraphicFXLocation[1] = GraphicFXLocation[0];
        break;
    // pirate, like Kinetic2
    case 211:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 34);
        }
        break;
    // pirate, like Kinetic3
    case 212:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 35);
        }
        break;
    // pirate, like Plasma2
    case 213:
        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 10);
        }
        GraphicFX[1] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[1].lock()) {
            SetProjectileGFX(sharedGFX, 8);
        }
        GraphicFX[2] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[2].lock()) {
            SetProjectileGFX(sharedGFX, 9);
        }
        break;
    // mine 1
    case 214:
        MineIData = 0.0f;
        ArmorCurrentStatus = ArmorInitialStatus = 10.0f;
        LoadObjectData("models/mine/mine-01.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/mine/mine1.tga");
        TextureIllum[0] = GetPreloadedTextureAsset("models/mine/mine1i.tga");
        break;
    // mine 2
    case 215:
        MineIData = 0.0f;
        ArmorCurrentStatus = ArmorInitialStatus = 15.0f;
        LoadObjectData("models/mine/mine-02.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/mine/mine2.tga");
        TextureIllum[0] = GetPreloadedTextureAsset("models/mine/mine2i.tga");

        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 28);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, -0.8f, 0.0f};
        NeedStopPartic = true;
        break;
    // mine 3
    case 216:
        MineIData = 0.0f;
        ArmorCurrentStatus = ArmorInitialStatus = 20.0f;
        MineReloadTime = MineNextFireTime = 1.0f;
        LoadObjectData("models/mine/mine-03.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/mine/mine3.tga");
        TextureIllum[0] = GetPreloadedTextureAsset("models/mine/mine3i.tga");

        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 29);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, -2.5f, 0.0f};
        NeedStopPartic = true;
        break;
    // mine 4
    case 217:
        MineIData = 0.0f;
        ArmorCurrentStatus = ArmorInitialStatus = 40.0f;
        MineReloadTime = MineNextFireTime = 3.0f;
        LoadObjectData("models/mine/mine-04.vw3d", *this);
        Texture[0] = GetPreloadedTextureAsset("models/mine/mine4.tga");
        TextureIllum[0] = GetPreloadedTextureAsset("models/mine/mine4i.tga");

        GraphicFX[0] = vw_CreateParticleSystem();
        if (auto sharedGFX = GraphicFX[0].lock()) {
            SetProjectileGFX(sharedGFX, 30);
        }
        GraphicFXLocation[0] = sVECTOR3D{0.0f, -0.7f, 0.0f};
        NeedStopPartic = true;
        break;

    default:
        std::cerr << __func__ << "(): " << "wrong ProjectileNum.\n";
    }
}

/*
 * Destructor.
 */
cProjectile::~cProjectile()
{
    for (unsigned int i = 0; i < GraphicFX.size(); i++) {
        auto sharedGFX = GraphicFX[i].lock();
        if (!sharedGFX) {
            continue;
        }
        if (GraphicFXDestroyType) {
            vw_ReleaseParticleSystem(GraphicFX[i]);
            continue;
        }

        sharedGFX->IsSuppressed = true;
        sharedGFX->DestroyIfNoParticles = true;

        if (!NeedStopPartic) {
            sharedGFX->ChangeSpeed(Orientation ^ Speed);
            continue;
        }

        sharedGFX->StopAllParticles();

        // small trail dispersion on explosion
        if (i != 1) {
            continue;
        }

        // shock wave setup
        float effective_dist2 = 300;
        switch (Num) {
        case 16:
        case 205:
            effective_dist2 = 500.0f;
            break;
        case 18:
        case 209:
            effective_dist2 = 1000.0f;
            break;
        case 19:
        case 210:
            effective_dist2 = 2000.0f;
            break;
        }

        switch (Num) {
        case 16:
        case 17:
        case 18:
        case 19:
        case 205:
        case 206:
        case 209:
        case 210:
            // on missile impact and explosion we should calculate "shock wave", that
            // should scatter missile's trails and make scene looks more "realistic",
            // since particles data are private, we call ForEachParticle() with lambda
            sharedGFX->ForEachParticle([this, effective_dist2] (sVECTOR3D &pLocation,
                                                                sVECTOR3D &pVelocity,
                                                                bool &pNeedStop) {
                sVECTOR3D Dist2 = pLocation - this->Location;
                float fDist2 = Dist2.x * Dist2.x + Dist2.y * Dist2.y + Dist2.z * Dist2.z;
                if (fDist2 < 1.0f) {
                    fDist2 = 3.0f;
                }

                if (fDist2 < effective_dist2) {
                    pVelocity = sVECTOR3D{Dist2.x + 10.0f * vw_fRand0(),
                                          Dist2.y + 10.0f * vw_fRand0(),
                                          Dist2.z + 10.0f * vw_fRand0()};
                    pVelocity.Normalize();
                    pVelocity = pVelocity ^ (effective_dist2 / fDist2);
                    pNeedStop = true;
                }
            });
            break;
        }
    }
}

/*
 * Set rotation.
 */
void cProjectile::SetRotation(const sVECTOR3D &NewRotation)
{
    cObject3D::SetRotation(NewRotation);

    for (unsigned int i = 0; i < GraphicFX.size(); i++) {
        if (auto sharedGFX = GraphicFX[i].lock()) {
            vw_Matrix33CalcPoint(GraphicFXLocation[i], OldInvRotationMat);
            vw_Matrix33CalcPoint(GraphicFXLocation[i], CurrentRotationMat);
            if (ProjectileType == 2) {
                sharedGFX->RotateSystemAndParticlesByAngle(Rotation);
            } else {
                sharedGFX->RotateSystemByAngle(Rotation);
            }
        }
    }
}

/*
 * Set location.
 */
void cProjectile::SetLocation(const sVECTOR3D &NewLocation)
{
    cObject3D::SetLocation(NewLocation);

    if (GraphicFX.empty()) {
        return;
    }

    switch (Num) {
    // Kinetic
    case 1:
    case 2:
    case 3:
    case 4:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // Ion
    case 5:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        break;
    case 6:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[1] + Location);
        }
        break;
    case 7:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[1] + Location);
        }
        break;
    // Plasma
    case 8:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        break;
    case 9:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[1] + Location);
        }
        if (auto sharedGFX = GraphicFX[2].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[2] + Location);
        }
        break;
    case 10:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[1] + Location);
        }
        if (auto sharedGFX = GraphicFX[2].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[2] + Location);
        }
        break;
    // Maser
    case 11:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
            sharedGFX->SetStartLocation(GraphicFXLocation[0] + Location);
        }
        break;
    case 12:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
            sharedGFX->SetStartLocation(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[1] + Location);
            sharedGFX->SetStartLocation(GraphicFXLocation[1] + Location);
        }
        break;
    // Antimatter
    case 13:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        break;
    // Laser
    case 14:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
            sharedGFX->SetStartLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // Gauss
    case 15:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        break;
    // Missiles
    case 16:
    case 17:
    case 18:
    case 19:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[1] + Location);
        }
        break;
    // alien, like Kinetic1
    case 101:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // alien, homing, like Kinetic2
    case 102:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[1] + Location);
        }
        break;
    // alien, like Kinetic3
    case 103:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // alien, homing, like Kinetic3
    case 104:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[1] + Location);
        }
        break;
    // alien, like Kinetic2
    case 105:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // alien, energy mine 1
    case 106:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // alien, energy mine 2
    case 107:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // alien, like Plasma3
    case 108:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[1] + Location);
        }
        if (auto sharedGFX = GraphicFX[2].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[2] + Location);
        }
        break;
    // alien, like Plasma2
    case 109:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[1] + Location);
        }
        if (auto sharedGFX = GraphicFX[2].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[2] + Location);
        }
        break;
    // alien, like Laser
    case 110:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
            sharedGFX->SetStartLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // pirate, turret 1
    case 201:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // pirate, turret 2
    case 202:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // flares
    case 203:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // pirate, like Kinetic1
    case 204:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    case 205: // pirate, like missile
    case 206: // pirate, like swarm
    case 209: // pirate, like torpedo
    case 210: // pirate, like bomb
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[1] + Location);
        }
        break;
    // pirate, like Ion2
    case 207:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[1] + Location);
        }
        break;
    // pirate, like Antimatter
    case 208:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        break;
    // pirate, like Kinetic2
    case 211:
    // pirate, like Kinetic3
    case 212:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystemLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // same as Plasma2
    case 213:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[1] + Location);
        }
        if (auto sharedGFX = GraphicFX[2].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[2] + Location);
        }
        break;
    // mine 1
    case 214:
        break;
    // mine 2
    case 215:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
            sharedGFX->SetStartLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // mine 3
    case 216:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
            sharedGFX->SetStartLocation(GraphicFXLocation[0] + Location);
        }
        break;
    // mine 4
    case 217:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->MoveSystem(GraphicFXLocation[0] + Location);
            sharedGFX->SetStartLocation(GraphicFXLocation[0] + Location);
        }
        break;
    }
}

/*
 * Update.
 */
bool cProjectile::Update(float Time)
{
    if (!cObject3D::Update(Time)) {
        if (ProjectileType == 2) {
            return true;
        }
        CreateBulletExplosion(nullptr, *this, -Num, Location, Speed);
        return false;
    }

    if (TimeDelta == 0.0f) {
        return true;
    }

    Speed = SpeedStart * (Lifetime / Age) + SpeedEnd * ((Age - Lifetime) / Age);

    sVECTOR3D Velocity = Orientation ^ (Speed * TimeDelta);
    SetLocation(Location + Velocity);

    float CurrentPenalty{1.0f};
    if (ObjectStatus == eObjectStatus::Enemy) {
        CurrentPenalty = static_cast<float>(GameEnemyWeaponPenalty);
    }

    float RotationSpeed;

    //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    // Additional actions (for example, rotate homing missile to target)
    //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    switch (Num) {
    // Plasma
    case 9:
    case 109:
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->RotateSystemAndParticlesByAngle(sVECTOR3D{sharedGFX->Angle.x - 360.0f * TimeDelta,
                                                                 sharedGFX->Angle.y,
                                                                 sharedGFX->Angle.z});
        }
        if (auto sharedGFX = GraphicFX[2].lock()) {
            sharedGFX->RotateSystemAndParticlesByAngle(sVECTOR3D{sharedGFX->Angle.x - 360.0f * TimeDelta,
                                                                 sharedGFX->Angle.y,
                                                                 sharedGFX->Angle.z});
        }
        break;
    case 10:
    case 108:
    case 213:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->RotateSystemAndParticlesByAngle(sVECTOR3D{sharedGFX->Angle.x - 360.0f * TimeDelta,
                                                                 sharedGFX->Angle.y,
                                                                 sharedGFX->Angle.z});
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->RotateSystemAndParticlesByAngle(sVECTOR3D{sharedGFX->Angle.x - 360.0f * TimeDelta,
                                                                 sharedGFX->Angle.y,
                                                                 sharedGFX->Angle.z});
        }
        break;

    // Maser
    case 11:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->RotateParticlesByAngle(sVECTOR3D{0.0f, 0.0f, 360.0f * TimeDelta * 3.0f});
            if (Lifetime <= sharedGFX->Life / 1.5f) {
                sharedGFX->IsSuppressed = true;
            }
        }
        break;
    case 12:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->RotateParticlesByAngle(sVECTOR3D{0.0f, 0.0f, 360.0f * TimeDelta * 4.0f});
            if (Lifetime <= sharedGFX->Life / 1.5f) {
                sharedGFX->IsSuppressed = true;
            }
        }
        if (auto sharedGFX = GraphicFX[1].lock()) {
            sharedGFX->RotateParticlesByAngle(sVECTOR3D{0.0f, 0.0f, -360.0f * TimeDelta * 2.0f});
            if (Lifetime <= sharedGFX->Life / 1.5f) {
                sharedGFX->IsSuppressed = true;
            }
        }
        break;

    // Antimatter
    case 13:
    case 208:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->RotateSystemAndParticlesByAngle(sVECTOR3D{sharedGFX->Angle.x,
                                                                 sharedGFX->Angle.y - 360.0f * TimeDelta * 2.0f,
                                                                 sharedGFX->Angle.z});
        }
        break;

    // Laser
    case 14:
    case 110:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            if (Lifetime <= sharedGFX->Life / 1.5f) {
                sharedGFX->IsSuppressed = true;
            }
        }
        break;

    // Gauss
    case 15:
        if (auto sharedGFX = GraphicFX[0].lock()) {
            sharedGFX->RotateParticlesByAngle(sVECTOR3D{0.0f, 0.0f, 360.0f * TimeDelta * 6.0f});
        }
        break;

    // missile
    case 16:
        RotationSpeed = 50.0f;
        goto missile;
    case 17:
        RotationSpeed = 60.0f;
        goto missile;
    case 18:
        RotationSpeed = 35.0f;
        goto missile;
    case 19:
        RotationSpeed = 20.0f;
        goto missile;
    // Aliens missile
    case 102:
        RotationSpeed = 50.0f;
        goto missile;
    case 104:
        RotationSpeed = 60.0f;
        goto missile;
    // Pirate missile
    case 205:
        RotationSpeed = 50.0f;
        goto missile;
    case 206:
        RotationSpeed = 60.0f;
        goto missile;
    case 209:
        RotationSpeed = 50.0f;
        goto missile;
    case 210:
        RotationSpeed = 30.0f;
        {
missile:
            RotationSpeed /= CurrentPenalty;

            sVECTOR3D NeedAngle = Rotation;

            float EffectiveRange = 1000000.0f;
            if (ObjectStatus == eObjectStatus::Player) {
                EffectiveRange = Lifetime * Speed;
            }

            if (Target.expired()) {
                Target = FindTargetAndInterceptCourse(ObjectStatus, Location, Rotation,
                                                      CurrentRotationMat, NeedAngle, EffectiveRange);
            } else {
                if (CheckMissileTarget(Target, Location, CurrentRotationMat)) {
                    if (!CorrectTargetInterceptCourse(Location, Rotation, CurrentRotationMat, Target, NeedAngle)) {
                        Target = FindTargetAndInterceptCourse(ObjectStatus, Location, Rotation,
                                                              CurrentRotationMat, NeedAngle, EffectiveRange);
                    }
                } else {
                    Target = FindTargetAndInterceptCourse(ObjectStatus, Location, Rotation,
                                                          CurrentRotationMat, NeedAngle, EffectiveRange);
                }
            }

            if (Rotation.y < NeedAngle.y) {
                float NeedAngle_y = Rotation.y + RotationSpeed * TimeDelta;
                if (NeedAngle_y > NeedAngle.y) {
                    NeedAngle_y = NeedAngle.y;
                }
                NeedAngle.y = NeedAngle_y;

            }
            if (Rotation.y > NeedAngle.y) {
                float NeedAngle_y = Rotation.y - RotationSpeed * TimeDelta;
                if (NeedAngle_y < NeedAngle.y) {
                    NeedAngle_y = NeedAngle.y;
                }
                NeedAngle.y = NeedAngle_y;
            }

            if (Rotation.x < NeedAngle.x) {
                float NeedAngle_x = Rotation.x + RotationSpeed * TimeDelta;
                if (NeedAngle_x > NeedAngle.x) {
                    NeedAngle_x = NeedAngle.x;
                }
                NeedAngle.x = NeedAngle_x;

            }
            if (Rotation.x > NeedAngle.x) {
                float NeedAngle_x = Rotation.x - RotationSpeed * TimeDelta;
                if (NeedAngle_x < NeedAngle.x) {
                    NeedAngle_x = NeedAngle.x;
                }
                NeedAngle.x = NeedAngle_x;
            }

            SetRotation(NeedAngle - Rotation);
        }
        break;

    // pirate, mine 1
    case 214:
        MineIData += TimeDelta;
        if (MineIData >= 0.1f) {
            if (!TextureIllum[0]) {
                TextureIllum[0] = GetPreloadedTextureAsset("models/mine/mine1i.tga");
            } else {
                TextureIllum[0] = 0;
            }
            MineIData = 0.0f;
        }
        Chunks[0].Rotation.y += 90.0f * TimeDelta;
        while (Chunks[0].Rotation.y > 360.0f) {
            Chunks[0].Rotation.y -= 360.0f;
        }
        // wip, disabled for now
        break;
    // alien, energy mine 1
    case 106: {
        std::weak_ptr<cObject3D> tmpTarget = GetClosestTargetToMine(ObjectStatus, Location);

        auto sharedTarget = tmpTarget.lock();
        if (sharedTarget) {
            float MineSpeed = 5.0f;
            float SpeedTmp = MineSpeed * TimeDelta;
            if (SpeedTmp > fabs(Location.y - sharedTarget->Location.y)) {
                SpeedTmp = fabs(Location.y - sharedTarget->Location.y);
            }

            if (SpeedTmp != 0.0f) {
                if (Location.y > sharedTarget->Location.y) {
                    SpeedTmp *= -1.0f;
                }

                sVECTOR3D VelocityUp = sVECTOR3D{0.0f, SpeedTmp, 0.0f};
                SetLocation(Location + VelocityUp);
            }
        }
        if (!GraphicFX.empty()) {
            if (auto sharedGFX = GraphicFX[0].lock()) {
                sharedGFX->SetStartLocation(GraphicFXLocation[0] + Location);
            }
        }
    }
    break;
    // pirate, mine 2
    case 215:
        MineIData += TimeDelta;
        if (MineIData >= 0.1f) {
            if (!TextureIllum[0]) {
                TextureIllum[0] = GetPreloadedTextureAsset("models/mine/mine2i.tga");
            } else {
                TextureIllum[0] = 0;
            }
            MineIData = 0.0f;
        }
        Chunks[0].Rotation.y += 90.0f * TimeDelta;
        while (Chunks[0].Rotation.y > 360.0f) {
            Chunks[0].Rotation.y -= 360.0f;
        }
        // wip, disabled for now
        break;
    // alien, energy mine 2
    case 107:
        RotationSpeed = 180.0f;
        {
            sVECTOR3D NeedAngle = Rotation;
            // set in Target what this projectile is aimed at
            Target = FindTargetAndInterceptCourse(ObjectStatus, Location, Rotation,
                                                  CurrentRotationMat, NeedAngle, 1000000);


            // take into account the speed of rotation in the vertical direction
            if (Rotation.y < NeedAngle.y) {
                float NeedAngle_y = Rotation.y + RotationSpeed * TimeDelta;
                if (NeedAngle_y > NeedAngle.y) {
                    NeedAngle_y = NeedAngle.y;
                }
                NeedAngle.y = NeedAngle_y;

            }
            if (Rotation.y > NeedAngle.y) {
                float NeedAngle_y = Rotation.y - RotationSpeed * TimeDelta;
                if (NeedAngle_y < NeedAngle.y) {
                    NeedAngle_y = NeedAngle.y;
                }
                NeedAngle.y = NeedAngle_y;
            }

            NeedAngle.z = Rotation.z;
            NeedAngle.x = Rotation.x;

            sVECTOR3D TTT = NeedAngle - Rotation;
            SetRotation(TTT);


            // if there is a target, rise to its level
            auto sharedTarget = Target.lock();
            if (sharedTarget) {
                float MineSpeed = 5.0f;

                // get the position of the nearest enemy
                sVECTOR3D NeedPoint = sharedTarget->Location;

                // do not care about position of the plane at this point

                float SpeedTmp = MineSpeed * TimeDelta;
                if (SpeedTmp > fabs(Location.y - NeedPoint.y)) {
                    SpeedTmp = fabs(Location.y - NeedPoint.y);
                }

                if (SpeedTmp != 0.0f) {
                    // find the direction (if you need to go down, change the sign)
                    if (Location.y > NeedPoint.y) {
                        SpeedTmp *= -1.0f;
                    }

                    sVECTOR3D VelocityUp = sVECTOR3D{0.0f, SpeedTmp, 0.0f};
                    SetLocation(Location + VelocityUp);
                }
            }

            if (!GraphicFX.empty()) {
                if (auto sharedGFX = GraphicFX[0].lock()) {
                    sharedGFX->SetStartLocation(GraphicFXLocation[0] + Location);
                }
            }

            // reset target to avoid play voice with warning
            Target.reset();
        }
        break;



    case 216:
        MineIData += TimeDelta;
        if (MineIData >= 0.1f) {
            if (!TextureIllum[0]) {
                TextureIllum[0] = GetPreloadedTextureAsset("models/mine/mine3i.tga");
            } else {
                TextureIllum[0] = 0;
            }
            MineIData = 0.0f;
        }
        Chunks[0].Rotation.y += 120.0f * TimeDelta;
        while (Chunks[0].Rotation.y > 360.0f) {
            Chunks[0].Rotation.y -= 360.0f;
        }

        RotationSpeed = 180.0f;
        {
            sVECTOR3D NeedAngle = Rotation;
            // set in Target what this projectile is aimed at
            Target = FindTargetAndInterceptCourse(ObjectStatus, Location, Rotation,
                                                  CurrentRotationMat, NeedAngle, 1000000);


            // take into account the speed of rotation in the vertical direction
            if (Rotation.y < NeedAngle.y) {
                float NeedAngle_y = Rotation.y + RotationSpeed * TimeDelta;
                if (NeedAngle_y > NeedAngle.y) {
                    NeedAngle_y = NeedAngle.y;
                }
                NeedAngle.y = NeedAngle_y;

            }
            if (Rotation.y > NeedAngle.y) {
                float NeedAngle_y = Rotation.y - RotationSpeed * TimeDelta;
                if (NeedAngle_y < NeedAngle.y) {
                    NeedAngle_y = NeedAngle.y;
                }
                NeedAngle.y = NeedAngle_y;
            }

            NeedAngle.z = Rotation.z;
            NeedAngle.x = Rotation.x;

            SetRotation(NeedAngle - Rotation);

            auto sharedTarget = Target.lock();
            if (sharedTarget) {
                float MineSpeed = 5.0f;
                sVECTOR3D NeedPoint = sharedTarget->Location;
                float SpeedTmp = MineSpeed*TimeDelta;

                if (SpeedTmp > fabs(Location.y - 2.0f - NeedPoint.y)) {
                    SpeedTmp = fabs(Location.y - 2.0f - NeedPoint.y);
                }

                if (SpeedTmp != 0.0f) {
                    if (Location.y - 2.0f > NeedPoint.y) {
                        SpeedTmp *= -1.0f;
                    }

                    sVECTOR3D VelocityUp = sVECTOR3D{0.0f, SpeedTmp, 0.0f};
                    SetLocation(Location + VelocityUp);
                }

                MineNextFireTime -= TimeDelta;
                if (MineNextFireTime <= 0.0f) {
                    cProjectile *Projectile = new cProjectile{204};
                    Projectile->SetLocation(Location + sVECTOR3D{0.0f, -2.0f, 0.0f});

                    Projectile->SetRotation(Rotation);
                    for (auto &tmpGFX : Projectile->GraphicFX) {
                        if (auto sharedGFX = tmpGFX.lock()) {
                            sharedGFX->Direction = Orientation;
                            sharedGFX->ParticlesPerSec = (int)(sharedGFX->ParticlesPerSec / CurrentPenalty);

                            sharedGFX->Speed = sharedGFX->Speed / CurrentPenalty;
                            sharedGFX->Life = sharedGFX->Life * CurrentPenalty;
                            sharedGFX->MagnetFactor = sharedGFX->MagnetFactor / (CurrentPenalty * CurrentPenalty);
                        }
                    }
                    Projectile->ObjectStatus = ObjectStatus;
                    Projectile->SpeedStart = Projectile->SpeedEnd = Projectile->SpeedStart / CurrentPenalty;
                    Projectile->Age = Projectile->Lifetime = Projectile->Age * CurrentPenalty;
                    Projectile->Damage /= CurrentPenalty;

                    MineNextFireTime = MineReloadTime;
                }
            }
            Target.reset();
        }
        break;

    case 217:
        MineIData += TimeDelta;
        if (MineIData >= 0.1f) {
            if (!TextureIllum[0]) {
                TextureIllum[0] = GetPreloadedTextureAsset("models/mine/mine4i.tga");
            } else {
                TextureIllum[0] = 0;
            }
            MineIData = 0.0f;
        }
        Chunks[0].Rotation.y += 90.0f * TimeDelta;
        while (Chunks[0].Rotation.y > 360.0f) {
            Chunks[0].Rotation.y -= 360.0f;
        }

        RotationSpeed = 180.0f;
        {
            sVECTOR3D NeedAngle = Rotation;
            Target = FindTargetAndInterceptCourse(ObjectStatus, Location, Rotation,
                                                  CurrentRotationMat, NeedAngle, 1000000);

            if (Rotation.y < NeedAngle.y) {
                float NeedAngle_y = Rotation.y + RotationSpeed * TimeDelta;
                if (NeedAngle_y > NeedAngle.y) {
                    NeedAngle_y = NeedAngle.y;
                }
                NeedAngle.y = NeedAngle_y;
            }
            if (Rotation.y > NeedAngle.y) {
                float NeedAngle_y = Rotation.y - RotationSpeed * TimeDelta;
                if (NeedAngle_y < NeedAngle.y) {
                    NeedAngle_y = NeedAngle.y;
                }
                NeedAngle.y = NeedAngle_y;
            }

            NeedAngle.z = Rotation.z;
            NeedAngle.x = Rotation.x;
            SetRotation(NeedAngle - Rotation);

            auto sharedTarget = Target.lock();
            if (sharedTarget) {
                float MineSpeed = 5.0f;
                sVECTOR3D NeedPoint = sharedTarget->Location;
                float SpeedTmp = MineSpeed * TimeDelta;
                if (SpeedTmp > fabs(Location.y + 2.0f - NeedPoint.y)) {
                    SpeedTmp = fabs(Location.y + 2.0f - NeedPoint.y);
                }

                if (SpeedTmp != 0.0f) {
                    if (Location.y + 2.0f > NeedPoint.y) {
                        SpeedTmp *= -1.0f;
                    }

                    sVECTOR3D VelocityUp = sVECTOR3D{0.0f, SpeedTmp, 0.0f};
                    SetLocation(Location + VelocityUp);
                }

                MineNextFireTime -= TimeDelta;
                if (MineNextFireTime <= 0.0f) {
                    cProjectile *Projectile = new cProjectile{206};
                    Projectile->SetLocation(Location + sVECTOR3D{0.0f, 0.0f, 0.0f});

                    Projectile->SetRotation(Rotation);
                    for (auto &tmpGFX : Projectile->GraphicFX) {
                        if (auto sharedGFX = tmpGFX.lock()) {
                            sharedGFX->Direction = Orientation;
                            sharedGFX->ParticlesPerSec = (int)(sharedGFX->ParticlesPerSec / CurrentPenalty);

                            sharedGFX->Speed = sharedGFX->Speed / CurrentPenalty;
                            sharedGFX->Life = sharedGFX->Life * CurrentPenalty;
                            sharedGFX->MagnetFactor = sharedGFX->MagnetFactor / (CurrentPenalty * CurrentPenalty);
                        }
                    }
                    Projectile->ObjectStatus = ObjectStatus;
                    Projectile->SpeedStart = Projectile->SpeedEnd = Projectile->SpeedStart / CurrentPenalty;
                    Projectile->Age = Projectile->Lifetime = Projectile->Age * CurrentPenalty;
                    Projectile->Damage /= CurrentPenalty;
                    MineNextFireTime = MineReloadTime;
                }
            }
            Target.reset();
        }
        break;
    }

    return true;
}

} // astromenace namespace
} // viewizard namespace
