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Second enum if interested:
https://github.com/KeenSoftwareHouse/SpaceEngineers/blob/master/Sources/Sandbox.Common/ObjectBuilders/Definitions/MyObjectBuilder_AmmoDefinition.cs
However, after looking at your lagless drill code I think I may have found what I need... if MyEntities includes projectiles, and if I can find their parent weapon. Not sure projectiles have a child-parent relationship with the weapon that fired them.
m_drillBase = new MyDrillBase(this,
MyDrillConstants.DRILL_SHIP_DUST_EFFECT,
MyDrillConstants.DRILL_SHIP_DUST_STONES_EFFECT,
MyDrillConstants.DRILL_SHIP_SPARKS_EFFECT,
new MyDrillSensorSphere(def.SensorRadius, def.SensorOffset),
new MyDrillCutOut(def.SensorOffset , def.SensorRadius),
HEAD_SLOWDOWN_TIME_IN_SECONDS,
floatingObjectSpawnOffset: -0.4f,
floatingObjectSpawnRadius: 0.4f,
sounds: m_sounds,
inventoryCollectionRatio: 0.7f
);
I've been staring at the same code for hours now trying to figure out how to modify the implementation in a way that allows for dynamically changing SensorRadius and SensorOffset to add a new drill upgrade type (and possibly integrate lagless drills w/ other mods without sweeping changes in other mods). Still not having any luck with figuring out how to access/override it without modifying the base class (as a steam compatible mod).
Honestly might have better luck putting in a pull request to keen's github to expose the drill definition to the mod api. But your code, your call.