To clarify I do not mean to rotate your entity
Unfortunately I am not so versed in C#, but usually you would do something like:
This would essentially move that point 1 unit to the right side of the entity (in whatever direction the entity is facing).
Then you can simply use vector subtraction to get the direction:
TransformedPoint - Origin = vector in the direction of TransformedPoint.
In C# you should be able to get the World Transform Matrix - WorldTM - for any entity and then call TransformPoint() on that matrix with a vector as shown above.
Hope this helps
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