double enemybearing = me.absoluteAngleTo?(enemy); return Math.asin(enemy.velocity/Utils?.bulletVelocity(bulletPower)*Math.sin(enemy.heading-enemybearing))+enemybearing; |
/////////////////////////////////////////////////////////////////////////////////////Important?: This is enemy's bearing to me. return me.absoluteAngleTo?(enemy)+Math.asin(enemy.velocity/Utils?.bulletVelocity(bulletPower)*Math.sin(enemy.absoluteAngleTo?(me) - enemy.heading)); |