public void EnemyShootMissiles()
        {
            //shoot only if bull delay resets
            if (bossMissDelay >= 0)
                bossMissDelay--;

            if (bossMissDelay <= 0)
            {
                //create bullet for enemy, at center of texture
                Missile newMiss = new Missile(bossMissTexture);
                newMiss.missilePosition = new Vector2(bossPosition.X + bossTexture.Width / 2 - newMiss.missileTexture.Width / 2, bossPosition.Y + bossTexture.Height);

                newMiss.onScreen = true;

                if (bossHealth <= 20000 && bossMissList.Count < 1)
                {
                    bossMissList.Add(newMiss);
                }
            }
            if (bossBullDelay == 1000)
                bossBullDelay = 1000;
        }
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        public void fireMissiles()
        {
            //shoot if delay resets
            if (playerMissileDelay >= 0)
                playerMissileDelay--;

            //if bulletdelay at 0; create new bullet at player position, show on screen and add it to the bullet list
            if (playerMissileDelay <= 0)
            {
                sm.missileLaunchSound.Play();
                Missile newMissile = new Missile(playerMissileTexture);
                newMissile.missilePosition = new Vector2(position.X + 45 - newMissile.missileTexture.Width / 2, position.Y - 45);
                newMissile.onScreen = true;

                if (playerMissileList.Count() < 40)
                    playerMissileList.Add(newMissile);
                playerMissileList.Add(newMissile);

            }
            //reset bullet delay
            if (playerMissileDelay == 0)
                playerMissileDelay = 20;
        }