float Angle(Vector3 direction, Vector3 differnce) { float angle = PO.AngleFromVectorsZ(direction, differnce); if (angle < 0) { angle *= -1; } return(MathHelper.Clamp(angle, 0, MathHelper.Pi)); }
protected float AimedFire() { float percentChance = 0.25f - (Main.instance.Score * 0.00001f); if (percentChance < 0) { percentChance = 0; } return(PO.AngleFromVectorsZ(Main.instance.ThePlayer.Position) + Core.RandomMinMax(-percentChance, percentChance)); }