private void enemiesShoot() { foreach (Enemy e in enemyList) { if (e.canShoot() && !e.TargetPlayer.Equals("")) { float angletofire = AIUtil.getAnglePredictPlayerPos(e, getPlayer(e.TargetPlayer)); if (angletofire == -1) // can't hit player so skip { continue; } // we can hit player to fire away! projectiles.Add(new Projectile(e.Position, angletofire, bulletkey, e.ID.ToString())); e.firecounter = e.FireRate; bulletkey++; } } }