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- Oculus doesn't have such problem because it does some checking to be sure that the bullet would hit %100 if enemy movement predicted correctly.
- Something like this
boolean fire = (gunHeat == 0 && a.getGunTurnRemainingRadians() < 18 / (currentBattleInfo.distance -18));
I would say just use getGunTurnRemainingRadians() == 0, as any deviation would decrease your hit rate if your statistics is right.