int CEnemy::InPlayersAim() { int ReturnValue; const Sphere* MySphere = m_RenderObj.GetSphere(); Ray PlayerShotTrajectory; CObjFrame PlayerFrame; g_Player.FindShotPosition(&PlayerFrame); PlayerFrame.GetPosition(&(PlayerShotTrajectory.Origin)); PlayerFrame.GetForward(&(PlayerShotTrajectory.Direction)); Vec3fNormalize(&(PlayerShotTrajectory.Direction), &(PlayerShotTrajectory.Direction)); if (RayToSphere(&PlayerShotTrajectory, MySphere)) { if((rand() % 100) > 50) ReturnValue = 1; else ReturnValue = -1; } else ReturnValue = 0; if (ReturnValue == 1) int a = 0; return ReturnValue; }