Be careful about that though, since that returns the number of hits in the previous frame, not the damage. If you just created a set number of bullets per hit, a rapid-fire player would get completely swamped but a single-shot powerful player would have no trouble at all. The better thing to do would be to store the enemy's current life, and next frame see what the difference is with its current life, so it's based on how much damage you're doing instead of the number of hits.