Weird results with angleBetween (FlxAngle VS FlxPoint)

Hi,
Today I was optimizing my code, when I stumbled into weird things.
I have some FlxSprite that I used for debuging, and I calculate the angle between them using FlxAngle.
I was thinking that maybe FlxPoint takes less memory or something, so I replaced the FlxSprite by some FlxPoint.
But now I have different results. Here's an example:var x1=10; var y1=400; var x2=600; var y2=20; var startSprite:FlxSprite = new FlxSprite(x1, y1); var endSprite:FlxSprite = new FlxSprite(x2, y2); trace(FlxAngle.angleBetween(startSprite, endSprite, true)); // it gives 32.78428086586915 which is correct var startPoint:FlxPoint = new FlxPoint(x1, y1); var endPoint:FlxPoint = new FlxPoint(x2, y2); trace(startPoint.angleBetween(endPoint)  90); // I have to substract 90° because 0 is pointing to the up direction for reasons... // it gives 35.25773195876289 which is wrong
Isn't that weird? Or maybe I'm doing something wrong?
So right now I'm staying with invisible FlxSprite...Thanks for your help.

The way I see it
FlxAngle.angleBetween()
uses the centers of the sprites not their upper left:/** * Find the angle (in radians) between the two FlxSprite, taking their x/y and origin into account. **/ public static inline function angleBetween(SpriteA:FlxSprite, SpriteB:FlxSprite, AsDegrees:Bool = false):Float { var dx:Float = (SpriteB.x + SpriteB.origin.x)  (SpriteA.x + SpriteA.origin.x); var dy:Float = (SpriteB.y + SpriteB.origin.y)  (SpriteA.y + SpriteA.origin.y); if (AsDegrees) return asDegrees(Math.atan2(dy, dx)); else return Math.atan2(dy, dx); }
It says
taking their x/y and origin into account
which is their centers by default.

Ok, but that shouldn't change anything for the angle and the distance between the corners or betweens the centers:
By the way, I didn't put it into my code example, but I gave those sprites a red pixel in order to verify their positions:
var startSprite:FlxSprite = new FlxSprite(x1, y1); startSprite.makeGraphic(1, 1, 0xffff0000); add(startSprite); var endSprite:FlxSprite = new FlxSprite(x2, y2); endSprite.makeGraphic(1, 1, 0xffff0000); add(endSprite);
So if it was a topleft / center problem, the error in the result shouldn't be that big.
Edit:
And by the way, I'm wondering whyFlxAngle.angleBetweenPoint()
gives the angle between an FlxSprite and an FlxPoint, and not between two FlxPoint... >:(

I believe this is a bug of some kind. Better report it on GitHub.