all depends on your code.
the general concept would be to setup your "camera" as a target, lets say camera->irrlichtCameraCode(blah);
now I imagine your "enemy" is a node...
node->animatedMesh(blah);
if(camera)
node->setRotation(camera);
In your real code you might need to use the Cameras position rather then the Camera node itself, it might look something like this.
CamPos = (rect<s32>0,0,0,0)
CreateCamera(campos,otherjunk);
And then when you create the camera you update the cam position.
campos = getCamPos();
then obviously you update the "enemy" nodes rotation to the cameras position. it's all rather logical, I hope you're not too confused by my pretend psuedo-code.
Hope that helps, happy coding!
