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Dog-Lynx-And-HCN/scripts/Contents/Weapons/ChainGun.gd
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@tool
extends Weapon
func update(to, origin, _entity):
origin["atk"] += 2 * to * soulLevel
origin["count"] = 1 * soulLevel
origin["split"] /= 1 + 0.005 * to * soulLevel
return origin
func attack(entity: EntityBase):
for i in BulletBase.generate(ComponentManager.getBullet("ChainGun"), entity, entity.texture.global_position, (get_global_mouse_position() - entity.texture.global_position).angle()):
if i is BulletBase:
i.baseDamage = readStore("atk")
i.count = floor(readStore("count"))
i.splits = readStore("split")
return true