extends EntityBase class_name Bear func ai(): pass func attack(type): if type == 0: var weaponPos = findWeaponAnchor("normal") return BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle()) func sprint(): move(Vector2( Input.get_axis("m_left", "m_right"), Input.get_axis("m_up", "m_down") ) * sprintMultiplier, true) func heal(count: float): health += count DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))