extends BulletBase @onready var track: Node2D = $"%track" var readyTime: float = 1000 func register(): speed = 10 func ai(): if timeLived() < readyTime: PresetBulletAI.lockLauncher(self, launcher, true) rotation = launcher.position.angle_to_point(launcher.currentFocusedBoss.position) hitbox.disabled = true else: damage = speed / 4 PresetBulletAI.forward(self, rotation) speed *= 1.2 track.visible = false hitbox.disabled = false