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.getTrackingAnchor()) hitbox.disabled = true else: track.visible = false hitbox.disabled = false PresetBulletAI.forward(self, rotation) damage = speed / 5 speed *= 1.15