@tool extends Weapon func update(to: int, origin: Dictionary, _entity: EntityBase): origin["atk"] += 1 * to * soulLevel origin["rotate"] += 0.5 * to * soulLevel return origin func attack(entity: EntityBase): var weaponPos = entity.findWeaponAnchor("normal") for bullet in BulletBase.generate( ComponentManager.getBullet("Cogwheel"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position()), ): if bullet is CogwheelBullet: bullet.initialRotate = readStore("rotate") bullet.rotateSpeed = readStore("rotate") bullet.baseDamage = readStore("atk") return true