extends Projectile @onready var shotgun_pattern: Path2D = $shotgun_pattern @export_range(0.0,20.0) var Randomness = 10.0 @export var Split_damage: bool = false var Spray_Vector # Called when the node enters the scene tree for the first time. func _ready() -> void: Spray_Vector = shotgun_pattern.get_curve() return super._ready() func _Set_Projectile(_damage: int = 0,_spread:Vector2 = Vector2.ZERO, _Range: int = 1000, origin_point: Vector3 = Vector3.ZERO): randomize() damage = _damage/(max(Spray_Vector.get_point_count()*float(Split_damage),1)) for point in Spray_Vector.get_point_count(): var SprayPoint:Vector2 = Spray_Vector.get_point_position(point) SprayPoint.x = SprayPoint.x + randf_range(-Randomness, Randomness) SprayPoint.y = SprayPoint.y + randf_range(-Randomness, Randomness) Fire_Projectile(SprayPoint,_Range,Rigid_Body_Projectile, origin_point)