godot_rl_FPS / spell_ball.gd
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extends Node3D
var velocity = Vector3.ZERO
@export var speed = 10
func _physics_process(delta):
look_at(transform.origin + velocity.normalized(), Vector3.UP)
transform.origin += velocity * delta
func _on_hurtbox_area_entered(area):
print("Spellball hit")
queue_free()