class_name OverclockTower extends Tower func shoot() -> void: #affector.apply_effect(effect, target_finder.targets) for tower: TowerBase in get_tree().get_nodes_in_group("TowerBases"): if tower.tower and tower.tower.stats != stats: if tower.global_position.distance_to(global_position) <= target_range: tower.tower.small_speed_buff_timer += time_between_shots animator.play("shoot") audio_player.play() if is_multiplayer_authority(): networked_shoot.rpc()