When I spawn a node of the human_enemy I would like it run both ready functions so that I don’t have to copy the code over from the parent node. Right now, if I remove the last row in the human enemy ready function it just spawns in with 0 health. This is obviously a minor change right now but as I progress it would mean copying more and more code over. Is there a straightforward way to do so or do I have to find a workaround?
I’m not sure why I didn’t look this up before but you response made delve into it. Super is only for GDScript but an equivalent for C# is base._Ready() which calls on the ready function of the parent class.