Specific respawning/pill time behavior when player is in labyrinth
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@ -38,9 +38,10 @@ var _inventory: Control
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# public properties
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#var IsSuspicios # not needed > Meldewesen handles themselves
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var IsHunted # player is beeing flagged if one Meldewesen sees an illegal action
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var IsOutside = true # active while player is not in factory
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var IsInFactory = false # only active in factory scene
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export(bool) var IsHunted # player is beeing flagged if one Meldewesen sees an illegal action
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export(bool) var IsOutside = true # active while player is not in factory
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export(bool) var IsInFactory = false # only active in factory scene
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export(bool) var IsInLabyrinth = false
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func is_in_illegalzone ():
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return _illegal_areas > 0
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@ -78,6 +79,11 @@ func _ready():
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_inventory = get_node("HUD")
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# Set special fast time when in labyrinth
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if IsInLabyrinth:
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Daytime.increase_per_second = 100
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Pills._decrease_per_second = 0.8
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# setup collisions with Meldewesen
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var area = get_node("InteractArea") as Area
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assert(null != area)
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@ -240,17 +246,21 @@ func _on_respawn ():
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Logger.info("respawning")
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# fade to black and restart scene
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_inventory.hide() # disable hud for the time of respawn animation
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if not IsInLabyrinth:
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_animationFadeOut.play("FadeOut")
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yield(_animationFadeOut, "animation_finished")
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_animationFadeOut.seek(0, true)
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# reset values
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Pills._set_level(Pills.get_max())
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Daytime._set_time(0)
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Logger.info("save areas: " + String(_save_areas))
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if _save_areas < 1:
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if _save_areas < 1 and not IsInLabyrinth:
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Logger.info("reload scene")
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Pills._set_level(Pills.get_max())
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get_tree().reload_current_scene()
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_inventory.show() # enable hud again
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