only reset time if player is in save area, not loosing collected items
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@ -31,6 +31,7 @@ var _dir = Vector3()
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var _vel = Vector3()
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var _is_sprinting : bool
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var _illegal_areas : int
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var _save_areas : int
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var _prev_look
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# TODO: move to global
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@ -198,29 +199,38 @@ func _on_area_entered (area: Area):
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elif area.is_in_group("Forbidden"):
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Logger.info("entering forbidden area!")
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_illegal_areas += 1
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elif area.is_in_group("Savehouse"):
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Logger.info("entering save area!")
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_save_areas += 1
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func _on_area_exited (area: Area):
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if area.is_in_group("Forbidden"):
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Logger.info("leaving forbidden area!")
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_illegal_areas -= 1
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elif area.is_in_group("Savehouse"):
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Logger.info("leaving save area!")
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_save_areas -= 1
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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()
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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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_animationFadeOut.seek(0, true)
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Pills._set_level(Pills.get_max())
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Daytime._set_time(0)
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get_tree().reload_current_scene()
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Logger.info("save areas: " + String(_save_areas))
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if _save_areas < 1:
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Logger.info("reload scene")
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get_tree().reload_current_scene()
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_inventory.show()
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func Is_in_Illegal_Area ():
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