Hivemind audio and behavior fixes, boss item drops, duplicate run item handling, out of stock handling
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@@ -389,6 +389,9 @@ func _tick_active(delta: float) -> void:
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func _tick_teleport(delta: float) -> void:
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match _tp_state:
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TeleportState.IDLE:
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# Don't start teleport during beam attack
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if _beam_telegraphing or _beam_active:
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return
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_teleport_timer -= delta
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if _teleport_timer <= 0.0:
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_start_fade_out()
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@@ -404,6 +407,7 @@ func _tick_teleport(delta: float) -> void:
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func _start_fade_out() -> void:
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AudioManager.play("hivemind_teleport")
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_tp_state = TeleportState.FADING_OUT
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_fade_timer = FADE_OUT_TIME
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@@ -987,11 +991,24 @@ func _die() -> void:
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queue_free()
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func _spawn_item_drop() -> void:
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var chosen: String = ALL_ITEM_PATHS[randi() % ALL_ITEM_PATHS.size()]
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# Filter out already collected items
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var available: Array[String] = []
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for path in ALL_ITEM_PATHS:
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var already_collected := false
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for collected in RunManager.run_items:
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if collected.resource_path == path:
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already_collected = true
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break
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if not already_collected:
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available.append(path)
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if available.is_empty():
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return
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var chosen: String = available[randi() % available.size()]
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var pickup = RUN_ITEM_PICKUP.instantiate()
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pickup.item = load(chosen)
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pickup.global_position = global_position + Vector2(-30, 0)
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get_parent().add_child(pickup)
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var spawn_pos := global_position + Vector2(-30, 0)
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get_parent().call_deferred("add_child", pickup)
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pickup.set_deferred("global_position", spawn_pos)
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func _spawn_body_part_drop() -> void:
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var unacquired: Array[String] = []
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@@ -1003,5 +1020,6 @@ func _spawn_body_part_drop() -> void:
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var chosen: String = unacquired[randi() % unacquired.size()]
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var pickup = BODY_PART_PICKUP.instantiate()
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pickup.part = load(chosen)
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pickup.global_position = global_position + Vector2(30, 0)
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get_parent().add_child(pickup)
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var spawn_pos := global_position + Vector2(30, 0)
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get_parent().call_deferred("add_child", pickup)
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pickup.set_deferred("global_position", spawn_pos)
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@@ -466,11 +466,24 @@ func _die() -> void:
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queue_free()
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func _spawn_item_drop() -> void:
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var chosen: String = ALL_ITEM_PATHS[randi() % ALL_ITEM_PATHS.size()]
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# Filter out already collected items
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var available: Array[String] = []
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for path in ALL_ITEM_PATHS:
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var already_collected := false
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for collected in RunManager.run_items:
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if collected.resource_path == path:
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already_collected = true
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break
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if not already_collected:
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available.append(path)
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if available.is_empty():
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return
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var chosen: String = available[randi() % available.size()]
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var pickup = RUN_ITEM_PICKUP.instantiate()
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pickup.item = load(chosen)
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pickup.global_position = global_position + Vector2(-30, 0)
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get_parent().add_child(pickup)
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var spawn_pos := global_position + Vector2(-30, 0)
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get_parent().call_deferred("add_child", pickup)
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pickup.set_deferred("global_position", spawn_pos)
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func _spawn_body_part_drop() -> void:
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var unacquired: Array[String] = []
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@@ -482,5 +495,6 @@ func _spawn_body_part_drop() -> void:
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var chosen: String = unacquired[randi() % unacquired.size()]
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var pickup = BODY_PART_PICKUP.instantiate()
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pickup.part = load(chosen)
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pickup.global_position = global_position + Vector2(30, 0)
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get_parent().add_child(pickup)
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var spawn_pos := global_position + Vector2(30, 0)
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get_parent().call_deferred("add_child", pickup)
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pickup.set_deferred("global_position", spawn_pos)
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@@ -420,11 +420,24 @@ func _die() -> void:
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queue_free()
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func _spawn_item_drop() -> void:
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var chosen: String = ALL_ITEM_PATHS[randi() % ALL_ITEM_PATHS.size()]
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# Filter out already collected items
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var available: Array[String] = []
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for path in ALL_ITEM_PATHS:
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var dominated := false
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for collected in RunManager.run_items:
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if collected.resource_path == path:
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dominated = true
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break
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if not dominated:
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available.append(path)
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if available.is_empty():
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return
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var chosen: String = available[randi() % available.size()]
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var pickup = RUN_ITEM_PICKUP.instantiate()
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pickup.item = load(chosen)
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pickup.global_position = global_position + Vector2(-30, 0)
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get_parent().add_child(pickup)
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var spawn_pos := global_position + Vector2(-30, 0)
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get_parent().call_deferred("add_child", pickup)
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pickup.set_deferred("global_position", spawn_pos)
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func _spawn_body_part_drop() -> void:
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var unacquired: Array[String] = []
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@@ -436,8 +449,9 @@ func _spawn_body_part_drop() -> void:
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var chosen: String = unacquired[randi() % unacquired.size()]
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var pickup = BODY_PART_PICKUP.instantiate()
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pickup.part = load(chosen)
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pickup.global_position = global_position + Vector2(30, 0)
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get_parent().add_child(pickup)
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var spawn_pos := global_position + Vector2(30, 0)
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get_parent().call_deferred("add_child", pickup)
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pickup.set_deferred("global_position", spawn_pos)
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# ---------------------------------------------------------------------------
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# Visual — phase-aware tints (overrides EnemyBase._tick_flash)
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