Wires in new audio sound fxs
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@@ -91,6 +91,7 @@ func take_damage(amount: float) -> void:
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_die()
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func _die() -> void:
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AudioManager.play("enemy_death")
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_spawn_drop()
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queue_free()
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@@ -863,6 +863,7 @@ func take_damage(amount: float) -> void:
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current_health -= amount
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_flash_timer = 0.1
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AudioManager.play("enemy_hit")
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EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE HIVEMIND")
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if current_health <= 0.0:
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@@ -907,6 +908,7 @@ func _tick_climax(delta: float) -> void:
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func _die() -> void:
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AudioManager.play("enemy_death")
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_clear_orbiters()
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_end_beam()
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@@ -369,6 +369,7 @@ func take_damage(amount: float) -> void:
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return
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current_health -= amount
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AudioManager.play("enemy_hit")
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EventBus.boss_health_changed.emit(current_health, max_health, "THE RELAY")
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if current_health <= 5.0 and _phase != Phase.CLIMAX:
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@@ -412,6 +413,7 @@ func _tick_climax(delta: float) -> void:
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_die()
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func _die() -> void:
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AudioManager.play("enemy_death")
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EventBus.boss_died.emit()
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# Cleanup burst projectiles
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@@ -86,6 +86,7 @@ func _do_fire(delta: float) -> void:
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_shot_timer = BURST_PAUSE
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func _fire_projectile() -> void:
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AudioManager.play("enemy_shoot")
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var proj = ENEMY_PROJECTILE.instantiate()
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proj.position = (get_parent() as Node2D).to_local(global_position)
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proj.direction = Vector2.from_angle(_fire_angle)
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@@ -370,12 +370,14 @@ func take_damage(amount: float) -> void:
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return # already dying
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current_health -= amount
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_flash_timer = 0.1
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AudioManager.play("enemy_hit")
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EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE WARDEN")
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if current_health <= 0.0:
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_enter_climax()
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func _die() -> void:
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AudioManager.play("enemy_death")
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_clear_mines()
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for entry in _sweep_projs:
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if is_instance_valid(entry["node"]):
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