Wires in new audio sound fxs
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@@ -327,6 +327,7 @@ func _on_enemy_died() -> void:
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_enemy_count -= 1
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if _enemy_count <= 0:
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data.cleared = true
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AudioManager.play("room_clear")
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if data.type == RoomData.RoomType.BOSS:
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_spawn_body_part_drop()
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_spawn_floor_exit()
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@@ -566,11 +567,18 @@ func _update_door_locks() -> void:
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(area as Area2D).monitoring = not locked
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# Update physical door barriers
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var was_unlocked := false
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for door in _physical_doors.values():
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if not door.is_locked():
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was_unlocked = true
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break
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for door in _physical_doors.values():
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if locked:
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door.lock()
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else:
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door.unlock()
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if locked and was_unlocked:
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AudioManager.play("door_close")
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# ---------------------------------------------------------------------------
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# Explicit signal cleanup on exit (safer than relying on Godot auto-cleanup)
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