Small updates
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+8
-11
@@ -107,7 +107,6 @@ func activate() -> void:
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_spawn_shop()
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data.cleared = true
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RoomData.RoomType.START:
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_spawn_entry_door()
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data.cleared = true
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_:
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data.cleared = true
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@@ -377,15 +376,6 @@ func _on_floor_exit_entered(body: Node) -> void:
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get_tree().call_deferred("change_scene_to_file", "res://scenes/run/floor.tscn")
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func _spawn_entry_door() -> void:
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# Decorative open door behind spawn point - shows "you entered from here"
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# Positioned at bottom of room (player spawns in center, door behind them)
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var entry_door := StationDoor.new()
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entry_door.position = Vector2(0, ROOM_H / 2.0 - 80) # near bottom wall
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entry_door.setup_entry_door()
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contents.add_child(entry_door)
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func _spawn_body_part_drop() -> void:
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# 50% drop chance so body parts feel more valuable
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if randf() > 0.5:
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@@ -407,7 +397,14 @@ func _spawn_body_part_drop() -> void:
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contents.add_child(pickup)
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func _spawn_run_item() -> void:
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var chosen: String = ALL_ITEM_PATHS[randi() % ALL_ITEM_PATHS.size()]
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# Exclude Patch Kit from item rooms (shop-only item)
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const PATCH_KIT_PATH := "res://data/run_items/patch_kit.tres"
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var item_pool: Array[String] = []
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for p in ALL_ITEM_PATHS:
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if p != PATCH_KIT_PATH:
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item_pool.append(p)
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var chosen: String = item_pool[randi() % item_pool.size()]
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var pickup = RUN_ITEM_PICKUP.instantiate()
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pickup.item = load(chosen)
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pickup.position = Vector2.ZERO
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