Sync working project files - hub layout, boss roster, doc updates
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@@ -55,6 +55,8 @@ func _ready() -> void:
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if RunManager.player_health_carry > 0.0:
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current_health = minf(RunManager.player_health_carry, max_health)
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RunManager.player_health_carry = -1.0
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else:
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current_health = max_health # fresh run — start at full HP
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func recalculate() -> void:
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speed = BASE_SPEED + UpgradeManager.get_stat_modifier("speed")
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@@ -122,13 +124,13 @@ func _apply_run_items() -> void:
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fragmented_map = true
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RunItem.Effect.OVERCLOCK:
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overclock = true
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fire_rate *= 1.4
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fire_rate *= 1.6
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func _apply_part_flags() -> void:
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shield_projector = false
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# Scatter from body parts (accumulate with run item scatter)
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for slot in UpgradeManager.SLOTS:
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var part := UpgradeManager.get_equipped_part(slot)
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var part: BodyPartData = UpgradeManager.get_equipped_part(slot) as BodyPartData
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if part == null:
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continue
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if part.shield_projector:
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