Fixed bug with front door placement
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@@ -5,8 +5,7 @@ var raycasts_count = 100
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var raycast_queue = []
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var astar: AStar
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# Need to make more generic
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var exit_door: Node
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var interior
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func _ready():
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set_save_slot(0)
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@@ -35,6 +34,7 @@ func update_time(delta):
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if game_hour == 24:
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game_hour = 0
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game_day += 1
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emit_signal("new_day")
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match(game_hour):
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23,0,1,2,3:
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day_period = periods.NIGHT
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@@ -159,7 +159,7 @@ class ObjectiveWalkto extends QuestObjective:
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return save_data
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func _ready():
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pass
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set_process(false)
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func check_trigger(t):
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@@ -201,13 +201,15 @@ func create_objective(v):
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var o_title = v[1]
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var o_desc = v[2]
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var o_radius = v[3]
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var where = global.exit_door.global_transform.origin
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var where = global.interior.exit_doors[0].global_transform.origin
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var obj = ObjectiveWalkto.new(o_title, o_desc, where, o_radius)
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return obj
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return null
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var up_time = 0.0
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var state: int = 0
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func activate():
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set_process(true)
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func _process(delta):
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up_time += delta
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if up_time > 1000.0:
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