fix: ensuring %DoorInteractable gets unlocked.
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294a5c2a7d
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@ -39,13 +39,6 @@ func get_ready() -> void:
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ui.hide()# Not sure?
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ui.hide()# Not sure?
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card_board.board_completed.connect(func():
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save_game.childhood_board_complete = true
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#%DoorInteractable.show()
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)
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func pull_save_state(save: SaveGame) -> void:
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func pull_save_state(save: SaveGame) -> void:
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super.pull_save_state(save)
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super.pull_save_state(save)
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prints("youth_room.gd", "pull_save_state()", self)
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prints("youth_room.gd", "pull_save_state()", self)
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@ -27,10 +27,16 @@ func get_ready():
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card_board.closed.connect(save_room)
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card_board.closed.connect(save_room)
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# This MUST happen after the signal connection, or the door will remain locked
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card_board.board_completed.connect(func():
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save_game.childhood_board_complete = true
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%DoorInteractable.show()
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)
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# This MUST happen after the board_completed signal connection, or the door will remain locked
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card_board.initialise_from_save(save_game)
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card_board.initialise_from_save(save_game)
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func _on_scene_finished(_id: int, _repeat:bool):
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func _on_scene_finished(_id: int, _repeat:bool):
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save_room.call_deferred() # Formerly there was a 3 second wait here.
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save_room.call_deferred() # Formerly there was a 3 second wait here.
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