refactor: scene IDs now closer to StoryPlayable names.
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@ -10,13 +10,13 @@ extends Node2D
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%AnimationPlayer.play("hirschfeld")
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Scenes.id.ADULT_VOLUNTARY:
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%AnimationPlayer.play("parity")
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Scenes.id.ADULT_CHRISTMAS:
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Scenes.id.ADULT_AUTISM:
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%AnimationPlayer.play("saint-exupery")
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Scenes.id.ADULT_EATING:
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%AnimationPlayer.play("refectory")
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Scenes.id.ADULT_UNI:
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Scenes.id.ADULT_SELF_ADVOCACY:
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%AnimationPlayer.play("university")
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Scenes.id.ADULT_THERAPY:
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Scenes.id.ADULT_THERAPY_VOLUNTEER:
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%AnimationPlayer.play("rosenthal")
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Scenes.id.ADULT_BURNOUT:
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%AnimationPlayer.play()
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@ -78,8 +78,8 @@ func on_left_train_enter(_body) -> void:
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%SubwayMap.current_station = Scenes.id.ADULT_VOLUNTARY
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%RightLabel.text = "U3 Gesundquell \n via Rosenthal Hospital"
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await get_tree().create_timer(5.0).timeout
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Scenes.enabled_sequences += 1 << Scenes.id.ADULT_CHRISTMAS
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%SubwayMap.current_station = Scenes.id.ADULT_CHRISTMAS
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Scenes.enabled_sequences += 1 << Scenes.id.ADULT_AUTISM
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%SubwayMap.current_station = Scenes.id.ADULT_AUTISM
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await get_tree().create_timer(5.0).timeout
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%Train2.get_child(0).door_open = true
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@ -88,8 +88,8 @@ func on_left_train_enter(_body) -> void:
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%Train2.get_child(0).door_open = false
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on_second_transition()
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await get_tree().create_timer(5.0).timeout
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Scenes.enabled_sequences += 1 << Scenes.id.ADULT_UNI
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%SubwayMap.current_station = Scenes.id.ADULT_UNI
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Scenes.enabled_sequences += 1 << Scenes.id.ADULT_SELF_ADVOCACY
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%SubwayMap.current_station = Scenes.id.ADULT_SELF_ADVOCACY
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%RightLabel.text = "do not board"
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%LeftLabel.text = "do not board"
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on_final = true
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@ -132,8 +132,8 @@ func on_right_train_enter(_body) -> void:
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%SubwayMap.current_station = Scenes.id.ADULT_EATING
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%LeftLabel.text = "U8 Gesundquell \n via Rosenthal Hospital"
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await get_tree().create_timer(5.0).timeout
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Scenes.enabled_sequences += 1 << Scenes.id.ADULT_UNI
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%SubwayMap.current_station = Scenes.id.ADULT_UNI
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Scenes.enabled_sequences += 1 << Scenes.id.ADULT_SELF_ADVOCACY
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%SubwayMap.current_station = Scenes.id.ADULT_SELF_ADVOCACY
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await get_tree().create_timer(5.0).timeout
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%Train.get_child(0).door_open = true
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@ -158,8 +158,8 @@ func on_right_train_enter(_body) -> void:
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on_second_transition()
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if on_direct_path: %ShedulePlayer_L.play("train_leaving")
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await get_tree().create_timer(5.0).timeout
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Scenes.enabled_sequences += 1 << Scenes.id.ADULT_CHRISTMAS
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%SubwayMap.current_station = Scenes.id.ADULT_CHRISTMAS
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Scenes.enabled_sequences += 1 << Scenes.id.ADULT_AUTISM
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%SubwayMap.current_station = Scenes.id.ADULT_AUTISM
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await get_tree().create_timer(2.0).timeout
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%Train2.get_child(0).door_open = false
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%RightLabel.text = "do not board"
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@ -1,7 +1,6 @@
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extends AnimationPlayer
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var has_stage
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var is_repeating = false
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var is_repeating := false
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func _ready() -> void:
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Scenes.scene_finished.connect(scene_finished)
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@ -13,14 +12,11 @@ func play_scene(id: int, repeat = false):
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match id:
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Scenes.id.ADULT_DND: $trans.play()
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Scenes.id.ADULT_VOLUNTARY: $trauma.play()
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Scenes.id.ADULT_CHRISTMAS: $autism.play()
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Scenes.id.ADULT_AUTISM: $autism.play()
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Scenes.id.ADULT_EATING: $university_eating.play()
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Scenes.id.ADULT_UNI: $university_advocacy.play()
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Scenes.id.ADULT_THERAPY:
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if Scenes.is_sequence_unlocked(Scenes.id.ADULT_UNI):
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$therapy_uni.play()
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else:
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$therapy_volunteer.play()
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Scenes.id.ADULT_SELF_ADVOCACY: $university_advocacy.play()
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Scenes.id.ADULT_THERAPY_UNI: $therapy_uni.play()
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Scenes.id.ADULT_THERAPY_UNI: $therapy_volunteer.play()
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Scenes.id.ADULT_BURNOUT: $burnout.play()
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func _on_ini_room():
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@ -23,9 +23,10 @@ const _story_captions : Dictionary[Scenes.id, StringName] = {
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Scenes.id.TRANSITION: "Move on",
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Scenes.id.ADULT_DND: "colorful Dice",
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Scenes.id.ADULT_VOLUNTARY: "Gemstone Art",
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Scenes.id.ADULT_CHRISTMAS: "Chat Messages",
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Scenes.id.ADULT_AUTISM: "Chat Messages",
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Scenes.id.ADULT_EATING: "Dishes",
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Scenes.id.ADULT_UNI: "Science Poster",
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Scenes.id.ADULT_THERAPY: "Doctors Note",
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Scenes.id.ADULT_SELF_ADVOCACY: "Science Poster",
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Scenes.id.ADULT_THERAPY_VOLUNTEER: "Doctors Note",
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Scenes.id.ADULT_THERAPY_UNI: "Doctors Note",
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Scenes.id.ADULT_BURNOUT: "Paperwork",
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}
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@ -21,10 +21,11 @@ func get_playback_id_from_scene(scene: int) -> int:
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match scene:
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Scenes.id.ADULT_DND: return 1
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Scenes.id.ADULT_VOLUNTARY: return 2
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Scenes.id.ADULT_CHRISTMAS: return 3
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Scenes.id.ADULT_AUTISM: return 3
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Scenes.id.ADULT_EATING: return 4
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Scenes.id.ADULT_UNI: return 5
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Scenes.id.ADULT_THERAPY: return 6
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Scenes.id.ADULT_SELF_ADVOCACY: return 5
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Scenes.id.ADULT_THERAPY_UNI: return 6
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Scenes.id.ADULT_THERAPY_VOLUNTEER: return 6
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Scenes.id.ADULT_BURNOUT: return 7
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_: return 0
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@ -15,12 +15,14 @@ class_name SaveGame extends Resource
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@export var board_positions: Dictionary[StringName, Vector2] = {} # Position of all cards and stickies
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@export var board_attachments: Dictionary[StringName, StringName] = {} # Sticky name → Card name (if attached)
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## Scenes / Items / IDs that were seen
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@export var seen : Array[StringName] = []
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@export var is_childhood_board_complete: bool = false
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@export var player_position: Vector3 = Vector3.ZERO
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@export var player_yaw: float = 0.0
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@export var player_pitch: float = 0.0
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@export var last_saved: int = 0
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@export var is_demo: bool = false
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# === Computed Properties ===
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var is_valid: bool:
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@ -65,7 +67,6 @@ static func create_new() -> SaveGame:
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var save := SaveGame.new()
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save.file_name = generate_save_path()
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save.unique_save_name = save.file_name.get_file().get_basename()
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save.is_demo = OS.has_feature("Demo")
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save.last_saved = int(Time.get_unix_time_from_system())
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# Ensure save directory exists
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@ -45,16 +45,19 @@ var interaction_ui: Control
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Scenes.id.ADULT_VOLUNTARY:
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if title_override == "": title_label.text = TranslationServer.translate("Gemstone Art")
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if subtitle_override == "": cn_label.text = ""
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Scenes.id.ADULT_CHRISTMAS:
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Scenes.id.ADULT_AUTISM:
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if title_override == "": title_label.text = TranslationServer.translate("Chat Messages")
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if subtitle_override == "": cn_label.text = ""
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Scenes.id.ADULT_EATING:
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if title_override == "": title_label.text = TranslationServer.translate("Dishes")
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if subtitle_override == "": cn_label.text = ""
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Scenes.id.ADULT_UNI:
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Scenes.id.ADULT_SELF_ADVOCACY:
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if title_override == "": title_label.text = TranslationServer.translate("Science Poster")
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if subtitle_override == "": cn_label.text = ""
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Scenes.id.ADULT_THERAPY:
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Scenes.id.ADULT_THERAPY_UNI:
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if title_override == "": title_label.text = TranslationServer.translate("Doctors Note")
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if subtitle_override == "": cn_label.text = ""
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Scenes.id.ADULT_THERAPY_VOLUNTEER:
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if title_override == "": title_label.text = TranslationServer.translate("Doctors Note")
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if subtitle_override == "": cn_label.text = ""
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Scenes.id.ADULT_BURNOUT:
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@ -21,12 +21,12 @@ enum id {
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TRANSITION,
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ADULT_DND,
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ADULT_VOLUNTARY,
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ADULT_CHRISTMAS,
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ADULT_AUTISM,
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ADULT_EATING,
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ADULT_UNI,
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ADULT_THERAPY,
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ADULT_SELF_ADVOCACY,
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ADULT_THERAPY_VOLUNTEER,
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ADULT_BURNOUT,
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ADULT_UNKNOWN
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ADULT_THERAPY_UNI
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}
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signal scene_starting(scene_id: id, is_repeating: bool)
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@ -66,15 +66,7 @@ func end_sequence(scene_id: id, repeat: bool) -> void:
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# Re-enable player movement after cutscene
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player_enable.emit(true)
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# Legacy support - no longer needed
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func continue_sequence(_former_actor: Object) -> void:
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push_warning("continue_sequence is deprecated and does nothing.")
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# Legacy support - no longer needed
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func sign_up_for_sequence(_callable: Callable, _sequence_id: id, _index: int = 0) -> void:
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push_warning("sign_up_for_sequence is deprecated. CollectableUi now manages playback directly.")
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# TODO: put this in savegame into a "seen" array.
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func is_sequence_repeating(index: int) -> bool:
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return completed_sequences & (1 << index) > 0
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