added nice smoke puffs to interactible objects
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@@ -211,7 +211,12 @@ func _process(delta: float) -> void:
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global_position = open_position # Also set global position
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# When moved from closed position (open), collision should be DISABLED
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set_collision_layer_value(7, false)
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print("Door: Opening animation complete - moved to open position: ", open_position, " (closed: ", closed_position, ", offset: ", open_offset, ") - collision DISABLED")
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print("Door: Opening animation complete - moved to open position: ", open_position, " (closed: ", closed_position, ", offset: ", open_offset, ") - collision DISABLED", " (key_used=", key_used, ")" if type == "KeyDoor" else "")
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# CRITICAL: For KeyDoors, ensure key_used is true after animation completes
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# This prevents the door from being reset to closed in _process()
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if type == "KeyDoor":
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key_used = true
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# Spawn smoke puffs when StoneDoor finishes opening (1-2 puffs)
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if type == "StoneDoor":
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@@ -1231,6 +1236,10 @@ func _sync_door_open():
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is_closed = true
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set_collision_layer_value(7, true)
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# CRITICAL: For KeyDoors, set key_used to true so it doesn't get reset to closed
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if type == "KeyDoor":
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key_used = true
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animation_start_position = position
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is_opening = true
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is_closing = false
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@@ -1244,7 +1253,7 @@ func _sync_door_open():
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else:
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$SfxOpenStoneDoor.play()
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print("Door: Client received door open RPC for ", name, " - starting open animation")
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print("Door: Client received door open RPC for ", name, " - starting open animation", " (key_used=", key_used, ")" if type == "KeyDoor" else "")
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@rpc("authority", "reliable")
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func _sync_puzzle_solved(is_solved: bool):
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