update obstacles
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@@ -249,6 +249,9 @@ func place_obstacle(grid_position: Vector2i):
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# Don't exit the obstacle placement mode to allow multiple placements
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local_player_character.highlight_valid_obstacle_cells()
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# Exit obstacle placement mode and return to default state
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set_action_state(ActionState.NONE)
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# Sync the obstacle with other clients
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if is_multiplayer_authority():
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rpc("sync_place_obstacle", grid_position.x, grid_position.y, floor_index, current_obstacle_item, direction)
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