feat: Implement Stop N Go game mode with phase management, mission objectives, and visual HUD elements.
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@@ -120,6 +120,9 @@ func refresh_room_list() -> void:
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func set_ready(is_ready: bool) -> void:
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"""Set local player's ready state."""
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if not multiplayer.has_multiplayer_peer():
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return
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var my_id = multiplayer.get_unique_id()
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# Update local state
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@@ -248,6 +251,10 @@ func set_character(character_name: String) -> void:
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return
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local_character_index = idx
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if not multiplayer.has_multiplayer_peer():
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return
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var my_id = multiplayer.get_unique_id()
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# Update local player data
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@@ -289,6 +296,11 @@ func sync_character(player_id: int, character_name: String) -> void:
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func set_player_name(new_name: String) -> void:
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"""Set local player's name. Syncs to all peers."""
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local_player_name = new_name
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if not multiplayer.has_multiplayer_peer():
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emit_signal("player_list_changed")
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return
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var my_id = multiplayer.get_unique_id()
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# Update local player data
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@@ -412,6 +424,9 @@ func _on_match_joined(match_id: String) -> void:
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var short_id = match_id.substr(0, 8) if match_id.length() > 8 else match_id
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current_room["room_name"] = short_id
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if not multiplayer.has_multiplayer_peer():
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return
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# Add self to player list
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var my_id = multiplayer.get_unique_id()
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var my_data = {
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