update
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@@ -32,7 +32,6 @@ func _process(delta):
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elif Input.is_action_pressed("move_northwest"): move_vec = Vector2i(-1, -1)
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# Action inputs (still momentary)
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if Input.is_action_just_pressed("action_grab"):
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player.grab_item(player.current_position)
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@@ -103,7 +102,6 @@ func handle_unhandled_input(event):
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if player.powerup_manager:
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# Attack Mode (formerly Special)
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# Now we want "Straight to Attack Mode" style
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player.powerup_manager.use_special_effect()
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# Force visual update / mutual exclusivity manually if powerup manager doesn't do it yet
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@@ -119,7 +117,7 @@ func handle_unhandled_input(event):
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KEY_G:
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if not player.is_carrying_tekton and player.powerup_manager:
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if player.powerup_manager.can_use_special():
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player.grab_tekton()
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player.grab_tekton()
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# Handle spawn point selection if not yet selected
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@@ -107,7 +107,6 @@ func sync_boost_level(level: int):
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print("[PowerUp] Difficulty synced: Level %d (Fill Time: %.1fs)" % [current_level, FILL_TIMES[level_idx]])
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# =============================================================================
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# Getters
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# =============================================================================
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@@ -221,4 +220,3 @@ func add_goal_completion_reward():
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if multiplayer.is_server() and player.has_method("can_rpc") and player.can_rpc():
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rpc("sync_boost_level", current_level)
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@@ -257,7 +257,7 @@ func _ensure_shortcut_label(btn: Button, button_name: String):
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match button_name:
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"Grab": existing_lbl.text = "Space" if is_sng else ""
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"Put": existing_lbl.text = ""
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"Put": existing_lbl.text = ""
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"AttackMode": existing_lbl.text = "Q" if is_sng else ""
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"SpawnBoost": existing_lbl.text = "E" if is_sng else ""
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"TektonGrab": existing_lbl.text = "G"
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