fix(ItemWithTooltip): call super._ready() on _ready()
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@@ -17,6 +17,7 @@ var components: Dictionary = {}
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func _ready():
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func _ready():
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super._ready()
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register_components()
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register_components()
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@@ -344,7 +344,7 @@ func get_object(global_id: String, room: ESCRoom = null) -> ESCObject:
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else:
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else:
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escoria.logger.warn(
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escoria.logger.warn(
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self,
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self,
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"Object with global id %s in room instance (%s, %s) not found."
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"Object with global id %s in room instance (%s, %s) not found. This can be safely ignored if a room was being searched for."
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% [global_id, room_key.room_global_id, room_key.room_instance_id]
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% [global_id, room_key.room_global_id, room_key.room_instance_id]
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)
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)
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if escoria.inventory_manager.inventory_has(global_id):
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if escoria.inventory_manager.inventory_has(global_id):
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@@ -460,10 +460,10 @@ func save_game(p_savegame: ESCSaveGame) -> void:
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func get_start_location() -> ESCLocation:
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func get_start_location() -> ESCLocation:
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if _room_exists(current_room_key):
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if _room_exists(current_room_key):
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for object in _get_room_objects_objects(current_room_key).values():
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for object in _get_room_objects_objects(current_room_key).values():
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if is_instance_valid(object.node) \
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if is_instance_valid(object.node):
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and object.node is ESCLocation \
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var loc := object.node as ESCLocation
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and object.node.is_start_location:
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if loc and loc.is_start_location:
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return object
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return loc
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escoria.logger.warn(
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escoria.logger.warn(
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self,
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self,
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