Fix bug when leaving a room after a item was picked up
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@@ -40,7 +40,8 @@ func add_new_item_by_id(item_id: String) -> void:
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if item_id.begins_with("i/"):
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if item_id.begins_with("i/"):
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item_id = item_id.rsplit("i/", false)[0]
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item_id = item_id.rsplit("i/", false)[0]
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if not items_ids_in_inventory.has(item_id):
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if not items_ids_in_inventory.has(item_id):
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if not escoria.object_manager.has(item_id):
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if not escoria.object_manager.has(item_id) or not is_instance_valid( \
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escoria.object_manager.get_object(item_id).node):
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var inventory_file = "%s/%s.tscn" % [
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var inventory_file = "%s/%s.tscn" % [
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ProjectSettings.get_setting(
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ProjectSettings.get_setting(
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"escoria/ui/items_autoregister_path"
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"escoria/ui/items_autoregister_path"
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@@ -52,7 +53,8 @@ func add_new_item_by_id(item_id: String) -> void:
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ESCObject.new(
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ESCObject.new(
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item_id,
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item_id,
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ResourceLoader.load(inventory_file).instance()
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ResourceLoader.load(inventory_file).instance()
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)
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),
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true
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)
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)
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else:
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else:
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escoria.logger.report_errors(
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escoria.logger.report_errors(
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@@ -1,8 +1,18 @@
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:setup
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:setup
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# Disable wrench item if present in the inventory
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> [i/r5_wrench]
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> [i/r5_wrench]
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set_active r5_wrench false
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set_active r5_wrench false
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# Disable pen item if present in the inventory
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> [i/r5_pen]
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set_active r5_pen false
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# Disable empty_sheet item if present in the inventory
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> [i/r5_empty_sheet]
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set_active r5_empty_sheet false
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# Manage player position depending on where he comes from
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> [eq ESC_LAST_SCENE room4]
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> [eq ESC_LAST_SCENE room4]
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teleport player r5_l_exit
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teleport player r5_l_exit
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# Set player look right
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# Set player look right
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@@ -18,6 +28,7 @@
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set_angle player 90
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set_angle player 90
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stop
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stop
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:ready
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:ready
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#walk player r5_wrench
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#walk player r5_wrench
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#set_global i/r5_wrench true
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#set_global i/r5_wrench true
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