Bear, level selector (to be removed), new matador spawn, new bear level, saving config updates source files
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+111
-18
@@ -17,7 +17,6 @@ var _values: Dictionary = {}
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func _ready() -> void:
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_register_all()
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load_saved()
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func _register_all() -> void:
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@@ -46,12 +45,12 @@ func _register_all() -> void:
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_reg_f("Dust", "dust_explosiveness", 0.35, 0.0, 1.0)
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_reg_f("Dust", "dust_spread", 45.0, 5.0, 90.0)
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_reg_f("Dust", "dust_gravity_y", -1.5,-15.0, 0.0)
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_reg_f("Dust", "walk_scale_min", 0.35, 0.05, 3.0)
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_reg_f("Dust", "walk_scale_max", 0.65, 0.05, 3.0)
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_reg_f("Dust", "walk_scale_min", 0.20, 0.05, 3.0)
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_reg_f("Dust", "walk_scale_max", 0.40, 0.05, 3.0)
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_reg_f("Dust", "walk_vel_min", 0.8, 0.1, 12.0)
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_reg_f("Dust", "walk_vel_max", 1.8, 0.1, 12.0)
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_reg_f("Dust", "charge_scale_min", 1.0, 0.05, 6.0)
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_reg_f("Dust", "charge_scale_max", 2.2, 0.05, 6.0)
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_reg_f("Dust", "charge_scale_min", 0.35, 0.05, 6.0)
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_reg_f("Dust", "charge_scale_max", 0.70, 0.05, 6.0)
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_reg_f("Dust", "charge_vel_min", 2.8, 0.1, 20.0)
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_reg_f("Dust", "charge_vel_max", 5.5, 0.1, 20.0)
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# ── Tail ──────────────────────────────────────────────────────────────────
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@@ -99,16 +98,11 @@ func _register_all() -> void:
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_reg_f("Camera", "cam_drag_speed", 3.5, 0.5, 20.0)
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_reg_f("Camera", "cam_follow_lerp", 10.0, 1.0, 40.0)
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# ── Matador ───────────────────────────────────────────────────────────────
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_reg_f("Matador", "mat_spawn_count", 1.0, 1.0, 30.0, 1.0)
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# Hydra split: a slain matador is replaced on the spot by mat_split_factor fresh
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# matadors, so the horde doubles each generation (1 → 2 → 4 → 8 …) at the default
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# 2. Capped at mat_split_generations deep so the arena stays winnable (factor <2 or
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# generations 0 = no splitting, the classic one-and-done arena).
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_reg_f("Matador", "mat_split_factor", 2.0, 1.0, 6.0, 1.0)
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_reg_f("Matador", "mat_split_generations", 3.0, 0.0, 6.0, 1.0)
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# The bull wins outright once it has slain this many matadors, even if the hydra
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# still has bodies on the sand. 0 = disabled (win only when the horde dies out)
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_reg_f("Matador", "mat_win_kills", 21.0, 0.0, 200.0, 1.0)
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# Wave system: matadors enter the arena in escalating waves (1 → 2 → … → N where N
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# is the number of placed spawn points). mat_spawn_stagger is the delay between each
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# matador leaping in within a wave; mat_wave_pause is the breather after a wave clears.
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_reg_f("Matador", "mat_spawn_stagger", 0.4, 0.0, 3.0, 0.05)
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_reg_f("Matador", "mat_wave_pause", 2.0, 0.0, 8.0, 0.25)
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_reg_f("Matador", "mat_walk_speed", 5.5, 0.5, 10.0)
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_reg_f("Matador", "mat_wander_radius", 22.0, 5.0, 50.0)
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# Radius of the inner fighting floor: bull + matadors spawn on this ring (so
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@@ -190,6 +184,76 @@ func _register_all() -> void:
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_reg_f("Matador", "mat_taunt_hold", 8.0, 1.0, 20.0, 0.5)
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# Small so it smooths dithering without locking the matador into idling.
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_reg_f("Matador", "mat_w_commit", 0.15, 0.0, 2.0, 0.05)
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# ── Bear (boss) ─────────────────────────────────────────────────────────────
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# A Dark-Souls-style boss with a learnable moveset. It soaks bear_max_hp clean hits
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# (ram or ability), staggering on each, and only topples when worn down. From NEUTRAL
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# it weighs its options by the range band to the bull and commits to one telegraphed
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# routine (wind-up → active → recovery); each routine plays to the end (the recovery
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# is the player's punish window). Below bear_enrage_frac HP it enters phase 2: faster
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# tells and recovery (× bear_enrage_scale) and longer combo chains.
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_reg_f("Bear", "bear_max_hp", 10.0, 1.0, 40.0, 1.0)
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# HP fraction at which phase 2 ("Fury") triggers, and how much it multiplies every
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# wind-up / recovery timer (lower = snappier, more dangerous).
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_reg_f("Bear", "bear_enrage_frac", 0.4, 0.0, 1.0, 0.05)
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_reg_f("Bear", "bear_enrage_scale", 0.7, 0.3, 1.0, 0.05)
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# Range bands (m) that pick the moveset: ≤close it strikes (swipe / smash), ≤mid it
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# walks in to close the gap (stalk) or leaps, beyond it lopes in (prowl) or leaps.
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# close is deliberately generous — the bear commits to melee "from a bit further" and
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# steps in during the swing (see bear_lunge_speed) rather than needing to be on top.
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_reg_f("Bear", "bear_close_range", 5.0, 1.0, 12.0, 0.1)
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_reg_f("Bear", "bear_mid_range", 9.0, 3.0, 20.0, 0.5)
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# Beat spent in NEUTRAL sizing up the bull between routines — kept short so the bear
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# flows straight from one action into the next instead of pausing (raise for a more
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# hesitant, readable boss; near-0 for relentless pressure). Shrinks again in phase 2.
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_reg_f("Bear", "bear_think_time", 0.06, 0.0, 1.0, 0.01)
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# Locomotion: the all-fours prowl (close a big gap), the menacing 2-leg walk-in
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# (stalk), the facing rate while positioning/winding up, and the softer tracking rate
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# a swing keeps on the bull mid-attack so it's harder to just walk out of.
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_reg_f("Bear", "bear_run_speed", 11.0, 1.0, 20.0, 0.1)
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_reg_f("Bear", "bear_stalk_speed", 5.5, 0.5, 12.0, 0.1)
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_reg_f("Bear", "bear_turn_rate", 7.0, 1.0, 20.0, 0.5)
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_reg_f("Bear", "bear_track_active", 3.5, 0.0, 12.0, 0.1)
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# Forward step-in during a swing so a strike lands even when the bull is a touch out of
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# reach (also carries the tracking); 0 = a purely stationary swing.
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_reg_f("Bear", "bear_lunge_speed", 7.0, 0.0, 16.0, 0.5)
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# Playback multiplier for the swipe/smash clips — >1 makes the punches snappier.
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_reg_f("Bear", "bear_attack_anim_speed", 1.35, 0.5, 3.0, 0.05)
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# Half-arc (deg) the bear must be facing the bull within for a directional swing to
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# connect; slams use their own radius instead of an arc.
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_reg_f("Bear", "bear_hit_arc", 70.0, 5.0, 180.0, 5.0)
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# Double Swipe (ONE_TWO_HIT) — bread-and-butter close combo, two quick hits.
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_reg_f("Bear", "bear_swipe_windup", 0.3, 0.05, 2.0, 0.05)
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_reg_f("Bear", "bear_swipe_recover", 0.35, 0.05, 3.0, 0.05)
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_reg_f("Bear", "bear_swipe_reach", 4.2, 1.0, 8.0, 0.1)
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# Overhead Smash (SMASH_HIT) — slower tell, biggest punish window, AoE on impact.
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_reg_f("Bear", "bear_smash_windup", 0.6, 0.1, 3.0, 0.05)
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_reg_f("Bear", "bear_smash_recover", 0.75, 0.1, 4.0, 0.05)
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_reg_f("Bear", "bear_smash_radius", 4.2, 1.0, 8.0, 0.1)
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# Leap Slam (JUMP_SMASH, 47 frames @30fps) — timed to the clip by FRAME: it plays the
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# crouch grounded, springs at the takeoff frame, and the arc is solved so the paws hit
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# ground exactly on the impact frame (25), leaving the tail frames to settle on the
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# ground — no finishing the anim in mid-air. The arc uses its own gravity so peak height
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# and airtime are independent: bear_leap_height is the peak reached in that fixed airtime.
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_reg_f("Bear", "bear_leap_takeoff_frame", 6.0, 0.0, 46.0, 1.0)
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_reg_f("Bear", "bear_leap_impact_frame", 25.0, 1.0, 47.0, 1.0)
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_reg_f("Bear", "bear_leap_height", 2.6, 0.5, 8.0, 0.1)
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_reg_f("Bear", "bear_leap_recover", 0.35, 0.0, 4.0, 0.05)
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_reg_f("Bear", "bear_leap_speed", 14.0, 4.0, 30.0, 0.5)
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_reg_f("Bear", "bear_slam_radius", 4.0, 1.0, 8.0, 0.1)
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# Stalk (WALK_ON2LEGS) — how long it will keep walking the bull down before re-deciding.
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_reg_f("Bear", "bear_stalk_time", 2.5, 0.0, 6.0, 0.1)
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# Odds a close combo chains a follow-up smash after the swipe (phase 2 always chains).
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_reg_f("Bear", "bear_combo_chance", 0.7, 0.0, 1.0, 0.05)
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# Minimum bull speed (ram) that counts as a hit on the bear — a gentle nudge is
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# shrugged off, only a real charge or an ability wounds it. (The bear itself never
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# damages the bull by colliding — only its swings and slams hurt.)
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_reg_f("Bear", "bear_hit_threshold", 6.0, 1.0, 30.0, 0.5)
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# How long (s) the bear is rocked back and can't act after taking a hit.
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_reg_f("Bear", "bear_stagger_time", 0.5, 0.0, 2.0, 0.05)
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# Poise: after a stagger the bear shrugs off staggers for this long (hits still wound
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# it), so it can't be perma-stunlocked — it gets a window to commit an attack that then
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# rides its hyper-armour. 0 = no poise (stun-locks under sustained fire).
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_reg_f("Bear", "bear_stagger_cd", 1.0, 0.0, 4.0, 0.05)
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# ── Sword ─────────────────────────────────────────────────────────────────
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# Local seating of the sword in the right hand (drawn / fighting).
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# Defaults are identity — the bone is oriented in Blender to seat the sword
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@@ -352,11 +416,40 @@ func get_all() -> Dictionary:
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func save() -> void:
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var cfg := ConfigFile.new()
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var path := "res://debug_params.gd"
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var file := FileAccess.open(path, FileAccess.READ)
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if file == null:
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push_error("DP.save: cannot open " + path)
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return
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var src := file.get_as_text()
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file.close()
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for key: String in _params:
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var p: Dictionary = _params[key]
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cfg.set_value(p["section"], key, p["value"])
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cfg.save(SAVE_PATH)
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if p["value"] == p["default"]:
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continue
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var re := RegEx.new()
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if p["type"] == TYPE_FLOAT:
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re.compile('(_reg_f\\("[^"]+",\\s*"%s",\\s*)([-\\d.e]+)' % key)
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src = re.sub(src, "$1" + _fmt_float(p["value"] as float))
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else:
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re.compile('(_reg_b\\("[^"]+",\\s*"%s",\\s*)(true|false)' % key)
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src = re.sub(src, "$1" + ("true" if bool(p["value"]) else "false"))
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p["default"] = p["value"]
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var wfile := FileAccess.open(path, FileAccess.WRITE)
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if wfile == null:
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push_error("DP.save: cannot write " + path)
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return
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wfile.store_string(src)
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wfile.close()
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func _fmt_float(v: float) -> String:
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var s := "%.6g" % v
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if not ("." in s or "e" in s):
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s += ".0"
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return s
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func load_saved() -> void:
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