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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
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Merge remote-tracking branch 'upstream/main' into pulls/small-crouch-hitbox-fix
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@@ -605,7 +605,7 @@ func death_load() -> void:
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Global.death_load = true
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# Handle lives decrement for CAMPAIGN and MARATHON
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if [Global.GameMode.CAMPAIGN, Global.GameMode.MARATHON, Global.GameMode.LEVEL_EDITOR, Global.GameMode.CUSTOM_LEVEL].has(Global.current_game_mode):
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if [Global.GameMode.CAMPAIGN, Global.GameMode.MARATHON].has(Global.current_game_mode):
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if Settings.file.difficulty.inf_lives == 0:
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Global.lives -= 1
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@@ -617,6 +617,7 @@ func death_load() -> void:
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Global.GameMode.LEVEL_EDITOR: func():
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owner.stop_testing(),
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Global.GameMode.CHALLENGE: func():
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Global.transition_to_scene("res://Scenes/Levels/ChallengeMiss.tscn"),
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@@ -643,10 +644,10 @@ func death_load() -> void:
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# Determine which action to take
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if death_actions.has(Global.current_game_mode):
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death_actions[Global.current_game_mode].call()
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elif Global.time <= 0:
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death_actions["time_up"].call()
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elif Global.lives <= 0 and Settings.file.difficulty.inf_lives == 0:
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death_actions["game_over"].call()
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elif Global.time <= 0:
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death_actions["time_up"].call()
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else:
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death_actions["default_reload"].call()
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@@ -682,11 +683,13 @@ func get_power_up(power_name := "") -> void:
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await power_up_animation(power_name)
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else:
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return
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check_for_block()
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power_state = new_power_state
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Global.player_power_states[player_id] = str(power_state.get_index())
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handle_power_up_states(0)
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can_hurt = true
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refresh_hitbox()
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await get_tree().physics_frame
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check_for_block()
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func check_for_block() -> void:
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if test_move(global_transform, (Vector2.UP * gravity_vector) * 4):
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