class_name LevelPersistance extends Node static var active_nodes := [[], []] var active := false @onready var path := get_path_string() signal enabled signal enabled_2 static func reset_states() -> void: active_nodes = [[], []] Checkpoint.old_state = [[], []] func _ready() -> void: return func set_as_active() -> void: if owner.has_meta("no_persist"): return active_nodes[0].append(path) func set_as_active_2() -> void: if owner.has_meta("no_persist"): return active_nodes[1].append(path) func get_path_string() -> String: return Global.current_level.scene_file_path + str(Vector2i(owner.global_position / 8))