Rework item descriptions, fix item rescue menu
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@@ -204,7 +204,6 @@ public partial class Game : Node3D, IGame
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_player.ResetPlayerData();
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_map.InitializeMapData();
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_effectService = new EffectService(this, _player, _map);
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_player.Activate();
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await _map.LoadFloor();
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}
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@@ -355,19 +354,19 @@ public partial class Game : Node3D, IGame
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LoadNextLevel.FadeOut();
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EmitSignal(SignalName.OnLoadLevelRequest);
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Task.Run(() => Save());
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if (_player.EquipmentComponent.EquippedWeapon.Value.ItemTag == ItemTag.BreaksOnChange)
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if (_player.EquipmentComponent.EquippedWeapon.Value.ItemTag == ItemTag.BreaksOnFloorExit)
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{
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var itemToDestroy = _player.EquipmentComponent.EquippedWeapon.Value;
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_player.Unequip(itemToDestroy);
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_player.Inventory.Remove(itemToDestroy);
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}
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if (_player.EquipmentComponent.EquippedArmor.Value.ItemTag == ItemTag.BreaksOnChange)
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if (_player.EquipmentComponent.EquippedArmor.Value.ItemTag == ItemTag.BreaksOnFloorExit)
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{
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var itemToDestroy = _player.EquipmentComponent.EquippedArmor.Value;
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_player.Unequip(itemToDestroy);
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_player.Inventory.Remove(itemToDestroy);
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}
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if (_player.EquipmentComponent.EquippedAccessory.Value.ItemTag == ItemTag.BreaksOnChange)
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if (_player.EquipmentComponent.EquippedAccessory.Value.ItemTag == ItemTag.BreaksOnFloorExit)
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{
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var itemToDestroy = _player.EquipmentComponent.EquippedAccessory.Value;
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_player.Unequip(itemToDestroy);
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@@ -656,6 +655,7 @@ public partial class Game : Node3D, IGame
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LoadNextLevel.Hide();
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GameLoaded?.Invoke();
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_map.FadeIn();
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_player.Activate();
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}
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private void OnQuit() => GameExitRequested?.Invoke();
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