Make adjustments to bad end map
Modify debug menu slightly to pause while open (need to close the menu to load floors, etc) Clear map when game over screen appears
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@@ -215,6 +215,7 @@ public partial class Game : Node3D, IGame
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_player.PlayerDied += GameOver;
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GameOverMenu.NewGame += OnNewGame;
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GameOverMenu.QuitGame += OnQuit;
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GameOverMenu.GameOverMenuVisible += GameOverMenuAppeared;
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PauseMenu.ExitGamePressed += OnQuit;
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PauseMenu.UnpauseButtonPressed += OnResume;
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@@ -339,6 +340,7 @@ public partial class Game : Node3D, IGame
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{
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QuestData.DeathCount++;
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await Save();
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_player.SetSigil(new NoneSigil());
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_player.Deactivate();
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GameRepo.Pause();
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GameState.Input(new GameState.Input.GameOver());
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@@ -393,15 +395,13 @@ public partial class Game : Node3D, IGame
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})
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.Handle((in GameState.Output.OpenDebugMenu _) =>
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{
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GameRepo.Pause();
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InGameUI.DebugMenu.Show();
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InGameUI.PlayerInfoUI.Hide();
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_player.Deactivate();
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})
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.Handle((in GameState.Output.CloseDebugMenu _) =>
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{
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GameRepo.Resume();
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InGameUI.DebugMenu.Hide();
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InGameUI.PlayerInfoUI.Show();
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_player.Activate();
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})
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.Handle((in GameState.Output.OpenTeleportScreen _) =>
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{
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@@ -451,9 +451,6 @@ public partial class Game : Node3D, IGame
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.Handle((in GameState.Output.GameOver _) =>
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{
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GameOverMenu.FadeIn();
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var enemies = GetTree().GetNodesInGroup("enemy").OfType<IEnemy>();
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foreach (var enemy in enemies)
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enemy.CallDeferred(MethodName.QueueFree, []);
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});
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}
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@@ -961,6 +958,8 @@ public partial class Game : Node3D, IGame
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private void OnQuit() => GameExitRequested?.Invoke();
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private void GameOverMenuAppeared() => _map.ClearFloor();
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private void OnResume() => GameState.Input(new GameState.Input.PauseButtonPressed());
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public void OnExitTree()
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