P3 thieves and barrow: crows and foxes steal food left out; the barrow with its guards, coffin loot and key pieces; blunt club vs bone (protocol 10)
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@@ -324,6 +324,9 @@ func _run(p: Node3D, what: String, a: Array) -> void:
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if d != null and d.get("open") != null and _allowed(Rules.use_problem(p.player_id, d)) \
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and Actions.toggle_door(p, d):
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WorldNet.piece_state(d)
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"barrow_loot":
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if w.barrow != null:
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Actions.loot_barrow(p, w.barrow)
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"door_repair":
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var d := WorldNet.piece(_i(a, 0))
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if d != null and d.get("broken") != null and _allowed(Rules.use_problem(p.player_id, d)) \
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@@ -426,7 +429,7 @@ func _run(p: Node3D, what: String, a: Array) -> void:
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for m in w.get_tree().get_nodes_in_group("processor"):
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m.step(float(a[0]) if a.size() > 0 and (a[0] is float or a[0] is int) else 60.0)
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"debug_spawn":
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if cheats and Creature.KINDS.has(_s(a, 0)) and not (_s(a, 0) in ["wolf", "alpha", "bear"]) and _v(a, 1).is_finite():
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if cheats and Creature.KINDS.has(_s(a, 0)) and not (_s(a, 0) in ["wolf", "alpha", "bear", "crow", "fox", "guard"]) and _v(a, 1).is_finite():
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w.creatures.spawn(_s(a, 0), _v(a, 1))
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"debug_time":
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if cheats:
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