fixed the path rebuilding lag
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@@ -52,7 +52,8 @@ static func generate_wave(spawn_power: int, spawn_pool: Array[Enemy], spawners:
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var first_enemy_id: int = -1
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while !enemy_chosen:
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#Next, determine what is the most groups we can afford
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most_enemies_afforded = int(spawn_power / enemy.spawn_power)
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@warning_ignore("integer_division")
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most_enemies_afforded = spawn_power / enemy.spawn_power
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if most_enemies_afforded > 0:
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enemy_chosen = true
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else:
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