we're so close to working multiplayer
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@ -13,6 +13,10 @@ class_name OptionsMenu
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@export var fov_input : SpinBox
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@export var fov_slider : HSlider
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@export var fixed_minimap : CheckButton
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@export var tower_damage : Button
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@export var self_damage : Button
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@export var party_damage : Button
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@export var status_damage : Button
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var keybind_boxes = []
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var keybind_buttons = {}
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var key_event
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@ -31,7 +35,10 @@ func _ready():
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fov_input.value = Data.preferences.hfov
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fov_slider.value = Data.preferences.hfov
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fixed_minimap.button_pressed = Data.preferences.fixed_minimap
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tower_damage.button_pressed = Data.preferences.display_tower_damage_indicators
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self_damage.button_pressed = Data.preferences.display_self_damage_indicators
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party_damage.button_pressed = Data.preferences.display_party_damage_indicators
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status_damage.button_pressed = Data.preferences.display_status_effect_damage_indicators
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for index in Data.keymaps.size():
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var map = Data.keymaps[index]
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var button = Button.new()
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@ -85,6 +92,10 @@ func _on_confirm_pressed() -> void:
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Data.preferences.invert_lookY = invert_lookY.button_pressed
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Data.preferences.invert_lookX = invert_lookX.button_pressed
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Data.preferences.fixed_minimap = fixed_minimap.button_pressed
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Data.preferences.display_tower_damage_indicators = tower_damage.button_pressed
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Data.preferences.display_self_damage_indicators = self_damage.button_pressed
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Data.preferences.display_party_damage_indicators = party_damage.button_pressed
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Data.preferences.display_status_effect_damage_indicators = status_damage.button_pressed
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Data.preferences.apply_graphical_settings(get_viewport())
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Data.preferences.save_profile_to_disk()
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Data.player_keymap.save_profile_to_disk()
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