fixed the issue where enemies could walk over a gap if it wasnt on a pathfinding node
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@ -1,11 +1,11 @@
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class_name InteractButton extends StaticBody3D
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signal button_interacted(value: int)
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signal button_interacted(value: int, callback: Hero)
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@export var button_press_value: int = 0
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@export var press_cost: int = 0
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@export var hover_text: String = "Press [Interact]"
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func press() -> void:
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button_interacted.emit(button_press_value)
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func press(callback_player: Hero) -> void:
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button_interacted.emit(button_press_value, callback_player)
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