fixed the issue where enemies could walk over a gap if it wasnt on a pathfinding node
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@ -49,7 +49,7 @@ func networked_add(value: int) -> void:
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@rpc("reliable", "any_peer")
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func networked_remove_at(value: int) -> void:
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var item: Item = contents.keys[value]
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var item: Item = contents.keys()[value]
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contents[item] -= 1
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if contents[item] == 0:
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contents.erase(item)
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