extends "res://scripts/nodes/worldport.gd" var absolute_rotation = false var target_rotation = 0 func _ready(): var node_path = String( get_tree().get_root().get_node("scene").get_path_to(self).get_concatenated_names() ) var ap = global.get_node("Archipelago") if ap.shuffle_worldports: var gamedata = global.get_node("Gamedata") var port_id = gamedata.get_port_for_map_node_path(global.map, node_path) if port_id != null: if port_id in ap.port_pairings: var target_port = gamedata.objects.get_ports()[ap.port_pairings[port_id]] var target_room = gamedata.objects.get_rooms()[target_port.get_room_id()] var target_map = gamedata.objects.get_maps()[target_room.get_map_id()] exit = target_map.get_name() entry_point.x = target_port.get_destination().get_x() entry_point.y = target_port.get_destination().get_y() entry_point.z = target_port.get_destination().get_z() absolute_rotation = true target_rotation = target_port.get_rotation() sets_entry_point = true invisible = false fades = true if global.map == "icarus" and exit == "daedalus": if not ap.daedalus_roof_access: entry_point = Vector3(58, 10, 0) super._ready() func bodyEntered(body): if body.is_in_group("player"): if absolute_rotation: entry_rotate.y = target_rotation - body.rotation_degrees.y super.bodyEntered(body) func changeScene(): var player = get_tree().get_root().get_node("scene/player") if player != null: player.playable = false super.changeScene()