working with level changes and money deposits
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@@ -138,6 +138,7 @@ func cleared():
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pass
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func die():
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SignalBus.emit_signal("player_exiting_tree")
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#record stats
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GameGlobals.money_penalty()
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GameGlobals.weapon_penalty()
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@@ -193,7 +194,7 @@ func pickup_spawn(randomized):
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stamina_weight = 0
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var money_weight
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if money_drop_enabled:
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money_weight = (1.0 - clamp(float(GameGlobals.money) / float(500),0,1)) + drop_chance_minimum #fix this logic later once the economy makes sense
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money_weight = 1 + drop_chance_minimum #fix this logic later once the economy makes sense
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else:
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money_weight = 0
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var ammo_weight
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