Fixed enemy player lost sound. Some file organazing. Updated version number
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@@ -16,6 +16,8 @@ func physics_process(delta: float) -> void:
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cultist.target_x = player.position.x
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if _is_target_reached() or _wall_high_ray_cast.is_colliding():
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var stream := SoundManager.sfx_stream_player_lost
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SoundManager.play_sfx_stream(stream, cultist.global_position)
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switch_state.emit(look_around_state)
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elif _wall_low_ray_cast.is_colliding():
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switch_state.emit(jump_state)
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@@ -16,8 +16,6 @@ func physics_process(delta: float) -> void:
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switch_state.emit(chase_state)
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else:
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if _wall_low_ray_cast.is_colliding() or _wall_high_ray_cast.is_colliding():
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var stream := SoundManager.sfx_stream_player_lost
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SoundManager.play_sfx_stream(stream, cultist.global_position)
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switch_state.emit(another_direction_walk_state)
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else:
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cultist.update_x_velocity(_direction, cultist.MAX_WALK_SPEED, delta)
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