fix: Godot 4.2.1 compat and map builder fixes
- Fix tab character in _build_elevated_walkways() call (line 63) - Fix untyped 'pos' variable in grapple pillar loop (line 376) - Remove fog_sky_affinity (Godot 4.3+ only property) - Replace preload() with load() for runtime script loading - Replace 'is DoubleBarrelShotgun' type check with duck-typing - Fix 'is not OfflineMultiplayerPeer' syntax in grenade spawn - Replace absf() with abs() in state_machine, state_air, state_ground - Update test_level.tscn to remove stale UID reference All fixes verified: PARSE OK and scene runs without script errors on Godot 4.2.1 headless.
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@@ -1112,7 +1112,7 @@ func _throw_grenade() -> void:
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var throw_vel = camera.global_transform.basis.z * -throw_speed + Vector3.UP * throw_up_speed + velocity
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var spawn_pos = camera.global_position + camera.global_transform.basis.z * -0.5
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
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if multiplayer.has_multiplayer_peer() and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
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server_spawn_grenade.rpc_id(1, spawn_pos, throw_vel)
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else:
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_spawn_grenade_local(spawn_pos, throw_vel, 1)
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