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@@ -1,5 +1,11 @@
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extends TestLevelBuilder
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func _build_environment() -> void:
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# Dust 2 uses the warm sunset palette. Selecting it through the shared
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# environment updates both the sky and the fullscreen ink pass.
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LevelEnvironment.add_to(self, "sunset")
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func _build_geometry() -> void:
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# Build environment setup
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_build_environment()
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@@ -10,10 +16,9 @@ func _build_geometry() -> void:
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# (keep the shared linear tonemap — ACES crushes the cel bands)
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if environment.sky and environment.sky.sky_material:
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var sky_mat = environment.sky.sky_material
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sky_mat.sky_top_color = Color(0.3, 0.5, 0.8)
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sky_mat.sky_horizon_color = Color(0.8, 0.7, 0.5)
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sky_mat.ground_bottom_color = Color(0.2, 0.15, 0.1)
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sky_mat.ground_horizon_color = Color(0.8, 0.7, 0.5)
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sky_mat.set_shader_parameter("top_color", Color(0.3, 0.5, 0.8))
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sky_mat.set_shader_parameter("horizon_color", Color(0.8, 0.7, 0.5))
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sky_mat.set_shader_parameter("ground_color", Color(0.2, 0.15, 0.1))
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_build_lighting()
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var sun = get_node_or_null("Sun")
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@@ -192,17 +197,10 @@ func _build_dust2_layout() -> void:
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_build_dust2_dummies()
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# Combat Area Bounds
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var combat_area = load("res://entities/combat_area.gd").new()
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combat_area.name = "CombatArea"
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var area_shape = CollisionShape3D.new()
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var cbox = BoxShape3D.new()
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# Size the combat area to envelop the entire playable space (width and depth of 120, height of 20)
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cbox.size = Vector3(120, 20, 120)
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area_shape.shape = cbox
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combat_area.add_child(area_shape)
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# Center it on the map so it fits perfectly around the CSG boundaries
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combat_area.position = Vector3(0, 10, 0)
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add_child(combat_area)
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# Envelops the playable space; centred so it fits around the CSG boundaries.
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# Deeper than the old 20 m box, which sat with its floor at y = 0 and so
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# never actually contained a player who had fallen below the map.
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CombatArea.add_to(self, Vector3(120, 70, 120), Vector3(0, 25, 0))
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func _build_dust2_dummies() -> void:
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# Do not spawn dummies in real multiplayer matches
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