Co-op pass: host-disconnect handling, spectate, late-join wave sync
- Clients now handle the host closing the arena: bank winnings if still alive (retire), reset the HUD, and return to the camp menu instead of being stranded in a dead world - Death in co-op offers Spectate when a teammate is still fighting: closes the results overlay and watches the run; the escape menu gains a "Back to Camp" option for dead spectators to leave later - Late joiners receive the current wave number on connect so their HUD doesn't sit on "Prepare..." until the next wave starts
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@@ -54,14 +54,19 @@ func toggle_menu():
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if player and player.is_multiplayer_authority():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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## Retiring is only possible while alive with an active run
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## Alive with an active run: retire (bank winnings).
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## Dead but spectating a live session: plain trip home (settlement already done).
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func _update_retire_button():
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if not _retire_button:
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return
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var can_retire = GameState.run_active and player and not player.is_dead
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_retire_button.visible = can_retire
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if can_retire:
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if GameState.run_active and player and not player.is_dead:
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_retire_button.visible = true
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_retire_button.text = "Retire to Camp (+%dg)" % GameState.run_gold
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elif multiplayer.multiplayer_peer != null and player and player.is_dead:
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_retire_button.visible = true
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_retire_button.text = "Back to Camp"
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else:
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_retire_button.visible = false
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## Called when Resume button is clicked
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func _on_resume_pressed():
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