feat: QoL weapon/UI batch — door fix, Red Right Hand + flamethrower right-offset, fire slowdown, literal armor dodge, persistent pedestals, menu shot-lock
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@@ -101,7 +101,7 @@ function resetRun() {
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G.confirmAction = null; G.confirmT = 0;
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G.deathLockT = 0;
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G.pressure = 1; G.streak = 0; G.roomDamaged = false; G.roomEnterT = 0; G.recentHits = [];
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G.shake = 0; G.flash = 0;
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G.shake = 0; G.flash = 0; G.shotLockT = 0;
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G.debugUsed = false; G.debugFlags = {}; G.debugTimescale = 1; G.debugFrameStep = false;
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initPlayer();
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genFloor(1);
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@@ -169,6 +169,7 @@ function loop(now) {
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}
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function update(dt) {
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const menuWas = G.mode !== 'play';
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Music.update(dt);
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if (G.deathLockT > 0) G.deathLockT = Math.max(0, G.deathLockT - dt);
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if (G.confirmT > 0) {
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@@ -221,10 +222,6 @@ function update(dt) {
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break;
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case 'levelup':
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updateLevelup(dt);
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// A click that installed a perk must not carry the held button into play;
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// updatePlayer fires on Input.mdown, so the very next frame would shoot.
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// Same mask pattern as the pinned debug console below.
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if (G.mode !== 'levelup') Input.mdown = false;
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updateParticles(dt);
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break;
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case 'debug':
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@@ -291,6 +288,8 @@ function update(dt) {
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break;
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}
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if (menuWas && G.mode === 'play') { Input.mdown = false; G.shotLockT = 0.05; }
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G.shotLockT = Math.max(0, (G.shotLockT || 0) - dt);
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if (G.shake > 0) G.shake = Math.max(0, G.shake - dt * 30);
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if (G.flash > 0) G.flash = Math.max(0, G.flash - dt);
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if (G.transition > 0) G.transition = Math.max(0, G.transition - dt);
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