Code cleanup and minor fixes to Level 3
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@@ -7,7 +7,7 @@ export var relative_y_tiles: int
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func _on_spawn_trap_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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set_deferred('monitoring', false)
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$Tile.set_deferred('disabled', true)
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var enemy: KinematicBody2D = load(enemy_path).instance()
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enemy.position.x = position.x + (relative_x_tiles * 16 + 8)
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