Add classic HUD, auto reload, furniture pathfinding and death flatline
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@@ -3,8 +3,8 @@
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`scripts/office_atmosphere.gd` adds two desks, three chairs and a metal fire barrel.
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Props use low-poly primitives with simple static collisions on world layer 1.
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Positions avoid the four cardinal entry corridors and the central combat space.
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The zombies still use their existing direct pursuit, not a new pathfinding system;
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props can obstruct arbitrary paths when the player hides behind them.
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Zombies now route around furniture using the shared XZ grid described in
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`GAMEPLAY-IMPROVEMENTS.md`; static collision bounds feed the navigation map.
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The central ceiling OmniLight was removed. Ambient energy is 0.12 with a cool blue
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color, preserving silhouette readability rather than total darkness. Two warm desk
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@@ -40,4 +40,4 @@ Three screenshots `/tmp/zombie-office-{0,1,2}.png` inspected, including the barr
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All seven prior suites pass: health/sky, music, grenade, waves, death, damage, touch.
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Existing resource-in-use warnings at test shutdown remain. Actual smartphone
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performance has not been measured; this is a small light/particle budget, not an
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FPS guarantee. Keep testing arbitrary zombie routes around the new obstacles.
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FPS guarantee. Physical furniture-pursuit tests are in `test_gameplay_improvements.gd`.
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