Fix: Added call_deferred on _spawn_minimum
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@@ -6,7 +6,7 @@ extends SpawnManager2D
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func _ready() -> void:
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spawnRange = GameManager.extent
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#spawnRange = cam.get_viewport_rect()
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_spawn_minimum()
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call_deferred("_spawn_minimum")
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -37,4 +37,4 @@ func _spawn_creature(position: Vector2) -> void:
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func _on_entity_died() -> void:
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_currentCount = max(0, _currentCount-1)
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_spawn_minimum()
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call_deferred("_spawn_minimum")
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