Move interactable input handling into Player2D so we can selectively block it from working if OldComputer is open
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We probably could have special-cased that check in Interactable now that I think about it
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@@ -1,7 +1,7 @@
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extends Interactable
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func _on_interacted() -> void:
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#%OldComputer.open()
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%OldComputer.open()
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#Accomodate some collision antics.
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var new_spawn_point = global_position + Vector2(0,-10)
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