extends Node # Player enters or leaves an area for a block where they should start slowly sinking into it signal player_entered_meat_sink signal player_exited_meat_sink signal player_walkie_talkie_state_change(is_active) signal player_objective_ping(who, distance) # This is only here to remove warnings about these signals not getting called (they get called by other nodes) func never_called(): emit_signal("player_entered_meat_sink") emit_signal("player_exited_meat_sink") emit_signal("player_walkie_talkie_state_change", false) emit_signal("player_objective_ping", null, 0.0)