Implement control pass: focus cone, action wheel, named inputs, boot fixes
- Venue-correct access artifacts (AccessLoadout) and screened-aware verify - Cone focus on NPC heads with billboarded ring + display name (ADR-0008) - Action wheel with de-escalation-first slices (ADR-0009); Esc/RMB cancel - Procedural NPC face/hair/neck/shoes (ADR-0010); named input actions - Fix GameManager parse error (radial typed as ActionRadial) - Fix first-person camera height and guard spawning inside the building - Move building volume back so the door/awning/marquee are visible - Pull the event scheduler once per simulated second; cap live NPCs - Regenerate README screenshots; update TODO/DONE/MEMORY/README; 77 tests Adds src/test/smoke_focus_radial.gd for the windowed focus/radial smoke.
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@@ -34,6 +34,9 @@ var guard_noticed := false
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## Whether this NPC has passed the handheld wand screening (The Joke Shop).
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var screened := false
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## Event-level access payload (`has_id`, `has_ticket`, statuses). Empty means
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## venue/type defaults from AccessLoadout.
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var access_override: Dictionary = {}
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func _init() -> void:
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fsm = FSM.new(self)
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