fix(ui): gdlint ordering — signals before enums, signal uses int for Mode
Moved signals above enum per gdlint class-definitions-order rule. app_changed signal uses int instead of Mode type to avoid the forward-reference that forced wrong ordering. Callers compare against HudGroups.Mode.FULLSCREEN etc unchanged. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -14,6 +14,7 @@ extends Node2D
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# FogOverlay (Node2D) — z:900 fog shader (OUTSIDE FogGroup)
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var _last_tick: int = -1
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var _occluded: bool = false # D-170: skip rendering when fullscreen implant app is covering us
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@onready var tile_renderer = $FogGroup/FloorTiles
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@onready var fog_renderer = $FogOverlay
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@@ -21,9 +22,6 @@ var _last_tick: int = -1
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@onready var sound_indicator_renderer = $SoundIndicators # #126 D-018 medium-range indicators
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var _occluded: bool = false # D-170: skip rendering when fullscreen implant app is covering us
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func _ready() -> void:
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HudGroups.gameplay_occluded.connect(_on_gameplay_occluded)
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print("WorldRenderer: Initialized (D-049 z-stack)")
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