implemented NPC system and working bartender conversation
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// The door. Scene files stay thin: they set the stage, detour into character
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// nodes for the actual talking, then branch on the outcome.
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//
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// No longer reached from SC-101: that exit now calls <<enter_environment>>
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// and steps out of dialogue instead of jumping here. The game's
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// DialogueRunner entry is `Start` in Scenes/SC101.yarn.
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title: Entrance_Door
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---
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Narrator: Neon bleeds across wet asphalt. The queue hasn't moved in ten minutes.
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<<detour Bouncer_Talk>>
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<<if $went_inside>>
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<<jump Entrance_Inside>>
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<<else>>
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<<jump Entrance_Outside>>
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<<endif>>
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===
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title: Entrance_Inside
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---
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Narrator: The bass hits you like a wall.
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===
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title: Entrance_Outside
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---
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Narrator: The night swallows you back up.
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===
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