8 hours, full save phase rework.
Finished cleaning up the generic full save phase. Simplified the process slightly and created a graph structure that allows the brute forcing delay to effect different objects in different phases. No more disassemble for gun because there may not always be something to disassemble and I've soured on the method of punishment. Set up the build delays for save 2 and 4, unsure what I want to do with 3 at this moment. Perfect phase should upgrade the player's weapon.
During brute force the time lost is displayed on screen and then added to the section and thus the save phase. 4 sec per pick up at the moment, however the PUs are added to the portal at a rate of 10 per second so that the player isn't trapped wait for too long.
Section 2 available pick ups by phase are in.
Section 1 delay stages wait for there to be no pick ups present or locked in dead turrets before chiding.
Solved some issues with the PU phase collected array only being reset in practice which was leading to a ton of issues.
Pick ups trapped in dead turrets are assigned the correct spawn phase on creation. To do this dead turrets are aware of what phase they are spawned in.
The threat bar the timer bar control variables are reset on player respawn.