8 hours, practice corruption.
Every PU from run is worth 2 seconds of in game time slomo. When the player is spawned this amount is calculated.
The player can now toggle the global time scale between 0.75 and 1 by pressing Q during practice. As long as the time dilation is active the player character is tracking the time in each frame and adding it to the time expended. This expenditure is tracked on the HUD as corruption percent. The perfect is the perfect of slomo time expended thus far. This percentage is updated each frame.
The slomo is disabled at the end of each phase to prevent needless expenditure. Also at the end of each phase, the amount expended thus far is saved in the phase save data. This way when the player loads earlier phases they are refunded their later expenditures.
Slomo cannot be activated when corruption is at 100%. If there is no juice the slomo cuts out.
Removed previous methods of controlling access to time dilation.
Save corruption is reset on section advance. Available time dilation is recalculated on section advance.
Time dilation toggle listens to it's disabled bool. Moments of forced time dilation do not drain from the pool and whatever state was present before these forced moments are restored after.