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There was a problem where if player picked 80/120 waves, during last \ wave the final boss would spawn but next wave timer could still \ run until the final boss is killed (autospawn for example). This resulted in start_next_wave() getting called when there are no \ more waves, which caused a non-harmful error print from godot \ but also caused _do_game_win() to fail to work properly Remove started_next_wave check in _on_player_wave_spawned() - it's not \ needed now that start_next_wave() checks for it
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