diff --git a/gymkhana/addons/escoria-ui-return-monkey-island/esc/esc_action_manager_monkey.gd b/gymkhana/addons/escoria-ui-return-monkey-island/esc/esc_action_manager_monkey.gd index 62a38110..78f5d0ca 100644 --- a/gymkhana/addons/escoria-ui-return-monkey-island/esc/esc_action_manager_monkey.gd +++ b/gymkhana/addons/escoria-ui-return-monkey-island/esc/esc_action_manager_monkey.gd @@ -165,7 +165,7 @@ func perform_inputevent_on_object( # (because object is inactive for example) var dont_interact = false - # We need to have the new action input state BEFORE initiating the player + # We need to have the new action input state BEFORE initiating the player # move so we determine now if the object clicked will require a combination # depending on the used action verb. var tool_just_set = _set_tool_and_action(obj, default_action) @@ -175,7 +175,7 @@ func perform_inputevent_on_object( # If the current tool was not set, this is our first item, make it the tool if not current_tool or (current_tool and not need_combine): current_tool = obj - # Else, if we have a tool and combination required, this is our second item, + # Else, if we have a tool and combination required, this is our second item, # make it the target. elif need_combine and not tool_just_set: current_target = obj @@ -237,7 +237,7 @@ func perform_inputevent_on_object( var destination_position: Vector2 = escoria.main.current_scene.player \ .global_position - # If clicked object not in inventory, player walks towards it + # If clicked object not in inventory, player walks towards it if not obj.node is ESCPlayer and \ not escoria.inventory_manager.inventory_has(obj.global_id) and \ not event_flags & ESCEvent.FLAG_TK: