Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main
This commit is contained in:
@@ -165,7 +165,7 @@ func perform_inputevent_on_object(
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# (because object is inactive for example)
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# (because object is inactive for example)
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var dont_interact = false
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var dont_interact = false
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# We need to have the new action input state BEFORE initiating the player
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# We need to have the new action input state BEFORE initiating the player
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# move so we determine now if the object clicked will require a combination
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# move so we determine now if the object clicked will require a combination
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# depending on the used action verb.
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# depending on the used action verb.
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var tool_just_set = _set_tool_and_action(obj, default_action)
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var tool_just_set = _set_tool_and_action(obj, default_action)
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@@ -175,7 +175,7 @@ func perform_inputevent_on_object(
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# If the current tool was not set, this is our first item, make it the tool
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# If the current tool was not set, this is our first item, make it the tool
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if not current_tool or (current_tool and not need_combine):
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if not current_tool or (current_tool and not need_combine):
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current_tool = obj
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current_tool = obj
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# Else, if we have a tool and combination required, this is our second item,
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# Else, if we have a tool and combination required, this is our second item,
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# make it the target.
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# make it the target.
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elif need_combine and not tool_just_set:
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elif need_combine and not tool_just_set:
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current_target = obj
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current_target = obj
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@@ -237,7 +237,7 @@ func perform_inputevent_on_object(
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var destination_position: Vector2 = escoria.main.current_scene.player \
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var destination_position: Vector2 = escoria.main.current_scene.player \
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.global_position
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.global_position
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# If clicked object not in inventory, player walks towards it
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# If clicked object not in inventory, player walks towards it
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if not obj.node is ESCPlayer and \
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if not obj.node is ESCPlayer and \
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not escoria.inventory_manager.inventory_has(obj.global_id) and \
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not escoria.inventory_manager.inventory_has(obj.global_id) and \
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not event_flags & ESCEvent.FLAG_TK:
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not event_flags & ESCEvent.FLAG_TK:
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