Fix Player walk miscaluculation (#425)
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@@ -180,19 +180,19 @@ func _perform_walk_orientation(angle: float):
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# - target: Position2d or ESCItem to teleport to
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func teleport(target: Node) -> void:
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if target.has_method("get_interact_position"):
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parent.position = target.get_interact_position()
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parent.global_position = target.get_interact_position()
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escoria.logger.info(
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"Object %s is teleported at position %s" % [
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target.name,
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parent.position
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parent.global_position
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]
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)
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elif "position" in target:
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escoria.logger.info(
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"Object %s teleported at position %s" %
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[parent.global_id, str(target.position)]
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[parent.global_id, str(target.global_position)]
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)
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parent.position = target.position
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parent.global_position = target.global_position
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else:
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escoria.logger.report_errors(
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"ESCMovable#teleport()",
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@@ -210,7 +210,7 @@ func teleport_to(target: Vector2) -> void:
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"Object %s teleported to position %s" %
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[parent.global_id, str(target)]
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)
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parent.position = target
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parent.global_position = target
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# Walk to a given position
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@@ -254,7 +254,7 @@ func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void:
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#
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# - pos: Final target position
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func walk_stop(pos: Vector2) -> void:
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parent.position = pos
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parent.global_position = pos
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# parent.interact_status = parent.INTERACT_STATES.INTERACT_NONE
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walk_path = []
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@@ -318,7 +318,7 @@ func update_terrain(on_event_finished_name = null) -> void:
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if parent.get("dont_apply_terrain_scaling"):
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return
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var pos = parent.position
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var pos = parent.global_position
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if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX:
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parent.z_index = pos.y
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else:
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