fix: Corrected variable name (#428)
Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
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@@ -53,7 +53,7 @@ func activate(
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# If we're using an action which item requires to combine
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if target.node is ESCItem\
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and action in target.node.combine_if_action_used_among:
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and action in target.node.combine_when_selected_action_is_in:
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# Check if object must be in inventory to be used
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if target.node.use_from_inventory_only:
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if escoria.inventory_manager.inventory_has(target.global_id):
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@@ -221,7 +221,7 @@ func _check_item_needs_combine(obj: ESCObject, default_action: bool) -> bool:
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if escoria.action_manager.current_action and \
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escoria.action_manager.current_tool:
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if escoria.action_manager.current_action in escoria.action_manager\
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.current_tool.node.combine_if_action_used_among:
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.current_tool.node.combine_when_selected_action_is_in:
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need_combine = true
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else:
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escoria.action_manager.current_tool = obj
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@@ -233,7 +233,7 @@ func _check_item_needs_combine(obj: ESCObject, default_action: bool) -> bool:
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escoria.action_manager.current_action = \
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obj.node.default_action
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elif escoria.action_manager.current_action in \
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obj.node.combine_if_action_used_among:
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obj.node.combine_when_selected_action_is_in:
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escoria.action_manager.current_tool = obj
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return need_combine
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@@ -92,7 +92,7 @@ export(String) var default_action_inventory
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# If action used by player is in this list, the game will wait for a second
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# click on another item to combine objects together (typical
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# `USE <X> WITH <Y>`, `GIVE <X> TO <Y>`)
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export(PoolStringArray) var combine_if_action_used_among = []
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export(PoolStringArray) var combine_when_selected_action_is_in = []
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# If true, combination must be done in the way it is written in ESC script
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# ie. :use ON_ITEM
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