Fixed bug where walk action initiated by ESC would never call finished().
Also removed call to inexisting function in ESCInventoryContainer.
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@@ -26,6 +26,10 @@ enum GAME_STATE {
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}
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onready var current_state = GAME_STATE.DEFAULT
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# Logging
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onready var is_reported : bool = false
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##################################################################################
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func _ready():
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pass
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@@ -46,14 +50,18 @@ func change_scene_path(scene_path):
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func set_main_menu(scene):
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main_menu_instance = scene
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func report_warnings(p_path : String, warnings : Array) -> void:
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var text = "Warnings in file "+p_path+"\n"
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for w in warnings:
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if w is Array:
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text += str(w)+"\n"
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else:
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text += w+"\n"
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printerr("warning is: ", text)
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func report_warnings(p_path : String, warnings : Array, report_once = false) -> void:
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if !is_reported:
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var text = "Warnings in file "+p_path+"\n"
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for w in warnings:
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if w is Array:
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text += str(w)+"\n"
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else:
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text += w+"\n"
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printerr("warning is: ", text)
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if report_once:
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is_reported = true
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func report_errors(p_path : String, errors : Array) -> void:
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