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authortpart <tpart120@proton.me>2024-07-30 13:29:14 +0200
committertpart <tpart120@proton.me>2024-07-30 13:29:14 +0200
commite7efc222f8aae3312e556a2871696d42f98b9ef6 (patch)
treef0fa012296a37959384bbac62d96cd932d331914 /client/player/controllable_player.gd
parent6fbca4ffc261d1b71ed96e5f7378f762d03f8270 (diff)
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Fix input not disabled when chat closes
Diffstat (limited to 'client/player/controllable_player.gd')
-rw-r--r--client/player/controllable_player.gd4
1 files changed, 2 insertions, 2 deletions
diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd
index 65b225aa..f9cb74f1 100644
--- a/client/player/controllable_player.gd
+++ b/client/player/controllable_player.gd
@@ -24,7 +24,7 @@ const BOOST_FACTOR = 2.5
const BOOST_DURATION = 0.3
const BOOST_RESTORE = 0.5
-var onscreen_controls = preload ("res://player/onscreen_controls/controls.tscn").instantiate()
+var onscreen_controls = preload("res://player/onscreen_controls/controls.tscn").instantiate()
var facing := Vector2(1, 0)
var velocity_ := Vector2(0, 0)
@@ -68,7 +68,7 @@ func _process(delta):
super(delta)
func _process_movement(delta):
- var input = Input.get_vector("left", "right", "forward", "backwards") if not game.menu.covered else Vector2.ZERO
+ var input = Input.get_vector("left", "right", "forward", "backwards") if not game.menu.covered and enable_input else Vector2.ZERO
var boost = Input.is_action_pressed("boost") or (Global.get_setting("latch_boost") and boosting)
input = input.rotated( - game.camera.angle_target)
if Input.is_action_pressed("interact") or Input.is_action_just_released("interact"):