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authortpart <tpart120@proton.me>2025-12-13 23:15:37 +0100
committertpart <tpart120@proton.me>2025-12-13 23:15:37 +0100
commit565ee61cc513b865db488d13de4a4f4db1ae4f45 (patch)
tree8316e47cb6774e4b7a3161fb516b853068e19f35 /client
parentcced89ecbe80123ad8f9776f663fe34e8f681c2c (diff)
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Add "allow ffocus players" setting
Diffstat (limited to 'client')
-rw-r--r--client/player/controllable_player.gd6
-rw-r--r--client/system/settings.gd1
2 files changed, 5 insertions, 2 deletions
diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd
index 36220b50..29978113 100644
--- a/client/player/controllable_player.gd
+++ b/client/player/controllable_player.gd
@@ -301,10 +301,12 @@ func get_interact_target() -> InteractTarget:
var interact_target_pos_i := interact_target_pos.floor()
# Find the player closest to the interact target
- var best_interact_target: InteractTarget = get_best_player_target(interact_target_pos, movement_base_2d)
+ var best_interact_target: InteractTarget = EmptyTarget.new()
+ if Settings.read("gameplay.allow_focus_players"):
+ best_interact_target = get_best_player_target(interact_target_pos, movement_base_2d)
var best_distance: float = best_interact_target.distance if best_interact_target is PlayerTarget else 100.
- # Let's see if we can find a tile with an even better distance!
+ # Let's see if we can find a tile wsith an even better distance!
# Test all tiles in a 3x3 square around the player for interactible tiles.
# Return the one which is closest to interact_target_pos.
for offset_x in range(-1, 2):
diff --git a/client/system/settings.gd b/client/system/settings.gd
index 23971647..ba1d2615 100644
--- a/client/system/settings.gd
+++ b/client/system/settings.gd
@@ -21,6 +21,7 @@ static func get_root():
SettingsCategory.new("gameplay", [
ToggleSetting.new("usernames", true),
ToggleSetting.new("latch_boost", true),
+ ToggleSetting.new("allow_focus_players", true),
ToggleSetting.new("vibration", true),
ToggleSetting.new("invert_camera", false),
ToggleSetting.new("interpolate_camera_rotation", false),