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-rw-r--r--client/player/controllable_player.gd2
-rw-r--r--client/player/follow_camera.gd6
-rw-r--r--client/player/player.gd2
3 files changed, 5 insertions, 5 deletions
diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd
index 81315630..142d5f47 100644
--- a/client/player/controllable_player.gd
+++ b/client/player/controllable_player.gd
@@ -60,7 +60,7 @@ func _process(delta):
func _process_movement(delta):
var input = Input.get_vector("left", "right", "forwards", "backwards") if is_input_enabled() else Vector2.ZERO
- var boost = Input.is_action_pressed("boost") or (Global.get_setting("latch_boost") and boosting)
+ var boost = Input.is_action_pressed("boost") or (Global.get_setting("gameplay.latch_boost") and boosting)
input = input.rotated( - game.camera.angle_target)
if Input.is_action_pressed("interact") or Input.is_action_just_released("interact"):
input *= 0
diff --git a/client/player/follow_camera.gd b/client/player/follow_camera.gd
index 516b1ba1..88b6cad4 100644
--- a/client/player/follow_camera.gd
+++ b/client/player/follow_camera.gd
@@ -71,12 +71,12 @@ func reset():
func follow(delta):
if not _disable_input: angle_target += Input.get_axis("rotate_left", "rotate_right") * (
- ROTATE_SPEED * delta * (-1 if Global.get_setting("invert_camera") else 1)
+ ROTATE_SPEED * delta * (-1 if Global.get_setting("gameplay.invert_camera") else 1)
)
angle = G.interpolate_angle(angle, angle_target, delta * ROTATE_WEIGHT)
if not _disable_input: angle_up_target += Input.get_axis("rotate_down", "rotate_up") * (
- ROTATE_UP_SPEED * delta * (-1 if Global.get_setting("invert_camera") else 1)
+ ROTATE_UP_SPEED * delta * (-1 if Global.get_setting("gameplay.invert_camera") else 1)
)
angle_up_target = clamp(angle_up_target, ANGLE_UP_MIN, ANGLE_UP_MAX)
angle_up = G.interpolate_angle(angle_up, angle_up_target, delta * ROTATE_UP_WEIGHT)
@@ -87,7 +87,7 @@ func follow(delta):
new_transform.origin = target.position + offset
new_transform = new_transform.looking_at(target.position)
- if Global.get_setting("interpolate_camera_rotation"):
+ if Global.get_setting("gameplay.interpolate_camera_rotation"):
transform.basis = Basis.from_euler(Vector3(
G.interpolate_angle(transform.basis.get_euler().x, new_transform.basis.get_euler().x, delta * LOOK_WEIGHT),
G.interpolate_angle(transform.basis.get_euler().y, new_transform.basis.get_euler().y, delta * LOOK_WEIGHT),
diff --git a/client/player/player.gd b/client/player/player.gd
index d5837d47..bc978209 100644
--- a/client/player/player.gd
+++ b/client/player/player.gd
@@ -88,7 +88,7 @@ func update_position(new_position: Vector2, new_rotation: float, new_boosting: b
func update_username_tag():
var tag: Label3D = character.username_tag
tag.text = username
- tag.visible = Global.get_setting("usernames")
+ tag.visible = Global.get_setting("graphics.usernames")
func set_item(i: Item):
i.owned_by = hand_base