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-rw-r--r--client/player/character/character.gd2
-rw-r--r--client/player/controllable_player.gd9
2 files changed, 6 insertions, 5 deletions
diff --git a/client/player/character/character.gd b/client/player/character/character.gd
index dd3e6554..c6ca9b50 100644
--- a/client/player/character/character.gd
+++ b/client/player/character/character.gd
@@ -71,5 +71,5 @@ func play_animation(name_: String):
current_animation = name_
hand_animations.play(name_)
-func _on_hand_animations_animation_finished(name_):
+func _on_hand_animations_animation_finished(_name):
hand_animations.play(current_animation)
diff --git a/client/player/controllable_player.gd b/client/player/controllable_player.gd
index 3012f557..c4691b67 100644
--- a/client/player/controllable_player.gd
+++ b/client/player/controllable_player.gd
@@ -66,7 +66,7 @@ func collide(dt: float):
for xo in range(-1,2):
for yo in range(-1,2):
var tile = Vector2i(xo, yo) + Vector2i(self.position_);
- if !game.mp.get_tile_collision(tile): continue
+ if !game.get_tile_collision(tile): continue
tile = Vector2(tile)
var d = aabb_point_distance(tile, tile + Vector2.ONE, self.position_);
if d > PLAYER_SIZE: continue
@@ -97,9 +97,10 @@ func update_position(new_position: Vector2, _new_rotation: float):
func interact():
var tile_idx = str(target)
- var t: Tile = game.map.tile_by_pos.get(tile_idx)
- if t != null:
- game.marker.set_interactive(game.mp.get_tile_interactive(target))
+ var data = game.tile_by_pos.get(tile_idx)
+ if data != null:
+ var t: Tile = data[1]
+ game.marker.set_interactive(game.get_tile_interactive(target))
game.marker.visible = true
game.marker_target = t.item_base.global_position
if Input.is_action_just_pressed("interact"):