diff --git a/src/player/shot_setup/shot_setup.gd b/src/player/shot_setup/shot_setup.gd index d3ceb4e..6c2f1dc 100644 --- a/src/player/shot_setup/shot_setup.gd +++ b/src/player/shot_setup/shot_setup.gd @@ -579,7 +579,7 @@ func _process(_delta: float) -> void: ## Input Handling if control_disabled: - if Input.is_action_just_pressed("camera_cancel"): + if Input.is_action_just_pressed("camera_cancel", true): if is_instance_valid(_free_camera) and not _returning_free_camera: _returning_free_camera = true var tween := get_tree().create_tween() @@ -599,76 +599,76 @@ func _process(_delta: float) -> void: match phase: Phase.AIM: # Camera zoom - if Input.is_action_just_pressed("shot_zoom_in"): + if Input.is_action_just_pressed("shot_zoom_in", true): camera_distance = max(camera_distance - 1.0, ZOOM_MIN) - if Input.is_action_just_pressed("shot_zoom_out"): + if Input.is_action_just_pressed("shot_zoom_out", true): camera_distance = min(camera_distance + 1.0, ZOOM_MAX) # Club select - if Input.is_action_just_pressed("club_next"): + if Input.is_action_just_pressed("club_next", true): club_type = _get_relative_club(1) - if Input.is_action_just_pressed("club_previous"): + if Input.is_action_just_pressed("club_previous", true): club_type = _get_relative_club(-1) - if Input.is_action_just_pressed("select_driver"): + if Input.is_action_just_pressed("select_driver", true): club_type = Club.Type.DRIVER - if Input.is_action_just_pressed("select_iron"): + if Input.is_action_just_pressed("select_iron", true): club_type = Club.Type.IRON - if Input.is_action_just_pressed("select_wedge"): + if Input.is_action_just_pressed("select_wedge", true): club_type = Club.Type.WEDGE - if Input.is_action_just_pressed("select_special"): + if Input.is_action_just_pressed("select_special", true): club_type = Club.Type.SPECIAL - if Input.is_action_just_pressed("select_putter"): + if Input.is_action_just_pressed("select_putter", true): club_type = Club.Type.PUTTER # Ball select - if Input.is_action_just_pressed("ball_next"): + if Input.is_action_just_pressed("ball_next", true): ball_type = player.next_ball(ball_type) - if Input.is_action_just_pressed("ball_previous"): + if Input.is_action_just_pressed("ball_previous", true): ball_type = player.prev_ball(ball_type) # Switch to free cam if ( - Input.is_action_just_pressed("camera_back") - or Input.is_action_just_pressed("camera_forward") - or Input.is_action_just_pressed("camera_left") - or Input.is_action_just_pressed("camera_right") + Input.is_action_just_pressed("camera_back", true) + or Input.is_action_just_pressed("camera_forward", true) + or Input.is_action_just_pressed("camera_left", true) + or Input.is_action_just_pressed("camera_right", true) ): insert_free_cam() # Advance to next phase - if Input.is_action_just_pressed("shot_accept"): + if Input.is_action_just_pressed("shot_accept", true): if player.get_balls(ball_type) != 0: # Check that player has enough of the selected ball (<0 means unlimited) phase = Phase.POWER_ADJUST # TODO play UI bonk if player doesn't have balls (lmao) Phase.POWER_ADJUST: - if Input.is_action_just_pressed("shot_accept"): + if Input.is_action_just_pressed("shot_accept", true): # TODO set power gauge parameters if needed character.start_upswing() hud.start_power_bar() - if Input.is_action_just_pressed("shot_cancel"): + if Input.is_action_just_pressed("shot_cancel", true): hud.reset_power_bar() phase = Phase.AIM - if Input.is_action_just_released("shot_accept") and shot_power > 0: + if Input.is_action_just_released("shot_accept", true) and shot_power > 0: hud.stop_power_bar() phase = Phase.CURVE_ADJUST Phase.CURVE_ADJUST: - if Input.is_action_just_pressed("shot_cancel"): + if Input.is_action_just_pressed("shot_cancel", true): hud.reset_curve_bar() phase = Phase.POWER_ADJUST - if Input.is_action_just_pressed("shot_accept"): + if Input.is_action_just_pressed("shot_accept", true): hud.stop_curve_bar() phase = Phase.DOWNSWING Phase.SHOT: - if reset_enabled and Input.is_action_just_pressed("shot_reset"): + if reset_enabled and Input.is_action_just_pressed("shot_reset", true): phase = Phase.SHOT_RESET reset_enabled = false return_ball() - if Input.is_action_just_pressed("activate_ball"): + if Input.is_action_just_pressed("activate_ball", true): game_ball.activate_ability() - if driving_range and Input.is_action_just_pressed("shot_accept"): + if driving_range and Input.is_action_just_pressed("shot_accept", true): phase = Phase.AIM return_ball() Phase.FINISHED: diff --git a/src/ui/camera/free_camera/free_camera.gd b/src/ui/camera/free_camera/free_camera.gd index a8f6bbf..0ecd00a 100644 --- a/src/ui/camera/free_camera/free_camera.gd +++ b/src/ui/camera/free_camera/free_camera.gd @@ -42,7 +42,7 @@ func _physics_process(_delta: float) -> void: var direction := (transform.basis * Vector3(xz_input.x, y_input.y, xz_input.y)).normalized() var speed := Game.settings.free_camera_speed - if Input.is_action_pressed("camera_sprint"): + if Input.is_action_pressed("camera_sprint", true): speed *= SPRINT_MULT if direction: