fix: using Input::get_action_strength instead of Input::is_action_pressed
parent
efaeb16fe5
commit
3b9be954b1
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@ -40,7 +40,7 @@ std::optional<float> PlayerInput::Listener::evaluate_action(gd::String const &ac
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if(action.is_empty()) {
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return 0.f;
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} else {
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return float(input->is_action_pressed(action));
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return float(input->get_action_strength(action));
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}
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}
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