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fix(*): Fix movement for player 2
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+32
-13
@@ -2,17 +2,36 @@ extends 'res://scripts/Vehicle.gd'
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func get_input_vector() -> Vector3:
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var input_vector = Vector3.ZERO
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if Input.is_action_pressed("move_forward2"):
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input_vector.z -= 1
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if Input.is_action_pressed("move_backward2"):
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input_vector.z += 1
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if Input.is_action_pressed("move_left2"):
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input_vector.x -= 1
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if Input.is_action_pressed("move_right2"):
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input_vector.x += 1
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if Input.is_action_pressed("move_up2"):
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input_vector.y += 1
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if Input.is_action_pressed("move_down2"):
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input_vector.y -= 1
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var camera_path = "/root/MatchNode3D/Players/GridContainer/SubViewportContainer/SubViewport/Player1/Camera3D"
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var camera = get_node(camera_path)
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return input_vector
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if camera:
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var camera_transform = camera.global_transform
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var forward_direction = -camera_transform.basis.z
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var right_direction = camera_transform.basis.x
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var y_movement = input_vector.y
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if Input.is_action_pressed("move_forward2"):
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input_vector += forward_direction
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if Input.is_action_pressed("move_backward2"):
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input_vector -= forward_direction
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if Input.is_action_pressed("move_left2"):
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input_vector -= right_direction
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if Input.is_action_pressed("move_right2"):
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input_vector += right_direction
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# Zero out the Y component to restrict movement to the XZ plane
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input_vector.y = 0
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# Add back the preserved Y movement
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input_vector.y = y_movement
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if Input.is_action_pressed("move_up2"):
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input_vector.y += 1
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if Input.is_action_pressed("move_down2"):
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input_vector.y -= 1
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return input_vector.normalized()
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else:
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print("Camera not found")
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return Vector3.ZERO
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