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Tapping on the player to wait will no longer break touch input handling.
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@ -206,26 +206,23 @@ func _unhandled_input(event: InputEvent) -> void:
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if pos.length() < tile_size / 2:
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#wait
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world.player_moved()
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return
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var mx : int = 0
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var my : int = 0
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if abs(pos.x) > tile_size / 2:
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if pos.x >= 0:
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mx = 1
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else:
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mx = -1
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if abs(pos.y) > tile_size / 2:
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if pos.y >= 0:
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my = 1
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else:
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my = -1
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try_move(mx, my)
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else:
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pass
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else:
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var mx : int = 0
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var my : int = 0
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if abs(pos.x) > tile_size / 2:
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if pos.x >= 0:
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mx = 1
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else:
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mx = -1
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if abs(pos.y) > tile_size / 2:
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if pos.y >= 0:
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my = 1
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else:
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my = -1
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try_move(mx, my)
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for i in range(touches.size()):
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if touches[i][0] == event.index:
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