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fix: capping of last_direction breaks movement
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@@ -21,14 +21,14 @@ func _process(delta: float) -> void:
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var direction = Input.get_vector("left", "right", "up", "down");
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velocity = (last_direction + direction) * speed;
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last_direction = (last_direction + direction) / last_direction_coef;
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if last_direction.x < -max_last_direction:
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last_direction.x = -max_last_direction;
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if last_direction.y < -max_last_direction:
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last_direction.y = -max_last_direction;
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if last_direction.x > max_last_direction:
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last_direction.x = max_last_direction;
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if last_direction.y > max_last_direction:
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last_direction.y = max_last_direction;
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#if last_direction.x < -max_last_direction:
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#last_direction.x = -max_last_direction;
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#if last_direction.y < -max_last_direction:
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#last_direction.y = -max_last_direction;
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#if last_direction.x > max_last_direction:
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#last_direction.x = max_last_direction;
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#if last_direction.y > max_last_direction:
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#last_direction.y = max_last_direction;
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if cooldown > 0:
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cooldown -= delta;
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move_and_slide();
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