resolve fixme #148 remove redundant dnd workaround resolved by stage handling by now
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6115eb6438
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8d607e5c89
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@ -49,16 +49,3 @@ func _on_scene_finished(id: int, _repeat:bool):
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return
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save_game.mementos_complete &= 1 << id
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save_room()
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#FIXME forgot to comment what this means, just marking it for removal
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var fixed := false
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func hotfix(_discard):
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print("meep")
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if not fixed:
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await get_tree().create_timer(0.1).timeout
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State.take_stage($logic/PlayerController, true)
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fixed = true
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dnd = false
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var dnd: bool
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@ -204,7 +204,6 @@ func transition():
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for card in output:
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out_str.append(card.text if card.text != "" else "void")
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cards_picked.emit(out_str)
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get_parent().get_parent().get_parent().dnd = false
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selection_state = DONE
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Scenes.end_current_sequence()
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@ -232,8 +231,6 @@ func pick_cards(id: int, repeat: bool):
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selection_state = CARDS
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else:
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Scenes.end_current_sequence()
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#FIXME this workaround should be included in the Scene Manager.
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get_parent().get_parent().get_parent().dnd = false
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func play_scene(_id, _repeat):
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pass
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@ -165,7 +165,7 @@ func _handle_mouse_input(event:InputEventMouseMotion):
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current_mouse_rotation = event.relative
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func _input(event:InputEvent):
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if get_parent().get_parent().dnd: return
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if Scenes.current_sequence != -1: return
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if has_stage and Scenes.current_sequence == -1:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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_handle_mouse_input(event)
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