added hold check to interact button
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@@ -20,6 +20,7 @@ const HEAD_TILT_AMT = .06
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const BOB_FREQ = 1.7
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const BOB_AMP = 0.1
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const ADS_POS = Vector3(0,-.05,-.3)
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const HELD_BUTTON_AMT = 1.0 #in seconds
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#JOYSTICK SETTINGS
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const JOYSTICK_SENSITIVITY = .06
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@@ -103,6 +104,7 @@ var flashlight_on : bool = false
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##CACHED VARS
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var weapon_start_pos
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var held_key_check = 0.0
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# Slow Down Variables
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var remaining_stamina : float = MAX_STAMINA
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@@ -437,16 +439,23 @@ func _physics_process(delta):
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controlled_elsewhere = false
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#interact button
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if Input.is_action_just_pressed("interact"):
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if Input.is_action_pressed("interact"):
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held_key_check += delta
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## IF HELD
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if held_key_check >= HELD_BUTTON_AMT:
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if held_item != null:
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release_moveable()
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elif interact_ray.is_colliding():
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var body = interact_ray.get_collider()
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if interact_ray.get_collider().is_in_group("interact"):
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body.get_parent().interact()
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if interact_ray.get_collider().get_class() == "RigidBody3D":
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grab_moveable(body)
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held_key_check = 0.0
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elif Input.is_action_just_released("interact"):
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if interact_ray.is_colliding():
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var body = interact_ray.get_collider()
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if interact_ray.get_collider().has_method("interact"):
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body.interact()
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held_key_check = 0.0
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#kick
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if Input.is_action_just_pressed("kick"):
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