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Fix InputEvent actions.
The `InputEvent::is_action(pressed|released)` methods weren't implemented yet. Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
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@ -62,11 +62,11 @@ bool InputEvent::is_action(const StringName &p_action) const {
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bool InputEvent::is_action_pressed(const StringName &p_action) const {
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return false; // InputMap::get_singleton()->event_is_action(Ref<InputEvent>(this),p_action);
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return (is_pressed() && !is_echo() && is_action(p_action));
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}
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bool InputEvent::is_action_released(const StringName &p_action) const {
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return false;
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return (!is_pressed() && is_action(p_action));
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}
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bool InputEvent::is_echo() const {
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@ -369,7 +369,7 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
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set_joy_axis(jm->get_device(), jm->get_axis(), jm->get_axis_value());
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}
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if (p_event->is_echo()) {
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if (!p_event->is_echo()) {
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for (const Map<StringName, InputMap::Action>::Element *E = InputMap::get_singleton()->get_action_map().front(); E; E = E->next()) {
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if (InputMap::get_singleton()->event_is_action(p_event, E->key()) && is_action_pressed(E->key()) != p_event->is_pressed()) {
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