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authorGeorge L. Albany <Megacake1234@gmail.com>2024-11-06 11:06:08 +0000
committerGitHub <noreply@github.com>2024-11-06 11:06:08 +0000
commite7894c2c4efdd51049a21af4892005381fe57cd6 (patch)
tree849c2d29b6fb90100f31de20340d5f0ef4238edf /core/input/input.cpp
parentd14f2a31558686f00c4f351ea659918576711a7a (diff)
parentb8b8a7127e3040582c5937fd2dff4c99e94a3b57 (diff)
downloadredot-engine-e7894c2c4efdd51049a21af4892005381fe57cd6.tar.gz
Merge pull request #843 from Spartan322/merge/87318a2
Merge commit godotengine/godot@87318a2
Diffstat (limited to 'core/input/input.cpp')
-rw-r--r--core/input/input.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/core/input/input.cpp b/core/input/input.cpp
index 0b82292c7c..ad1fd7c9d6 100644
--- a/core/input/input.cpp
+++ b/core/input/input.cpp
@@ -1036,7 +1036,7 @@ void Input::action_release(const StringName &p_action) {
// Create or retrieve existing action.
ActionState &action_state = action_states[p_action];
- action_state.cache.pressed = 0;
+ action_state.cache.pressed = false;
action_state.cache.strength = 0.0;
action_state.cache.raw_strength = 0.0;
// As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick.