class_name HumanCar extends Car var device := -2 # -2 for any var steer_left := 0.0 var steer_right := 0.0 func _ready(): super() $Engine.volume = 0.3 static func attach(to: PackedScene, device: int = -2) -> HumanCar: var car := to.instantiate() car.set_script(load("res://classes/human_car.gd")) car.device = device return car func _physics_process(delta: float) -> void: steer(steer_left - steer_right) super(delta) shup = false shown = false func _input(event: InputEvent) -> void: if device != -2 and event.device != device: return if event.is_action("accel"): throttle = event.get_action_strength("accel") if event.is_action("brake"): brake = event.get_action_strength("brake") * MAX_BRAKE_FORCE if event.is_action("left"): steer_left = event.get_action_strength("left") if event.is_action("right"): steer_right = event.get_action_strength("right") if event.get_action_strength("shift_up") > .5: shup = true # process changes it to false after use because of a wierd bug i found if event.get_action_strength("shift_down") > .5: shown = true