Prevent moving ship if inventory screen is open. Also resize map.
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					 2 changed files with 16 additions and 13 deletions
				
			
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			@ -1,8 +1,8 @@
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// var rm_TitleScreen = OS.R.Add("Default");
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// var rm_Ocean = OS.R.Add("Ocean", {
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var rm_Ocean = OS.R.Add("Default", {
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	width: (64 * OS.S.pixelScale) * 64,	//32 64x64 squares for the map.
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	height: (64 * OS.S.pixelScale) * 64,
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	width: (64 * OS.S.pixelScale) * 50,	//50x50 map of 64x64 squares. This will allow a single pixel on the map to represent a 64x square and fit comfortably on screen.
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	height: (64 * OS.S.pixelScale) * 50,
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	backgroundColor: "#1b2632"
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});
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			@ -27,19 +27,22 @@ var pr_ship = OS.P.Add("Ship", {
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});
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pr_ship.Do = function () {
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	if (ct_left().down) {
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		this.direction += 45;
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	} else if (ct_right().down) {
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		this.direction -= 45;
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	if (!guiControl.inventory.show) {
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		if (ct_left().down) {
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			this.direction += 45;
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		} else if (ct_right().down) {
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			this.direction -= 45;
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		}
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		this.direction = Math.clampAngle(this.direction);
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		if (ct_up().down) {
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			this.currentSpeed++;
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		} else if (ct_down().down) {
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			this.currentSpeed--;
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		}
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		this.AdjustSpeedBasedOnEnergy();
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	}
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	this.direction = Math.clampAngle(this.direction);
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	if (ct_up().down) {
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		this.currentSpeed++;
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	} else if (ct_down().down) {
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		this.currentSpeed--;
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	}
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	this.AdjustSpeedBasedOnEnergy();
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	this.currentSpeed = Math.clamp(this.currentSpeed, 0, 4);
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	this.moveStepProgress += this.currentSpeed * this.moveStepAmount;
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