func toggle_player_input_pause(value: bool) -> void: in CharacterManager stores current player movement_ and swapping_toggle values on entering pause mode,
but does not forward changes for the actual player values.
Way more "dangerous" effect of this: if the player pauses while movement is enabled and resumes in a phase where input should be disabled, he gets the previously stored permissions which allows to run around
func toggle_player_input_pause(value: bool) -> void:
in CharacterManager stores current player movement_ and swapping_toggle values on entering pause mode, but does not forward changes for the actual player values.Way more "dangerous" effect of this: if the player pauses while movement is enabled and resumes in a phase where input should be disabled, he gets the previously stored permissions which allows to run around