fix: using Input::get_action_strength instead of Input::is_action_pressed
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				|  | @ -40,7 +40,7 @@ std::optional<float> PlayerInput::Listener::evaluate_action(gd::String const &ac | |||
|     if(action.is_empty()) { | ||||
|         return 0.f; | ||||
|     } else { | ||||
|         return float(input->is_action_pressed(action)); | ||||
|         return float(input->get_action_strength(action)); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
|  |  | |||
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