Move interactable input handling into Player2D so we can selectively block it from working if OldComputer is open
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We probably could have special-cased that check in Interactable now that I think about it
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@@ -123,6 +123,10 @@ func _process(delta: float) -> void:
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%OldComputer.close()
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return
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if Input.is_action_just_released("interact"):
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for interactable in get_tree().get_nodes_in_group("nearby_interactables"):
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interactable.interact()
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if Input.is_action_just_pressed("jump"):
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%OldComputer.close()
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