Why is this not returning when the result is positive

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:bust_in_silhouette: Asked By MaxAnimator0817

{line 28} is returning when the result is negative or zero, but not when it is positive.
What’s weird is that I am using the same (home made! ^^) formula at line 24 and, as tested, it is working for all cases, negative and positive.

Here’s my code:

extends KinematicBody2D


### vars ###
var Matrix = Vector2()
var speed = 0
var speed_force = 500
var speed_max = 12000


# Called when the node enters the scene tree for the first time.
func _ready():
	pass


func _physics_process(delta):
	
	Matrix.x = 0
	
	
	speed += (int(Input.is_action_pressed("ui_right")) - int(Input.is_action_pressed("ui_left"))) * speed_force
	
	if(speed != 0 and not Input.is_action_pressed("ui_right") and not Input.is_action_pressed("ui_left")):
		speed += abs(speed) / speed * -1 * speed_force #line 24
	
	if(speed != 0 and ((Input.is_action_pressed("ui_right") and abs(speed) / speed != int(Input.is_action_pressed("ui_right"))) or (Input.is_action_pressed("ui_left") and abs(speed) / speed != int(Input.is_action_pressed("ui_left"))))):
		#speed *= 4
		print(abs(speed)/speed) #line 28
	
	speed = clamp(speed, -speed_max, speed_max)
	
	print(speed)
	
	Matrix.x += speed
	
	
	move_and_slide(Matrix * delta, Vector2.UP)
:bust_in_silhouette: Reply From: MaxAnimator0817

bump
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