Some tweaks in the falling states
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@@ -1,5 +1,17 @@
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extends CultistFallState
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@export var fall_state: CultistState
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func enter() -> void:
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cultist.sprite.play(CultistSprite.ANIMATION_FALL_RIGHT)
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func physics_process(delta: float) -> void:
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cultist.velocity += cultist.get_gravity() * delta
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cultist.move_and_slide()
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if cultist.is_on_floor():
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switch_state.emit(look_around_state)
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elif is_zero_approx(cultist.velocity.x):
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switch_state.emit(fall_state)
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