Removed duplicate code
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@@ -1,17 +1,5 @@
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extends CultistFallState
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@export var fall_state: CultistState
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extends CultistFallSidewaysState
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func enter() -> void:
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cultist.sprite.play(CultistSprite.ANIMATION_FALL_LEFT)
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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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@@ -1,17 +1,5 @@
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extends CultistFallState
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@export var fall_state: CultistState
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extends CultistFallSidewaysState
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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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@@ -0,0 +1,11 @@
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class_name CultistFallSidewaysState
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extends CultistFallState
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@export var fall_state: CultistState
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func physics_process(delta: float) -> void:
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var is_on_floor := _move_down_and_check_floor(delta)
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if not is_on_floor and is_zero_approx(cultist.velocity.x):
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switch_state.emit(fall_state)
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@@ -0,0 +1 @@
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uid://dknrtf0f5wgnr
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@@ -10,7 +10,13 @@ func enter() -> void:
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func physics_process(delta: float) -> void:
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_move_down_and_check_floor(delta)
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func _move_down_and_check_floor(delta: float) -> bool:
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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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return true
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return false
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