Some code optimization
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@@ -13,12 +13,3 @@ func _get_colliding_player(ray_cast: RayCast2D) -> Player:
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if collider is Player:
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return collider
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return null
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func _chase_if_player_in_ray_cast(ray_cast: RayCast2D, chase_state: CultistState) -> bool:
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var player := _get_colliding_player(ray_cast)
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if player != null:
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cultist.target_x = player.position.x
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switch_state.emit(chase_state)
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return true
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return false
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