Added cultist chase states
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@abstract
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class_name CultistWalkState
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extends CultistMoveState
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@export var chase_state: CultistState
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@export var another_direction_walk_state: CultistState
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func physics_process(delta: float) -> void:
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if not cultist.is_on_floor():
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switch_state.emit(fall_state)
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else:
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if not _chase_if_player_in_ray_cast(_player_ray_cast, chase_state):
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if _wall_ray_cast.is_colliding():
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var stream := SoundManager.sfx_stream_player_lost
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SoundManager.play_sfx_stream(stream, cultist.global_position)
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switch_state.emit(another_direction_walk_state)
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else:
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cultist.update_x_velocity(_direction, cultist.MAX_WALK_SPEED, delta)
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