Added high wall rays
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@@ -15,7 +15,7 @@ func physics_process(delta: float) -> void:
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if player != null:
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switch_state.emit(chase_state)
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else:
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if _wall_ray_cast.is_colliding():
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if _wall_low_ray_cast.is_colliding() or _wall_high_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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