extends CultistFallState @export var fall_state: CultistState func enter() -> void: cultist.sprite.play(CultistSprite.ANIMATION_FALL_RIGHT) func physics_process(delta: float) -> void: cultist.velocity += cultist.get_gravity() * delta cultist.move_and_slide() if cultist.is_on_floor(): switch_state.emit(look_around_state) elif is_zero_approx(cultist.velocity.x): switch_state.emit(fall_state)