despawn runner or chaser on disconnect
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+5
-13
@@ -1,22 +1,14 @@
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extends State
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func process_physics(delta: float) -> State:
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if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
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return
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if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
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var target_velocity = Vector3(0, subject.velocity.y, 0)
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subject.velocity = subject.velocity.move_toward(target_velocity, subject.air_deceleration * delta)
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subject.velocity += Main.gravity_velocity
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subject.move_and_slide()
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if subject.is_on_floor():
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var input_direction = %Input.direction
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if input_direction.length() < 0.05:
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return %Idle
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if %Input.walking:
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return %Walk
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return %Run
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return
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if not subject.is_on_floor(): return
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if %Input.direction.length() < 0.05: return %Idle
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if %Input.walk: return %Walk
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return %Run
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