extends State func process_physics(delta: float) -> State: if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction): return var target_velocity = Vector3(0, subject.velocity.y, 0) subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta) subject.velocity += Main.gravity_velocity subject.move_and_slide() if not subject.is_on_floor(): return %Fall var input_direction = %Input.direction if input_direction.length() < 0.05: return return %Run