extends State var hit = false var players_in_area = {} func enter() -> void: super() if has_node("%AttackHitbox"): %AttackHitbox.visible = true if has_node("%AttackTimer"): %AttackTimer.start() if has_node("%AttackCooldown"): %AttackCooldown.start() hit = false func exit() -> void: super() if has_node("%AttackHitbox"): %AttackHitbox.visible = false func process_physics(delta: float) -> State: if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return var input_direction = %Input.direction if subject.is_on_floor() else Vector2.ZERO subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration if subject.is_on_floor() else subject.air_deceleration) if players_in_area.size() > 0: var hit_player = players_in_area[players_in_area.keys()[0]] hit_player.dead = true hit = true if has_node("%AttackTimer") and %AttackTimer.time_left > 0 and not hit: return if not subject.is_on_floor(): return %Fall if input_direction.length() < 0.05: return %Idle if has_node("%Walk") and %Input.walk: return %Walk return %Run func _on_attack_body_entered(body: Node3D) -> void: if body == subject: return if not "player" in body or not body.player: return if body.dead: return players_in_area[body.name] = body func _on_attack_body_exited(body: Node3D) -> void: players_in_area.erase(body.name)