extends State 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 subject.apply_input_velocity(delta, input_direction, subject.walk_speed, subject.acceleration) if not subject.is_on_floor(): return %Fall if has_node("%Dead") and subject.dead: return %Dead if has_node("%Attack") and %Input.primary_interact and (not has_node("%AttackCooldown") or %AttackCooldown.time_left == 0): return %Attack if input_direction.length() < 0.05: return %Idle if not %Input.walk: return %Run return