extends State func process_physics(delta: float) -> State: if not multiplayer.is_server(): return var input_direction = %Input.direction if input_direction.length() < 0.05: return %Idle var move_direction = Vector3(input_direction.x, 0, input_direction.y) var target_velocity = Vector3(move_direction.x * subject.run_speed, subject.velocity.y, move_direction.z * subject.run_speed) subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta) subject.velocity += Main.gravity_velocity subject.move_and_slide() if move_direction.length() >= 0.1: subject.last_direction = move_direction var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP) subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta) if %Input.walking: return %Walk if not subject.is_on_floor(): return %Fall return