extends State func process_physics(delta: float) -> State: if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return var target_velocity = Vector3(0, subject.velocity.y, 0) subject.velocity = subject.velocity.move_toward(target_velocity, subject.air_deceleration * delta) subject.velocity += Main.gravity_velocity subject.move_and_slide() if not subject.is_on_floor(): return if %Input.direction.length() < 0.05: return %Idle if %Input.walk: return %Walk return %Run