extends WeaponState @export var damage: int func enter() -> void: machine.animation_player.play(machine.animation_prefix + "heavy_attack") machine.animation_player.animation_finished.connect(on_animation_finished) attack() func exit() -> void: machine.animation_player.animation_finished.disconnect(on_animation_finished) func attack() -> void: if is_multiplayer_authority(): Session.shoot(damage,1.5) func on_animation_finished(animation): if animation == machine.animation_prefix + "heavy_attack": transition.emit("Idle")