extends State @export var player: Player @export var max_speed: float = 5.0 @export var acceleration: float @export var weapon_system: WeaponSystem func enter() -> void: pass func exit() -> void: pass func physics_update(delta: float) -> void: if not is_multiplayer_authority(): return if player.is_on_floor(): transition.emit("Stand") player.velocity += player.get_gravity() * delta var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward") var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var modified_max_speed = max_speed * weapon_system.get_speed_modifier() if direction: if abs(player.velocity.x + direction.x * acceleration * delta) < abs(modified_max_speed * direction.x): player.velocity.x += direction.x * acceleration * delta if abs(player.velocity.z + direction.z * acceleration * delta) < abs(modified_max_speed * direction.z): player.velocity.z += direction.z * acceleration * delta