extends LimboState @export var sprite: SpineSprite func _enter() -> void: Messagebus.COCO_STATE.emit(self.name) var a = sprite.get_animation_state() if a: a.set_animation("idle", true, 0) if agent.armed: a.add_animation("holding/shotgun", false, 1) func _update(delta) -> void: var a: Player = agent a.apply_movement(delta) if a.velocity.x != 0 or a.velocity.z != 0: get_root().dispatch("to_move") if Input.is_action_pressed("Pause"): get_root().dispatch("to_pause") if Input.is_action_pressed("crouch"): get_root().dispatch("to_crouch") agent.check_jump_input(delta) func _ready() -> void: pass # Replace with function body. func _process(delta: float) -> void: pass