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public class FallState : AirParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
CheckFlip(player);
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if (!player.enter)
{
player.enter = true;
player.animation = "Fall";
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player.animationFrames = 0;
return;
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}
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player.velocity = new DemonVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY);
if (!player.usedShadowbreak)
base.UpdateLogic(player);
else
ToHurtState(player);
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ToIdleState(player);
}
private void ToIdleState(PlayerNetwork player)
{
if (player.position.y <= DemonicsPhysics.GROUND_POINT)
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{
player.usedShadowbreak = false;
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player.sound = "Landed";
player.SetParticle("Fall", new DemonVector2(player.position.x, DemonicsPhysics.GROUND_POINT));
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EnterState(player, "Idle");
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}
}
}