extends MovingState func should_enter(input: InputPacket) -> String: if animation_finished: input.player_actions.sort_custom(states_priority_sort) return input.player_actions[0] return name func update(_input: InputPacket, _delta: float): player.model.weapon_r.is_attacking = is_attacking() func on_exit_state(): player.model.weapon_r.reset() # reset cooldown states["Slash1"].mark_exit_state()