breakpoint
before change animation type
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@@ -32,6 +32,10 @@ namespace BITFALL.Entities.Player.Movement.States
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public override void AfterUpdateMovement(float deltaTime)
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{
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if (knockdown.IsKnockdown)
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{
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characterController.TransitionState<Knockdown>();
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}
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if (knockdown.IsKnockdown is false && characterController.ExpectParachute.shouldBe)
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{
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characterController.TransitionState<Parachute>();
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@@ -216,6 +220,7 @@ namespace BITFALL.Entities.Player.Movement.States
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public override void AfterUpdateMovement(float deltaTime)
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{
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base.AfterUpdateMovement(deltaTime);
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if (characterController.CurrentState != this) return;
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switch (characterController.ExpectRun.shouldBe,characterController.ExpectCrouch.shouldBe)
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{
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case (_,true):
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