Finish implementing jumping and landing
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@@ -20,6 +20,10 @@ pub struct RunState {
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impl FighterStateImpl for RunState {
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const NAME: &'static str = "Run";
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fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
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if let Some(state) = ground::grounded_movement_common_interrupts(state_context, &self.grounded_common) {
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return Some(state);
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}
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let input_frame = state_context.input.get_last_frame();
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if input_frame.movement.x.abs()
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>= state_context.game_settings.input_common.run_stick_threshold
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