using UnityEngine; namespace EntityStates.Vulture; public class FallingDeath : GenericCharacterDeath { private Animator animator; private static int isGroundedParamHash = Animator.StringToHash("isGrounded"); public override void OnEnter() { base.OnEnter(); if ((bool)base.characterMotor) { base.characterMotor.velocity.y = 0f; } } public override void FixedUpdate() { base.FixedUpdate(); if ((bool)animator) { animator.SetBool(isGroundedParamHash, base.characterMotor.isGrounded); return; } animator = GetModelAnimator(); if ((bool)animator) { int layerIndex = animator.GetLayerIndex("FlyOverride"); animator.SetLayerWeight(layerIndex, 0f); } } }