/*public void HitWall()
 {
     if (Math.Abs(m_Character.m_TotalForce.x) >= m_Character.m_MaxSpeed / 2)
     {
         m_NextState = new MovementWallRun(m_Character);
     }
     else
     {
         m_NextState = new MovementWallWalk(m_Character);
     }
 }
 */
 public void Drop()
 {
     m_NextState = new AIMovementDrop(m_Character);
 }
 /*public void HitWall()
  * {
  *  if (Math.Abs(m_Character.m_TotalForce.x) >= m_Character.m_MaxSpeed / 2)
  *  {
  *      m_NextState = new MovementWallRun(m_Character);
  *  }
  *  else
  *  {
  *      m_NextState = new MovementWallWalk(m_Character);
  *  }
  * }
  */
 public void Drop()
 {
     m_NextState = new AIMovementDrop(m_Character);
 }