RunImmovableBody1 = function (blockedState)
{
    if (blockedState === 1)
    {
        //  But Body2 cannot go anywhere either, so we cancel out velocity
        //  Separation happened in the block check
        body2.velocity.y = 0;
    }
    else if (body1OnTop)
    {
        body2.processY(overlap, body2FullImpact, true);
    }
    else
    {
        body2.processY(-overlap, body2FullImpact, false, true);
    }

    //  This is special case code that handles things like horizontally moving platforms you can ride
    if (body1.moves)
    {
        var body1Distance = body1.directControl ? (body1.x - body1.autoFrame.x) : (body1.x - body1.prev.x);

        body2.x += body1Distance * body1.friction.x;
        body2._dx = body2.x - body2.prev.x;
    }
}
This function is run when Body1 is Immovable and Body2 is not.

@function Phaser.Physics.Arcade.ProcessY.RunImmovableBody1
@ignore
@since 3.50.0

@param {number} blockedState - The block state value.