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Fix auto-run not triggering run/swim animation
isMoving() re-read raw key states and didn't account for autoRunning flag, so the animation state machine never saw movement during auto-run.
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@@ -1256,11 +1256,11 @@ bool CameraController::isMoving() const {
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// In third-person without RMB, A/D are turn keys (not movement).
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if (thirdPerson && !rightMouseDown) {
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return keyW || keyS || keyQ || keyE;
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return keyW || keyS || keyQ || keyE || autoRunning;
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}
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bool mouseAutorun = leftMouseDown && rightMouseDown;
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return keyW || keyS || keyA || keyD || keyQ || keyE || mouseAutorun;
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return keyW || keyS || keyA || keyD || keyQ || keyE || mouseAutorun || autoRunning;
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}
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bool CameraController::isSprinting() const {
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