function ClickToMove.UpdateMovement(S,T)if FFlagUserClickToMoveFollowPathRefactor then if T==Enum.UserInputState.Cancel then S.keyboardMoveVector=ZERO_VECTOR3 elseif S.wasdEnabled then S.keyboardMoveVector=Vector3.new(S.leftValue+S.rightValue,0,S.forwardValue+S.backwardValue)end else if T==Enum.UserInputState.Cancel then S.moveVector=ZERO_VECTOR3 elseif S.wasdEnabled then S.moveVector=Vector3.new(S.leftValue+S.rightValue,0,S.forwardValue+S.backwardValue)if S.moveVector.magnitude>0 then CleanupPath()ClickToMoveDisplay.CancelFailureAnimation()end end end end

function ClickToMove:UpdateMovement(inputState)
	if FFlagUserClickToMoveFollowPathRefactor then
		if inputState == Enum.UserInputState.Cancel then
			self.keyboardMoveVector = ZERO_VECTOR3
		elseif self.wasdEnabled then
			self.keyboardMoveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue)
		end
	else
		if inputState == Enum.UserInputState.Cancel then
			self.moveVector = ZERO_VECTOR3
		elseif self.wasdEnabled then
			self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue)
			if self.moveVector.magnitude > 0 then
				CleanupPath()
				ClickToMoveDisplay.CancelFailureAnimation()
			end
		end
	end
end
