function ClickToMove.UpdateMovement(U,n)if FFlagUserClickToMoveFollowPathRefactor then if n==Enum.UserInputState.Cancel then U.keyboardMoveVector=ZERO_VECTOR3 elseif U.wasdEnabled then U.keyboardMoveVector=Vector3.new(U.leftValue+U.rightValue,0,U.forwardValue+U.backwardValue)end else if n==Enum.UserInputState.Cancel then U.moveVector=ZERO_VECTOR3 elseif U.wasdEnabled then U.moveVector=Vector3.new(U.leftValue+U.rightValue,0,U.forwardValue+U.backwardValue)if U.moveVector.magnitude>0 then CleanupPath()ClickToMoveDisplay.CancelFailureAnimation()end end end end
-- Overrides Keyboard:UpdateMovement(inputState) to conditionally consider self.wasdEnabled and let OnRenderStepped handle the movement
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
