ok maybe don't override the animation state if it's walk
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@ -1685,7 +1685,7 @@ void Player::processStateChanges() {
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}
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}
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}
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}
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if (m_moveVector.x() != 0.0f && (m_state == State::Run || m_state == State::Walk))
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if (m_moveVector.x() != 0.0f && (m_state == State::Run))
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m_state = abs(m_moveVector.x()) > 0.5f ? State::Run : State::Walk;
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m_state = abs(m_moveVector.x()) > 0.5f ? State::Run : State::Walk;
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if (m_state == State::Jump && (oldState == State::Idle || oldState == State::Run || oldState == State::Walk || oldState == State::Crouch))
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if (m_state == State::Jump && (oldState == State::Idle || oldState == State::Run || oldState == State::Walk || oldState == State::Crouch))
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