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Creatures were stuck in Run/Walk animation during the dead-reckoning overrun window (up to 2x movement duration). The animation check used isEntityMoving() which stays true through dead reckoning, causing creatures to "run in place" after reaching their destination. Add isActivelyMoving() which is true only during the active interpolation phase (moveElapsed < moveDuration), and use it for animation state transitions. Dead reckoning still works for position extrapolation — only the animation now correctly stops at arrival. |
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