-- 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
