fix: guard input forwarding in PlayerMovementController; add movement_runner verifier
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@@ -41,7 +41,9 @@ func _ready() -> void:
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func _process(_delta: float) -> void:
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_machine.input_jump_just_pressed = Input.is_action_just_pressed("jump") and not _machine.input_jump_pressed
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var fsm_node = _machine.get_node("MovementStateMachine")
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if fsm_node and fsm_node.has_method("switch_to"):
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_machine.input_jump_just_pressed = Input.is_action_just_pressed("jump") and not _machine.input_jump_pressed
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_machine.input_jump_pressed = Input.is_action_pressed("jump")
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_machine.input_sprint = Input.is_action_pressed("sprint")
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_machine.input_crouch = Input.is_action_pressed("crouch")
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