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More bugs fixed

No additional work lately, but I have kept working to fix old bugs. Yesterday, after a couple of DOTA matches (against bots, of course), I took a look at The Key of the World again. I had been struggling to solve an annoying and really old problem: the character animation was not triggered when it started to walk. What I couldn't achieve between 8:00 PM and 10:00 PM, I managed to solve it in 5 minutes at 12:00 PM. Obviously, bug solving rituals must be performed at that specific time. I should have used some black candles and human skulls too.

My mistake was that  the method I used to detect if the NavigationMesh agent reached the destination coordinates was incorrect. There is no function in the class to do this, so you have to calculate it manually using Vector3.Distance(). The changes are already in the repo.

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