Has there been a fix for this? The animation continues (player_run) even if we are moving and hit a wall. This probably is ok for underwater, but on land it would look better making player_stand activate.
I researched it a little and velocity_x and velocity_y are active so the qc will trigger the animations.
I remember thinking that .th_blocked would be the trigger called for this scenario, but was told its only for movetype_push.