Forgot to update AGENTS.md
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@@ -261,12 +261,12 @@ keep the controller pointed at the spawner rather than the transient instance.
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#### Game Mode Input
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Game mode input is kept in sync with the physical keyboard each frame by
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calling `SDL_PumpEvents()` followed by `SDL_GetKeyboardState()`. This prevents
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missed `keyReleased` events from leaving movement keys stuck (the original
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cause of the "infinite slow walk" after releasing Shift+W). Event-driven
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`keyPressed`/`keyReleased` handlers are still used for one-shot actions such
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as `ePressed`, `fPressed` and `iPressed`.
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Game mode movement keys (`W`, `A`, `S`, `D`, left/right `Shift`) are handled
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inside `keyPressed`/`keyReleased` by `keysym.sym`. Repeated `KEYDOWN` events
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(`evt.repeat != 0`) are ignored for movement keys, because releasing `Shift`
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while `W`/`A`/`S`/`D` is held can generate a repeated keydown with a different
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symbol after the physical release, which would otherwise leave the key stuck.
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One-shot actions (`E`, `F`, `I`, `Escape`) are still matched by `keysym.sym`.
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#### CharacterSpawnerComponent
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