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Fix MLIQ water parsing, skip interior water, clear movement on teleport
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- Remove bogus 2-byte skip after materialId in MLIQ parser that shifted all vertex heights and tile flags by 2 bytes (garbage data) - Skip liquid loading for interior WMO groups (flag 0x2000) to prevent indoor water from rendering as outdoor canal water - Clear movement inputs on teleport/portal to prevent auto-running after zone transfer (held keys persist through loading screen)
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4 changed files with 15 additions and 11 deletions
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@ -586,10 +586,6 @@ bool WMOLoader::loadGroup(const std::vector<uint8_t>& groupData,
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group.liquid.basePosition.y = read<float>(groupData, parseOffset);
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group.liquid.basePosition.z = read<float>(groupData, parseOffset);
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group.liquid.materialId = read<uint16_t>(groupData, parseOffset);
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if (parseOffset + sizeof(uint16_t) <= subChunkEnd) {
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// Reserved/flags in some WMO liquid variants.
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parseOffset += sizeof(uint16_t);
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}
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// Keep parser resilient across minor format variants:
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// prefer explicit per-vertex floats, otherwise fall back to flat.
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