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)
This commit is contained in:
Kelsi 2026-03-05 15:12:51 -08:00
parent 16daa2baf7
commit 08d40583c9
4 changed files with 15 additions and 11 deletions

View file

@ -586,10 +586,6 @@ bool WMOLoader::loadGroup(const std::vector<uint8_t>& groupData,
group.liquid.basePosition.y = read<float>(groupData, parseOffset);
group.liquid.basePosition.z = read<float>(groupData, parseOffset);
group.liquid.materialId = read<uint16_t>(groupData, parseOffset);
if (parseOffset + sizeof(uint16_t) <= subChunkEnd) {
// Reserved/flags in some WMO liquid variants.
parseOffset += sizeof(uint16_t);
}
// Keep parser resilient across minor format variants:
// prefer explicit per-vertex floats, otherwise fall back to flat.