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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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16daa2baf7
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08d40583c9
4 changed files with 15 additions and 11 deletions
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@ -970,6 +970,10 @@ void Application::update(float deltaTime) {
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bool onTransportNow = gameHandler && gameHandler->isOnTransport();
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if (worldEntryMovementGraceTimer_ > 0.0f) {
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worldEntryMovementGraceTimer_ -= deltaTime;
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// Clear stale movement from before teleport each frame
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// until grace period expires (keys may still be held)
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if (renderer && renderer->getCameraController())
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renderer->getCameraController()->clearMovementInputs();
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}
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if (renderer && renderer->getCameraController()) {
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const bool externallyDrivenMotion = onTaxi || onTransportNow || chargeActive_;
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@ -1550,6 +1554,9 @@ void Application::setupUICallbacks() {
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worldEntryMovementGraceTimer_ = 2.0f;
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taxiLandingClampTimer_ = 0.0f;
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lastTaxiFlight_ = false;
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// Stop any movement that was active before the teleport
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if (renderer->getCameraController())
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renderer->getCameraController()->clearMovementInputs();
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return;
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}
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@ -1565,6 +1572,9 @@ void Application::setupUICallbacks() {
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worldEntryMovementGraceTimer_ = 2.0f;
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taxiLandingClampTimer_ = 0.0f;
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lastTaxiFlight_ = false;
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// Stop any movement that was active before the teleport
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if (renderer && renderer->getCameraController())
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renderer->getCameraController()->clearMovementInputs();
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loadOnlineWorldTerrain(mapId, x, y, z);
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// loadedMapId_ is set inside loadOnlineWorldTerrain (including
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// any deferred entries it processes), so we must NOT override it here.
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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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@ -837,14 +837,15 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
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modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
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modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
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for (const auto& group : wmoReady.model.groups) {
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if (group.liquid.hasLiquid()) {
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if (!group.liquid.hasLiquid()) continue;
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// Skip interior groups — their liquid is for indoor areas
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if (group.flags & 0x2000) continue;
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waterRenderer->loadFromWMO(group.liquid, modelMatrix, wmoInstId);
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loadedLiquids++;
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}
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}
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}
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}
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}
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if (loadedWMOs > 0 || skippedWmoDedup > 0) {
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LOG_DEBUG(" Loaded WMOs for tile [", x, ",", y, "]: ",
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loadedWMOs, " instances, ", skippedWmoDedup, " dedup skipped");
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@ -875,8 +875,6 @@ void WaterRenderer::loadFromWMO([[maybe_unused]] const pipeline::WMOLiquid& liqu
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const int vertexCount = gridWidth * gridHeight;
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// WMO liquid base heights sit ~2 units above the visual waterline.
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// Lower them to match surrounding terrain water and prevent clipping
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// at bridge edges and walkways.
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constexpr float WMO_WATER_Z_OFFSET = -1.0f;
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float adjustedZ = surface.origin.z + WMO_WATER_Z_OFFSET;
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surface.heights.assign(vertexCount, adjustedZ);
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@ -895,7 +893,6 @@ void WaterRenderer::loadFromWMO([[maybe_unused]] const pipeline::WMOLiquid& liqu
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for (size_t t = 0; t < tileCount; t++) {
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bool hasLiquid = true;
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if (t < liquid.flags.size()) {
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// In WoW MLIQ format, (flags & 0x0F) == 0x0F means "no liquid" for this tile
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if ((liquid.flags[t] & 0x0F) == 0x0F) {
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hasLiquid = false;
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}
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