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physics: implement Water Walk movement state tracking and surface clamping
SMSG_MOVE_WATER_WALK / SMSG_MOVE_LAND_WALK now correctly set/clear WATER_WALK (0x00008000) in movementInfo.flags, ensuring the flag is included in movement ACKs sent to the server. In CameraController, when waterWalkActive_ is set and the player is at or above the water surface (within 0.5 units), clamp them to the water surface and mark as grounded — preventing water entry and allowing them to walk across the water surface as the spell intends.
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6 changed files with 20 additions and 3 deletions
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@ -1163,6 +1163,9 @@ public:
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bool isFeatherFalling() const {
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return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::FEATHER_FALL)) != 0;
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}
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bool isWaterWalking() const {
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return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::WATER_WALK)) != 0;
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}
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void dismount();
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// Taxi / Flight Paths
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