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.
This commit is contained in:
Kelsi 2026-03-10 13:18:04 -07:00
parent 0b99cbafb2
commit 1853e8aa56
6 changed files with 20 additions and 3 deletions

View file

@ -1163,6 +1163,9 @@ public:
bool isFeatherFalling() const {
return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::FEATHER_FALL)) != 0;
}
bool isWaterWalking() const {
return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::WATER_WALK)) != 0;
}
void dismount();
// Taxi / Flight Paths