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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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@ -396,6 +396,7 @@ enum class MovementFlags : uint32_t {
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FALLING = 0x00001000,
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FALLINGFAR = 0x00002000,
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FEATHER_FALL = 0x00004000, // Slow fall / Parachute
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WATER_WALK = 0x00008000, // Walk on water surface
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SWIMMING = 0x00200000,
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ASCENDING = 0x00400000,
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CAN_FLY = 0x00800000,
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