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Fix WMO ramp/stair clipping with WoW-style floor snap and collision fixes
Remove active group fast path from getFloorHeight to fix bridge clipping. Replace ground smoothing with immediate step-up snap (WoW-style: snap up, smooth down). Accept upward Z from wall collision at all call sites. Skip floor-like surfaces (absNz >= 0.45) in wall collision to prevent false wall hits on ramps. Increase getFloorHeight allowAbove from 0.5 to 2.0 for ramp reacquisition. Prefer highest reachable surface in floor selection.
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4 changed files with 425 additions and 253 deletions
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@ -161,6 +161,11 @@ private:
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int insideWMOCheckCounter = 0;
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glm::vec3 lastInsideWMOCheckPos = glm::vec3(0.0f);
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// Cached camera WMO floor query (skip if camera moved < 0.3 units)
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glm::vec3 lastCamFloorQueryPos = glm::vec3(0.0f);
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std::optional<float> cachedCamWmoFloor;
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bool hasCachedCamFloor = false;
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// Swimming
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bool swimming = false;
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bool wasSwimming = false;
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