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- Add creatureSwimmingState_ map to track which units are swimming - unitAnimHintCallback with animId=42 (Swim): marks entity as swimming - unitAnimHintCallback with animId=0 (MSG_MOVE_STOP_SWIM): clears swim state - Per-frame sync: uses Swim(42)/SwimIdle(41) when swimming, Run(5)/Stand(0) otherwise — creatures/players now show SwimIdle when standing still in water - Clear creatureSwimmingState_ on creature/player despawn and world reset |
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| ui | ||