Core/Movement: Don't rely on client for water state detection
Port From (https://github.com/TrinityCore/TrinityCore/commit/931a3871f88737ca13277ee88444b9808b366039)
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@@ -140,12 +140,6 @@ namespace Game
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if (opcode == ClientOpcodes.MoveFallLand || opcode == ClientOpcodes.MoveStartSwim)
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mover.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Landing); // Parachutes
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if (plrMover && movementInfo.HasMovementFlag(MovementFlag.Swimming) != plrMover.IsInWater())
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{
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// now client not include swimming flag in case jumping under water
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plrMover.SetInWater(!plrMover.IsInWater() || plrMover.GetMap().IsUnderWater(plrMover.GetPhaseShift(), movementInfo.Pos.posX, movementInfo.Pos.posY, movementInfo.Pos.posZ));
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}
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uint mstime = GameTime.GetGameTimeMS();
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if (m_clientTimeDelay == 0)
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