<!-- SOLID CITY · part 1102 -->
}

/* ---------------- walking ---------------- */
function updateWalk(dt) {
  var k = input.keys, mx = input.sx, my = input.sy;
  if (k.KeyW || k.ArrowUp) my -= 1; if (k.KeyS || k.ArrowDown) my += 1; if (k.KeyA || k.ArrowLeft) mx -= 1; if (k.KeyD || k.ArrowRight) mx += 1;
  var mag = Math.min(1, Math.hypot(mx, my)), P = S.p;
  if (mag > 0.08) {
    var sp = (k.ShiftLeft || k.ShiftRight || mag > 0.95 && IS_TOUCH ? 15 : 8) * mag;
    var fx = -Math.sin(S.camYaw), fz = -Math.cos(S.camYaw), rx = Math.cos(S.camYaw), rz = -Math.sin(S.camYaw);
    var vx = (fx * -my + rx * mx) / (Math.hypot(mx, my) || 1), vz = (fz * -my + rz * mx) / (Math.hypot(mx, my) || 1);
    P.x += vx * sp * dt; P.z += vz * sp * dt;
    var want = Math.atan2(vx, vz), dA = ((want - P.face + Math.PI * 3) % (Math.PI * 2)) - Math.PI; P.face += dA * Math.min(1, dt * 10);
    P.walk = (P.walk || 0) + dt * sp * 1.4;
  }
  if (S.ai) { // Hyper Controller AI walk: user input always wins
    if (mag > 0.08) S.ai(null);
    else { var st = S.ai(dt); if (st) { P.x += st.vx * dt; P.z += st.vz * dt; var wa = Math.atan2(st.vx, st.vz), da = ((wa - P.face + Math.PI * 3) % (Math.PI * 2)) - Math.PI; P.face += da * Math.min(1, dt * 8); P.walk = (P.walk || 0) + dt * st.sp * 1.1; mag = 1; } }
  }
  // everything visible is solid
  collideXZ(P, 0.45, P.y + 1);
  var sx = SABLE_POS.x - P.x, sz = SABLE_POS.z - P.z, sd = Math.hypot(sx, sz); if (sd < 1.3 && sd > 0) { P.x = SABLE_POS.x - sx / sd * 1.3; P.z = SABLE_POS.z - sz / sd * 1.3; }
  var gy = groundAt(P.x, P.z); if (gy < 0.5) { gy = 0.5; } // wading at the shore, no deeper
  if (window.CityForge) { var fy = CityForge.standY(P.x, P.z, P.y); if (fy > gy) gy = fy; }   // stand on Forge pieces (steps, slabs)
  if (window.CityAncestorRoads && CityAncestorRoads.topY) { var ap = CityAncestorRoads.pos; if (Math.hypot(P.x - ap.x, P.z - ap.z) < 560) { var ay = CityAncestorRoads.topY(); if (ay > gy) gy = ay; } }   // stand on the Ancestral Roads terrace
  if (window.CityVillageMauna && CityVillageMauna.standY) { var vy = CityVillageMauna.standY(P.x, P.z); if (vy > gy) gy = vy; }
  if (window.CityMountainHomes && CityMountainHomes.standY) { var mhy = CityMountainHomes.standY(P.x, P.z, P.y); if (mhy > gy) gy = mhy; }   // stand in the Ancestors' Homes (pads, lanai, floors, stairs)   // stand on Kauhale Mauna terraces
  if (window.CityTunnelBore && CityTunnelBore.standY) { var ty = CityTunnelBore.standY(P.x, P.z); if (ty > gy) gy = ty; }   // stand on the Bore floor
  if (window.CityStarwell && CityStarwell.standY) { var wy = CityStarwell.standY(P.x, P.z); if (wy > gy) gy = wy; }   // stand on the Starwell floor
  if (window.CityHyperTrain && CityHyperTrain.standY) { var hy = CityHyperTrain.standY(P.x, P.z); if (hy > gy) gy = hy; }   // stand on train platforms
  if (window.CityHyperCity && CityHyperCity.standY) { var hcy = CityHyperCity.standY(P.x, P.z); if (hcy > gy) gy = hcy; }   // stand on hyper building floors
  if (window.CityAnnex && CityAnnex.standY) { var any = CityAnnex.standY(P.x, P.z); if (any > gy) gy = any; }   // stand on the Annex floors
  if (window.CityQuadrantCrown && CityQuadrantCrown.standY) { var qcy = CityQuadrantCrown.standY(P.x, P.z); if (qcy > gy) gy = qcy; }   // stand on Quadrant Crown floors
  if (window.CitySpaceport && CitySpaceport.standY) { var spy = CitySpaceport.standY(P.x, P.z); if (spy > gy) gy = spy; }
  if (window.CityLostWings && CityLostWings.standY) { var lwy = CityLostWings.standY(P.x, P.z, P.y); if (lwy > gy) gy = lwy; }   // stand in the Lost Wings Grove (clearing + deck)   // stand on the spaceport pads (Spatial Intelligence)
  if (window.CityImperialColosseum && CityImperialColosseum.pos) { var cp = CityImperialColosseum.pos; if (Math.hypot(P.x - cp.x, P.z - cp.z) < 290) { var cy = (function(){ try { return CityImperialColosseum.group().position.y + 2; } catch(e){ return -1000; } })(); if (cy > gy) gy = cy; } }   // stand on the Imperial Colosseum terrace
  if (gy < 1 && heightAt(P.x, P.z) < -1.5) { P.x -= (P.x - (P.lx || P.x)); P.z -= (P.z - (P.lz || P.z)); gy = groundAt(P.x, P.z); help('The sea is too deep to walk — take a ship from the spaceport.', 3); }
  P.lx = P.x; P.lz = P.z;
  P.y += (gy - P.y) * Math.min(1, dt * 12);
  if (P.y < Y0 + 0.5 && Math.hypot(P.x, P.z) < 800 && gy < Y0 + 0.05) P.y = Y0 + (Math.hypot(P.x, P.z) < 110 ? 0.12 : 0.02);
  avatar.rotation.y = P.face;
  var sw = Math.sin(P.walk || 0) * (mag > 0.08 ? 0.5 : 0);
  avatar.children.forEach(function (c) { if (c.name === 'leg1' || c.name === 'arm-1') c.rotation.x = sw; if (c.name === 'leg-1' || c.name === 'arm1') c.rotation.x = -sw; });
  // context action
  actTarget = null;
  var dS = Math.hypot(P.x - SABLE_POS.x, P.z - SABLE_POS.z);
  if (dS < 7) actTarget = { kind: 'sable', label: 'TALK TO SABLE' };
  if (!actTarget && Math.hypot(P.x - SOUL.door.x, P.z - SOUL.door.z) < 8) actTarget = { kind: 'soul', label: 'ENTER SOUL PRINT TOWER' };
  if (!actTarget && window.CitySanctuar