<!-- SOLID CITY · part 1490 -->
cestral 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; }
  if (window.CityOctaPool && CityOctaPool.standY) { var opy = CityOctaPool.standY(P.x, P.z, P.y); if (opy > gy) gy = opy; }
  if (window.CitySkyward && CitySkyward.standY) { var sky = CitySkyward.standY(P.x, P.z, P.y); if (sky > gy) gy = sky; }   // stand on the Skyway Branch deck
  if (window.CityJubilee && CityJubilee.standY) { var jub = CityJubilee.standY(P.x, P.z, P.y); if (jub > gy) gy = jub; }   // stand on the Jubilee discs
  if (window.CitySouthGate && CitySouthGate.standY) { var sgt = CitySouthGate.standY(P.x, P.z, P.y); if (sgt > gy) gy = sgt; }   // stand on the South Gate's deck
  if (window.CityWardHouses && CityWardHouses.standY) { var wh = CityWardHouses.standY(P.x, P.z, P.y); if (wh > gy) gy = wh; }   // stand in the Pilot House + on the joins
  if (window.CityBetweenStones && CityBetweenStones.standY) { var bsy = CityBetweenStones.standY(P.x, P.z, P.y); if (bsy > gy) gy = bsy; }
  if (window.CityFirstParking && CityFirstParking.standY) { var pky = CityFirstParking.standY(P.x, P.z, P.y); if (pky > gy) gy = pky; }   // stand on the South Lot (apron, ramp, lot, Long Road) and the First City podium   // stand on the Between Stones platform   // stand at the Octahedron Pool (terrace + wading floor)   // 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
  var sty = solidsTopSupport(P.x, P.z, 0); if (sty > gy && sty <= P.y + STEP_UP) gy = sty;   // COLLISION ON FOR ALL THINGS (the King's word, 2026-10-13), REFINED the same day by the support classes: every solid still collides; only a solid whose meaning is support may hold a walker — under the same eligibility gate as every standing law; since THE GATE SPLIT (2026-10-14) that gate is STEP_UP, 0.45 m for a walker
  if (!RF && 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;
  if (RF) {
    if (S.rflyLand) { if (P.y <= gy + 0.02) { P.y = gy; S.rfly = false; S.rflyLand = false; S.rflyV = 0; if (window.CityRoyal && CityRoyal.onLand) CityRoyal.onLand(); } }
    else if (P.y < gy) P.y = gy;
  } else P.y += (gy - P.y) * Math.min(1, dt * 12);
  if (!RF && 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.CitySanctuary && window.CityCitizens && CitySanctuary.talkHere(P.x, P.z)) actT