Stats.getStat did not recognise special_attack or special_defence and fell through to ACCURACY, which has no IV entry, so the requirement threw a NullPointerException from the server tick loop. Added the identifier names to getStat and made both requirements fail instead of crash for any non-permanent stat.
Closes#1774
activeInput was only set inside the speed cap check, so a mount reaching its top speed while the player still held W was indistinguishable from the player letting go, and the glide flag flipped every tick.
Both the glide and FLY pose thresholds were also hardcoded to 0.2, which is exactly the top speed of a minimum SPEED stat mount, so slow mounts sat on the boundary instead of crossing it.
activeInput now comes from player input alone, the glide test has a 0.19/0.13 hysteresis band using state.gliding as its own memory, and the FLY pose threshold moved to 0.1 to match JetBehaviour.
Closes#1738