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physics: implement feather fall and water walk movement flag tracking
Feather Fall (SMSG_MOVE_FEATHER_FALL / SMSG_MOVE_NORMAL_FALL): - Add FEATHER_FALL = 0x00004000 to MovementFlags enum - Fix handlers to set/clear the flag instead of passing flag=0 - Cap downward terminal velocity at -2.0 m/s in CameraController when feather fall is active (Slow Fall, Parachute, etc.) All three handlers now correctly propagate server movement state flags that were previously acknowledged without updating any local state.
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6 changed files with 15 additions and 2 deletions
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@ -97,6 +97,7 @@ public:
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void setMovementRooted(bool rooted) { movementRooted_ = rooted; }
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bool isMovementRooted() const { return movementRooted_; }
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void setGravityDisabled(bool disabled) { gravityDisabled_ = disabled; }
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void setFeatherFallActive(bool active) { featherFallActive_ = active; }
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void setMounted(bool m) { mounted_ = m; }
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void setMountHeightOffset(float offset) { mountHeightOffset_ = offset; }
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void setExternalFollow(bool enabled) { externalFollow_ = enabled; }
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@ -279,6 +280,8 @@ private:
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bool movementRooted_ = false;
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// Server-driven gravity disable (levitate/hover): skip gravity accumulation.
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bool gravityDisabled_ = false;
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// Server-driven feather fall: cap downward velocity to slow-fall terminal.
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bool featherFallActive_ = false;
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bool mounted_ = false;
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float mountHeightOffset_ = 0.0f;
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bool externalMoving_ = false;
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