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physics: implement HOVER movement flag physics in CameraController
When the server sets MovementFlags::HOVER (SMSG_MOVE_SET_HOVER), the player now floats 4 yards above the nearest ground surface instead of standing on it. Uses the existing floor-snap path with a HOVER_HEIGHT offset applied to the snap target. - game_handler.hpp: add isHovering() accessor (reads HOVER flag from movementInfo.flags, which is already set by handleForceMoveFlagChange) - camera_controller.hpp: add hoverActive_ field and setHoverActive() - camera_controller.cpp: apply HOVER_HEIGHT = 4.0f offset at floor snap - application.cpp: sync hover state each frame alongside other movement states (gravity, feather fall, water walk, flying)
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4 changed files with 11 additions and 1 deletions
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@ -1173,6 +1173,9 @@ public:
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static_cast<uint32_t>(MovementFlags::FLYING);
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return (movementInfo.flags & flyMask) == flyMask;
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}
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bool isHovering() const {
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return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::HOVER)) != 0;
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}
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void dismount();
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// Taxi / Flight Paths
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@ -102,6 +102,7 @@ public:
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void setFeatherFallActive(bool active) { featherFallActive_ = active; }
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void setWaterWalkActive(bool active) { waterWalkActive_ = active; }
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void setFlyingActive(bool active) { flyingActive_ = active; }
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void setHoverActive(bool active) { hoverActive_ = 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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@ -292,6 +293,8 @@ private:
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bool waterWalkActive_ = false;
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// Player-controlled flight (CAN_FLY + FLYING): 3D movement, no gravity.
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bool flyingActive_ = false;
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// Server-driven hover (HOVER flag): float at fixed height above ground.
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bool hoverActive_ = 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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