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)
This commit is contained in:
Kelsi 2026-03-10 13:39:23 -07:00
parent 56ec49f837
commit 23293d6453
4 changed files with 11 additions and 1 deletions

View file

@ -1173,6 +1173,9 @@ public:
static_cast<uint32_t>(MovementFlags::FLYING);
return (movementInfo.flags & flyMask) == flyMask;
}
bool isHovering() const {
return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::HOVER)) != 0;
}
void dismount();
// Taxi / Flight Paths