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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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