mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
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:
parent
56ec49f837
commit
23293d6453
4 changed files with 11 additions and 1 deletions
|
|
@ -1018,6 +1018,7 @@ void Application::update(float deltaTime) {
|
|||
renderer->getCameraController()->setFeatherFallActive(gameHandler->isFeatherFalling());
|
||||
renderer->getCameraController()->setWaterWalkActive(gameHandler->isWaterWalking());
|
||||
renderer->getCameraController()->setFlyingActive(gameHandler->isPlayerFlying());
|
||||
renderer->getCameraController()->setHoverActive(gameHandler->isHovering());
|
||||
}
|
||||
|
||||
bool onTaxi = gameHandler &&
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue