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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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@ -1249,7 +1249,10 @@ void CameraController::update(float deltaTime) {
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dz >= -0.25f && dz <= stepUp * 1.5f);
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if (dz >= -fallCatch && (nearGround || airFalling || slopeGrace)) {
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targetPos.z = *groundH;
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// HOVER: float at fixed height above ground instead of standing on it
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static constexpr float HOVER_HEIGHT = 4.0f; // ~4 yards above ground
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const float snapH = hoverActive_ ? (*groundH + HOVER_HEIGHT) : *groundH;
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targetPos.z = snapH;
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verticalVelocity = 0.0f;
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grounded = true;
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lastGroundZ = *groundH;
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