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physics: implement player-controlled flying mount physics
When CAN_FLY + FLYING movement flags are both set (flying mounts, Druid Flight Form), the CameraController now uses 3D pitch-following movement instead of ground physics: - Forward/back follows the camera's 3D look direction (ascend when looking up, descend when looking down) - Space = ascend vertically, X (while mounted) = descend - No gravity, no grounding, no jump coyote time - Fall-damage checks suppressed (grounded=true) Also wire up all remaining server movement state flags to CameraController: - Feather Fall: cap terminal velocity at -2 m/s - Water Walk: clamp to water surface, skip swim entry - Flying: 3D movement with no gravity All states synced each frame from GameHandler via isPlayerFlying(), isFeatherFalling(), isWaterWalking(), isGravityDisabled().
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4 changed files with 39 additions and 1 deletions
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@ -1166,6 +1166,11 @@ public:
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bool isWaterWalking() const {
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return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::WATER_WALK)) != 0;
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}
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bool isPlayerFlying() const {
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const uint32_t flyMask = static_cast<uint32_t>(MovementFlags::CAN_FLY) |
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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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void dismount();
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// Taxi / Flight Paths
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