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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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@ -1015,6 +1015,7 @@ void Application::update(float deltaTime) {
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renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled());
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renderer->getCameraController()->setFeatherFallActive(gameHandler->isFeatherFalling());
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renderer->getCameraController()->setWaterWalkActive(gameHandler->isWaterWalking());
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renderer->getCameraController()->setFlyingActive(gameHandler->isPlayerFlying());
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}
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bool onTaxi = gameHandler &&
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