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rendering/game: sync camera sit state from server-confirmed stand state
Add CameraController::setSitting() and call it from the StandStateCallback so the camera blocks movement when the server confirms the player is sitting or kneeling (stand states 1-6, 8). This prevents the player from sliding across the ground after sitting. Death (state 7) deliberately leaves sitting=false so the player can still respawn/move after death without input being blocked.
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2 changed files with 9 additions and 1 deletions
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@ -82,6 +82,7 @@ public:
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bool isSwimming() const { return swimming; }
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bool isInsideWMO() const { return cachedInsideWMO; }
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void setGrounded(bool g) { grounded = g; }
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void setSitting(bool s) { sitting = s; }
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bool isOnTaxi() const { return externalFollow_; }
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const glm::vec3* getFollowTarget() const { return followTarget; }
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glm::vec3* getFollowTargetMutable() { return followTarget; }
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