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fix: stand-up-on-move and nameplate position tracking
Camera controller / sitting: - Any movement key (WASD/QE/Space) pressed while sitting now clears the sitting flag immediately, matching WoW's sit-to-stand-on-move behaviour - Added StandUpCallback: when the player stands up via local input the callback fires setStandState(0) → CMSG_STAND_STATE_CHANGE(STAND) so the server releases the sit lock and restores normal movement - Fixes character getting stuck in sit state after accidentally right-clicking a chair GO in Goldshire Inn (or similar) Nameplates: - Use getRenderPositionForGuid() (renderer visual position) as primary source for nameplate anchor, falling back to entity X/Y/Z only when no render instance exists yet; keeps health bars in sync with the rendered model instead of the parallel entity interpolator
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4 changed files with 34 additions and 8 deletions
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@ -90,6 +90,11 @@ public:
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// Movement callback for sending opcodes to server
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using MovementCallback = std::function<void(uint32_t opcode)>;
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void setMovementCallback(MovementCallback cb) { movementCallback = std::move(cb); }
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// Callback invoked when the player stands up via local input (space/X/movement key
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// while server-sitting), so the caller can send CMSG_STAND_STATE_CHANGE(0).
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using StandUpCallback = std::function<void()>;
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void setStandUpCallback(StandUpCallback cb) { standUpCallback_ = std::move(cb); }
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void setUseWoWSpeed(bool use) { useWoWSpeed = use; }
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void setRunSpeedOverride(float speed) { runSpeedOverride_ = speed; }
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void setWalkSpeedOverride(float speed) { walkSpeedOverride_ = speed; }
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@ -265,6 +270,7 @@ private:
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// Movement callback
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MovementCallback movementCallback;
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StandUpCallback standUpCallback_;
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// Movement speeds
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bool useWoWSpeed = false;
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