physics: apply server walk and swim speed overrides to CameraController

serverWalkSpeed_ and serverSwimSpeed_ were stored in GameHandler but
never exposed or synced to the camera controller. The controller used
hardcoded WOW_WALK_SPEED and speed*SWIM_SPEED_FACTOR regardless of
server-sent speed changes.

Add getServerWalkSpeed()/getServerSwimSpeed() accessors, walkSpeedOverride_
and swimSpeedOverride_ fields in CameraController, and sync all three
server speeds each frame. Both swim speed sites (main and camera-collision
path) now use the override when set. This makes Slow debuffs (walk speed),
Swim Form, and Engineering fins actually affect movement speed.
This commit is contained in:
Kelsi 2026-03-10 13:11:50 -07:00
parent f2337aeaa7
commit 701cb94ba6
4 changed files with 15 additions and 4 deletions

View file

@ -1152,6 +1152,8 @@ public:
bool isMounted() const { return currentMountDisplayId_ != 0; }
bool isHostileAttacker(uint64_t guid) const { return hostileAttackers_.count(guid) > 0; }
float getServerRunSpeed() const { return serverRunSpeed_; }
float getServerWalkSpeed() const { return serverWalkSpeed_; }
float getServerSwimSpeed() const { return serverSwimSpeed_; }
bool isPlayerRooted() const {
return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::ROOT)) != 0;
}