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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.
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4 changed files with 15 additions and 4 deletions
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@ -1152,6 +1152,8 @@ public:
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bool isMounted() const { return currentMountDisplayId_ != 0; }
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bool isHostileAttacker(uint64_t guid) const { return hostileAttackers_.count(guid) > 0; }
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float getServerRunSpeed() const { return serverRunSpeed_; }
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float getServerWalkSpeed() const { return serverWalkSpeed_; }
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float getServerSwimSpeed() const { return serverSwimSpeed_; }
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bool isPlayerRooted() const {
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return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::ROOT)) != 0;
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}
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