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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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@ -92,6 +92,8 @@ public:
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void setMovementCallback(MovementCallback cb) { movementCallback = 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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void setSwimSpeedOverride(float speed) { swimSpeedOverride_ = speed; }
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void setMovementRooted(bool rooted) { movementRooted_ = rooted; }
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bool isMovementRooted() const { return movementRooted_; }
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void setGravityDisabled(bool disabled) { gravityDisabled_ = disabled; }
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@ -269,8 +271,10 @@ private:
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return std::sqrt(2.0f * std::abs(MOUNT_GRAVITY) * MOUNT_JUMP_HEIGHT);
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}
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// Server-driven run speed override (0 = use default WOW_RUN_SPEED)
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// Server-driven speed overrides (0 = use hardcoded default)
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float runSpeedOverride_ = 0.0f;
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float walkSpeedOverride_ = 0.0f;
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float swimSpeedOverride_ = 0.0f;
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// Server-driven root state: when true, block all horizontal movement input.
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bool movementRooted_ = false;
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// Server-driven gravity disable (levitate/hover): skip gravity accumulation.
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