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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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@ -1009,6 +1009,8 @@ void Application::update(float deltaTime) {
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runInGameStage("post-update sync", [&] {
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if (renderer && gameHandler && renderer->getCameraController()) {
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renderer->getCameraController()->setRunSpeedOverride(gameHandler->getServerRunSpeed());
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renderer->getCameraController()->setWalkSpeedOverride(gameHandler->getServerWalkSpeed());
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renderer->getCameraController()->setSwimSpeedOverride(gameHandler->getServerSwimSpeed());
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renderer->getCameraController()->setMovementRooted(gameHandler->isPlayerRooted());
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renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled());
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}
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