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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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f2337aeaa7
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4 changed files with 15 additions and 4 deletions
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@ -320,7 +320,8 @@ void CameraController::update(float deltaTime) {
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if (nowBackward && !nowForward) {
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speed = WOW_BACK_SPEED;
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} else if (ctrlDown) {
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speed = WOW_WALK_SPEED;
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speed = (walkSpeedOverride_ > 0.0f && walkSpeedOverride_ < 100.0f && !std::isnan(walkSpeedOverride_))
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? walkSpeedOverride_ : WOW_WALK_SPEED;
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} else if (runSpeedOverride_ > 0.0f && runSpeedOverride_ < 100.0f && !std::isnan(runSpeedOverride_)) {
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speed = runSpeedOverride_;
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} else {
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@ -507,7 +508,8 @@ void CameraController::update(float deltaTime) {
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swimming = true;
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// Swim movement follows look pitch (forward/back), while strafe stays
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// lateral for stable control.
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float swimSpeed = speed * SWIM_SPEED_FACTOR;
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float swimSpeed = (swimSpeedOverride_ > 0.0f && swimSpeedOverride_ < 100.0f && !std::isnan(swimSpeedOverride_))
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? swimSpeedOverride_ : speed * SWIM_SPEED_FACTOR;
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float waterSurfaceZ = waterH ? (*waterH - WATER_SURFACE_OFFSET) : targetPos.z;
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// For auto-run/auto-swim: use character facing (immune to camera pan)
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@ -1518,7 +1520,8 @@ void CameraController::update(float deltaTime) {
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if (inWater) {
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swimming = true;
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float swimSpeed = speed * SWIM_SPEED_FACTOR;
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float swimSpeed = (swimSpeedOverride_ > 0.0f && swimSpeedOverride_ < 100.0f && !std::isnan(swimSpeedOverride_))
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? swimSpeedOverride_ : speed * SWIM_SPEED_FACTOR;
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float waterSurfaceCamZ = waterH ? (*waterH - WATER_SURFACE_OFFSET + eyeHeight) : newPos.z;
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bool diveIntent = nowForward && (forward3D.z < -0.28f);
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