physics: add server swim-back speed override to CameraController

Backward swimming was using 50% of forward swim speed as a hardcoded
fallback. Wire up the server-authoritative swim back speed so Warlock
Dark Pact, buffs, and server-forced speed changes all apply correctly
when swimming backward.

- game_handler.hpp: add getServerSwimBackSpeed() accessor
- camera_controller.hpp: add swimBackSpeedOverride_ field + setter
- camera_controller.cpp: apply swimBackSpeedOverride_ when player
  swims backward without forward input; fall back to 50% of swim speed
- application.cpp: sync swim back speed each frame
This commit is contained in:
Kelsi 2026-03-10 13:51:47 -07:00
parent 23293d6453
commit a33f635490
4 changed files with 11 additions and 1 deletions

View file

@ -1154,6 +1154,7 @@ public:
float getServerRunSpeed() const { return serverRunSpeed_; }
float getServerWalkSpeed() const { return serverWalkSpeed_; }
float getServerSwimSpeed() const { return serverSwimSpeed_; }
float getServerSwimBackSpeed() const { return serverSwimBackSpeed_; }
float getServerFlightSpeed() const { return serverFlightSpeed_; }
float getServerRunBackSpeed() const { return serverRunBackSpeed_; }
bool isPlayerRooted() const {

View file

@ -94,6 +94,7 @@ public:
void setRunSpeedOverride(float speed) { runSpeedOverride_ = speed; }
void setWalkSpeedOverride(float speed) { walkSpeedOverride_ = speed; }
void setSwimSpeedOverride(float speed) { swimSpeedOverride_ = speed; }
void setSwimBackSpeedOverride(float speed) { swimBackSpeedOverride_ = speed; }
void setFlightSpeedOverride(float speed) { flightSpeedOverride_ = speed; }
void setRunBackSpeedOverride(float speed) { runBackSpeedOverride_ = speed; }
void setMovementRooted(bool rooted) { movementRooted_ = rooted; }
@ -281,6 +282,7 @@ private:
float runSpeedOverride_ = 0.0f;
float walkSpeedOverride_ = 0.0f;
float swimSpeedOverride_ = 0.0f;
float swimBackSpeedOverride_ = 0.0f;
float flightSpeedOverride_ = 0.0f;
float runBackSpeedOverride_ = 0.0f;
// Server-driven root state: when true, block all horizontal movement input.

View file

@ -1011,6 +1011,7 @@ void Application::update(float deltaTime) {
renderer->getCameraController()->setRunSpeedOverride(gameHandler->getServerRunSpeed());
renderer->getCameraController()->setWalkSpeedOverride(gameHandler->getServerWalkSpeed());
renderer->getCameraController()->setSwimSpeedOverride(gameHandler->getServerSwimSpeed());
renderer->getCameraController()->setSwimBackSpeedOverride(gameHandler->getServerSwimBackSpeed());
renderer->getCameraController()->setFlightSpeedOverride(gameHandler->getServerFlightSpeed());
renderer->getCameraController()->setRunBackSpeedOverride(gameHandler->getServerRunBackSpeed());
renderer->getCameraController()->setMovementRooted(gameHandler->isPlayerRooted());

View file

@ -537,6 +537,10 @@ void CameraController::update(float deltaTime) {
// Use character's facing direction for strafe, not camera's right vector
glm::vec3 swimRight = right; // Character's right (horizontal facing), not camera's
float swimBackSpeed = (swimBackSpeedOverride_ > 0.0f && swimBackSpeedOverride_ < 100.0f
&& !std::isnan(swimBackSpeedOverride_))
? swimBackSpeedOverride_ : swimSpeed * 0.5f;
glm::vec3 swimMove(0.0f);
if (nowForward) swimMove += swimForward;
if (nowBackward) swimMove -= swimForward;
@ -545,7 +549,9 @@ void CameraController::update(float deltaTime) {
if (glm::length(swimMove) > 0.001f) {
swimMove = glm::normalize(swimMove);
targetPos += swimMove * swimSpeed * physicsDeltaTime;
// Use backward swim speed when moving backwards only (not when combining with strafe)
float applySpeed = (nowBackward && !nowForward) ? swimBackSpeed : swimSpeed;
targetPos += swimMove * applySpeed * physicsDeltaTime;
}
// Spacebar = swim up (continuous, not a jump)