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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
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4 changed files with 11 additions and 1 deletions
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@ -1154,6 +1154,7 @@ public:
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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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float getServerSwimBackSpeed() const { return serverSwimBackSpeed_; }
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float getServerFlightSpeed() const { return serverFlightSpeed_; }
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float getServerRunBackSpeed() const { return serverRunBackSpeed_; }
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bool isPlayerRooted() const {
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@ -94,6 +94,7 @@ public:
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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 setSwimBackSpeedOverride(float speed) { swimBackSpeedOverride_ = speed; }
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void setFlightSpeedOverride(float speed) { flightSpeedOverride_ = speed; }
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void setRunBackSpeedOverride(float speed) { runBackSpeedOverride_ = speed; }
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void setMovementRooted(bool rooted) { movementRooted_ = rooted; }
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@ -281,6 +282,7 @@ private:
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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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float swimBackSpeedOverride_ = 0.0f;
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float flightSpeedOverride_ = 0.0f;
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float runBackSpeedOverride_ = 0.0f;
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// Server-driven root state: when true, block all horizontal movement input.
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