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physics: sync server turn rate and fix SPLINE speed handlers
- Add getServerTurnRate() accessor and turnRateOverride_ field so the keyboard turn speed respects SMSG_FORCE_TURN_RATE_CHANGE from server - Convert rad/s → deg/s before applying to camera yaw logic - Fix SMSG_SPLINE_SET_RUN_BACK/SWIM/FLIGHT/FLIGHT_BACK/SWIM_BACK/WALK/ TURN_RATE handlers: all previously discarded the value; now update the corresponding serverXxxSpeed_ / serverTurnRate_ field when GUID matches playerGuid (camera controller syncs these every frame)
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5 changed files with 36 additions and 11 deletions
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@ -1158,6 +1158,7 @@ public:
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float getServerFlightSpeed() const { return serverFlightSpeed_; }
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float getServerFlightBackSpeed() const { return serverFlightBackSpeed_; }
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float getServerRunBackSpeed() const { return serverRunBackSpeed_; }
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float getServerTurnRate() const { return serverTurnRate_; }
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bool isPlayerRooted() const {
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return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::ROOT)) != 0;
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}
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