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physics: implement knockback simulation from SMSG_MOVE_KNOCK_BACK
Previously the handler ACKed with current position and ignored the velocity fields entirely (vcos/vsin/hspeed/vspeed were [[maybe_unused]]). The server expects the client to fly through the air on knockback — without simulation the player stays in place while the server models them as airborne, causing position desync and rubberbanding. Changes: - CameraController: add applyKnockBack(vcos, vsin, hspeed, vspeed) that sets knockbackHorizVel_ and launches verticalVelocity = -vspeed (server sends vspeed as negative for upward launches, matching TrinityCore) - Physics loop: each tick adds knockbackHorizVel_ to targetPos then applies exponential drag (KNOCKBACK_HORIZ_DRAG=4.5/s) until velocity < 0.05 u/s - GameHandler: parse all four fields, add KnockBackCallback, call it for the local player so the camera controller receives the impulse - Application: register the callback — routes server knockback to physics The existing ACK path is unchanged; the server gets position confirmation as before while the client now actually simulates the trajectory.
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5 changed files with 67 additions and 5 deletions
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@ -636,6 +636,11 @@ void Application::setState(AppState newState) {
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renderer->triggerMeleeSwing();
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}
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});
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gameHandler->setKnockBackCallback([this](float vcos, float vsin, float hspeed, float vspeed) {
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if (renderer && renderer->getCameraController()) {
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renderer->getCameraController()->applyKnockBack(vcos, vsin, hspeed, vspeed);
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}
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});
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}
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// Load quest marker models
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loadQuestMarkerModels();
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