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physics: add server flight-back speed override to CameraController
SMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE was already ACK'd and stored in serverFlightBackSpeed_, but the value was never accessible or synced to the CameraController. Backward flight movement always used forward flight speed (flightSpeedOverride_), making it faster than the server intended. - Add getServerFlightBackSpeed() accessor in GameHandler - Add flightBackSpeedOverride_ field and setter in CameraController - Apply it in the fly movement block: backward-only flight uses the back speed; forward or strafing uses the forward speed as WoW does - Fallback: 50% of forward flight speed when override is unset - Sync per-frame in application.cpp alongside the other speed overrides
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4 changed files with 11 additions and 3 deletions
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@ -1156,6 +1156,7 @@ public:
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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 getServerFlightBackSpeed() const { return serverFlightBackSpeed_; }
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float getServerRunBackSpeed() const { return serverRunBackSpeed_; }
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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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@ -96,6 +96,7 @@ public:
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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 setFlightBackSpeedOverride(float speed) { flightBackSpeedOverride_ = 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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bool isMovementRooted() const { return movementRooted_; }
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@ -284,6 +285,7 @@ private:
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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 flightBackSpeedOverride_ = 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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bool movementRooted_ = false;
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@ -1013,6 +1013,7 @@ void Application::update(float deltaTime) {
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renderer->getCameraController()->setSwimSpeedOverride(gameHandler->getServerSwimSpeed());
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renderer->getCameraController()->setSwimBackSpeedOverride(gameHandler->getServerSwimBackSpeed());
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renderer->getCameraController()->setFlightSpeedOverride(gameHandler->getServerFlightSpeed());
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renderer->getCameraController()->setFlightBackSpeedOverride(gameHandler->getServerFlightBackSpeed());
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renderer->getCameraController()->setRunBackSpeedOverride(gameHandler->getServerRunBackSpeed());
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renderer->getCameraController()->setMovementRooted(gameHandler->isPlayerRooted());
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renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled());
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@ -722,9 +722,13 @@ void CameraController::update(float deltaTime) {
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if (flyDescend) flyMove.z -= 1.0f;
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if (glm::length(flyMove) > 0.001f) {
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flyMove = glm::normalize(flyMove);
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float flySpeed = (flightSpeedOverride_ > 0.0f && flightSpeedOverride_ < 200.0f
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&& !std::isnan(flightSpeedOverride_))
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? flightSpeedOverride_ : speed;
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float flyFwdSpeed = (flightSpeedOverride_ > 0.0f && flightSpeedOverride_ < 200.0f
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&& !std::isnan(flightSpeedOverride_))
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? flightSpeedOverride_ : speed;
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float flyBackSpeed = (flightBackSpeedOverride_ > 0.0f && flightBackSpeedOverride_ < 200.0f
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&& !std::isnan(flightBackSpeedOverride_))
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? flightBackSpeedOverride_ : flyFwdSpeed * 0.5f;
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float flySpeed = (nowBackward && !nowForward) ? flyBackSpeed : flyFwdSpeed;
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targetPos += flyMove * flySpeed * physicsDeltaTime;
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}
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targetPos.z += verticalVelocity * physicsDeltaTime;
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