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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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