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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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@ -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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