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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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@ -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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