mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
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
This commit is contained in:
parent
a33f635490
commit
e2f65dfc59
4 changed files with 11 additions and 3 deletions
|
|
@ -722,9 +722,13 @@ void CameraController::update(float deltaTime) {
|
|||
if (flyDescend) flyMove.z -= 1.0f;
|
||||
if (glm::length(flyMove) > 0.001f) {
|
||||
flyMove = glm::normalize(flyMove);
|
||||
float flySpeed = (flightSpeedOverride_ > 0.0f && flightSpeedOverride_ < 200.0f
|
||||
&& !std::isnan(flightSpeedOverride_))
|
||||
? flightSpeedOverride_ : speed;
|
||||
float flyFwdSpeed = (flightSpeedOverride_ > 0.0f && flightSpeedOverride_ < 200.0f
|
||||
&& !std::isnan(flightSpeedOverride_))
|
||||
? flightSpeedOverride_ : speed;
|
||||
float flyBackSpeed = (flightBackSpeedOverride_ > 0.0f && flightBackSpeedOverride_ < 200.0f
|
||||
&& !std::isnan(flightBackSpeedOverride_))
|
||||
? flightBackSpeedOverride_ : flyFwdSpeed * 0.5f;
|
||||
float flySpeed = (nowBackward && !nowForward) ? flyBackSpeed : flyFwdSpeed;
|
||||
targetPos += flyMove * flySpeed * physicsDeltaTime;
|
||||
}
|
||||
targetPos.z += verticalVelocity * physicsDeltaTime;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue