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physics: disable gravity when server sends SMSG_MOVE_GRAVITY_DISABLE
SMSG_MOVE_GRAVITY_DISABLE/ENABLE now correctly set/clear the LEVITATING movement flag instead of passing flag=0. GameHandler::isGravityDisabled() reads the LEVITATING bit and is synced to CameraController each frame. When gravity is disabled the physics loop bleeds off downward velocity and skips gravity accumulation, so Levitate and similar effects actually float the player rather than letting them fall through the world.
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dd6f6d1174
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5 changed files with 19 additions and 4 deletions
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@ -1155,6 +1155,9 @@ public:
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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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}
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bool isGravityDisabled() const {
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return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::LEVITATING)) != 0;
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}
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void dismount();
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// Taxi / Flight Paths
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@ -94,6 +94,7 @@ public:
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void setRunSpeedOverride(float speed) { runSpeedOverride_ = speed; }
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void setMovementRooted(bool rooted) { movementRooted_ = rooted; }
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bool isMovementRooted() const { return movementRooted_; }
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void setGravityDisabled(bool disabled) { gravityDisabled_ = disabled; }
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void setMounted(bool m) { mounted_ = m; }
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void setMountHeightOffset(float offset) { mountHeightOffset_ = offset; }
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void setExternalFollow(bool enabled) { externalFollow_ = enabled; }
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@ -272,6 +273,8 @@ private:
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float runSpeedOverride_ = 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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// Server-driven gravity disable (levitate/hover): skip gravity accumulation.
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bool gravityDisabled_ = false;
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bool mounted_ = false;
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float mountHeightOffset_ = 0.0f;
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bool externalMoving_ = false;
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@ -1010,6 +1010,7 @@ void Application::update(float deltaTime) {
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if (renderer && gameHandler && renderer->getCameraController()) {
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renderer->getCameraController()->setRunSpeedOverride(gameHandler->getServerRunSpeed());
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renderer->getCameraController()->setMovementRooted(gameHandler->isPlayerRooted());
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renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled());
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}
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bool onTaxi = gameHandler &&
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@ -5579,10 +5579,12 @@ void GameHandler::handlePacket(network::Packet& packet) {
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// ---- Player movement flag changes (server-pushed) ----
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case Opcode::SMSG_MOVE_GRAVITY_DISABLE:
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handleForceMoveFlagChange(packet, "GRAVITY_DISABLE", Opcode::CMSG_MOVE_GRAVITY_DISABLE_ACK, 0, true);
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handleForceMoveFlagChange(packet, "GRAVITY_DISABLE", Opcode::CMSG_MOVE_GRAVITY_DISABLE_ACK,
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static_cast<uint32_t>(MovementFlags::LEVITATING), true);
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break;
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case Opcode::SMSG_MOVE_GRAVITY_ENABLE:
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handleForceMoveFlagChange(packet, "GRAVITY_ENABLE", Opcode::CMSG_MOVE_GRAVITY_ENABLE_ACK, 0, true);
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handleForceMoveFlagChange(packet, "GRAVITY_ENABLE", Opcode::CMSG_MOVE_GRAVITY_ENABLE_ACK,
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static_cast<uint32_t>(MovementFlags::LEVITATING), false);
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break;
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case Opcode::SMSG_MOVE_LAND_WALK:
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handleForceMoveFlagChange(packet, "LAND_WALK", Opcode::CMSG_MOVE_WATER_WALK_ACK, 0, false);
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@ -717,8 +717,14 @@ void CameraController::update(float deltaTime) {
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jumpBufferTimer -= physicsDeltaTime;
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coyoteTimer -= physicsDeltaTime;
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// Apply gravity
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verticalVelocity += gravity * physicsDeltaTime;
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// Apply gravity (skip when server has disabled gravity, e.g. Levitate spell)
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if (gravityDisabled_) {
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// Float in place: bleed off any downward velocity, allow upward to decay slowly
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if (verticalVelocity < 0.0f) verticalVelocity = 0.0f;
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else verticalVelocity *= std::max(0.0f, 1.0f - 3.0f * physicsDeltaTime);
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} else {
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verticalVelocity += gravity * physicsDeltaTime;
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}
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targetPos.z += verticalVelocity * physicsDeltaTime;
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}
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} else {
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