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When CAN_FLY + FLYING movement flags are both set (flying mounts, Druid Flight Form), the CameraController now uses 3D pitch-following movement instead of ground physics: - Forward/back follows the camera's 3D look direction (ascend when looking up, descend when looking down) - Space = ascend vertically, X (while mounted) = descend - No gravity, no grounding, no jump coyote time - Fall-damage checks suppressed (grounded=true) Also wire up all remaining server movement state flags to CameraController: - Feather Fall: cap terminal velocity at -2 m/s - Water Walk: clamp to water surface, skip swim entry - Flying: 3D movement with no gravity All states synced each frame from GameHandler via isPlayerFlying(), isFeatherFalling(), isWaterWalking(), isGravityDisabled(). |
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| .. | ||
| character.hpp | ||
| entity.hpp | ||
| expansion_profile.hpp | ||
| game_handler.hpp | ||
| group_defines.hpp | ||
| inventory.hpp | ||
| opcode_aliases_generated.inc | ||
| opcode_enum_generated.inc | ||
| opcode_names_generated.inc | ||
| opcode_table.hpp | ||
| opcodes.hpp | ||
| packet_parsers.hpp | ||
| player.hpp | ||
| spell_defines.hpp | ||
| transport_manager.hpp | ||
| update_field_table.hpp | ||
| warden_crypto.hpp | ||
| warden_emulator.hpp | ||
| warden_memory.hpp | ||
| warden_module.hpp | ||
| world.hpp | ||
| world_packets.hpp | ||
| zone_manager.hpp | ||