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- Add setMovementPitch() and isSwimming() to GameHandler - In the per-frame sync block, derive the pitch angle from the camera's forward vector (asin of the Z component) and write it to movementInfo.pitch whenever FLYING or SWIMMING flags are set — the server includes the pitch field in those packets, so sending 0 made other players see the character flying perfectly flat even when the camera was pitched - Also tilt the mount model (setMountPitchRoll) to match the flight direction during player-controlled flight, and reset to 0 when not flying |
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| .. | ||
| application.cpp | ||
| input.cpp | ||
| logger.cpp | ||
| memory_monitor.cpp | ||
| window.cpp | ||