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Previously movementInfo.fallTime was always 0 and jumpVelocity/jumpSinAngle/ jumpCosAngle/jumpXYSpeed were never populated. The server reads fallTime unconditionally from every movement packet and uses it to compute fall damage and anti-cheat heuristics; the jump fields are required when FALLING is set. Changes: - Add isFalling_ / fallStartMs_ to track fall state across packets - MSG_MOVE_JUMP: set isFalling_=true, record fallStartMs_, populate jump fields (jumpVelocity=7.96, direction from facing angle, jumpXYSpeed from server run speed or walk speed when WALKING flag is set) - MSG_MOVE_FALL_LAND: clear all fall/jump fields - sendMovement: update movementInfo.fallTime = (time - fallStartMs_) each call so every heartbeat and position packet carries the correct elapsed fall time - World entry: reset all fall/jump fields alongside the flag reset |
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| .. | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||