Movement & Lock-on
Placeholder — not yet specified.
Scope
Will define locomotion (walk / run / sprint speeds, footstep cadence) and target lock-on: how a target is acquired, switched, and released, and how lock-on steers attacks and the camera.
Implemented by
scripts/3d/player/player.gd(Player) — locomotion lives in_handle_movement(camera-relative input, walk/run/sprint speeds and the walk-to-run timer, turn-speed scaling) with floor/edge checks in_can_move_to/_has_floor_atand step climbing in_apply_step_up; target acquisition (the forward targeting box and reticles that lock-on rides on) is in_update_combat_targets.scripts/3d/camera/orbit_camera.gd(OrbitCamera node) — the orbit/follow camera whose basis_handle_movementreads to make movement camera-relative; exposesget_camera_rotation()/set_camera_rotation()and recenters behind the player.
The full state machine these movement states belong to is documented in Player State Machine.