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serverWalkSpeed_ and serverSwimSpeed_ were stored in GameHandler but never exposed or synced to the camera controller. The controller used hardcoded WOW_WALK_SPEED and speed*SWIM_SPEED_FACTOR regardless of server-sent speed changes. Add getServerWalkSpeed()/getServerSwimSpeed() accessors, walkSpeedOverride_ and swimSpeedOverride_ fields in CameraController, and sync all three server speeds each frame. Both swim speed sites (main and camera-collision path) now use the override when set. This makes Slow debuffs (walk speed), Swim Form, and Engineering fins actually affect movement speed.