diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 709ddd7c..9629ad78 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -118,16 +118,23 @@ when the exhausted state (stamina == 0) transitions; skills/burden/stamina still reach `PlayerWeenie` immediately (the next natural dispatch picks up rate changes, exactly retail). -**Monster attack misses — theory + probe:** every logged attack UM -(cmd=0x00D3, spd=2.0) DID dispatch (`SetCycle 0x400000D3`), so the wire → -animation path works. Working theory: remote ground-contact edges (bounce -hops / contact flickers on dead-reckoned bodies) each drain the mover's -pending action animations (retail `HandleEnterWorld` semantics — faithful -per edge, wrong if we generate edges retail doesn't). A `[remote-edge]` -probe (rides `ACDREAM_DUMP_MOTION=1`) now logs every remote -HitGround/LeaveGround with the guid — one repro session with a missed swing -will convict or acquit. - +**Monster attack misses — narrowed by the 2026-07-30 retest session +(182k-line motion dump, 272 attack UMs):** the edge-drain theory is +ACQUITTED (zero [remote-edge] lines — no remote ground edges fired at +all), and the legacy stop-detector is dead code (the observation tracker +has no reader). All 272 attack UMs dispatched (`SetCycle 0x400000D3`); +171 completed visibly; 3 were killed by a Ready UM arriving almost +immediately after the swing began. Residual hypothesis: our remote UM +path HARD-SWAPS cycles on SetCycle, while retail transitions between +cycles through the motion table's LINK animations — a quick +Ready-after-attack in retail still plays the swing's follow-through via +the attack→ready link chain; ours truncates it. Next step: audit the +remote dispatch path (RemoteInboundMotionDispatch → sequencer) for link +transitions vs hard SetCycle, against retail's unpack → +apply_current_movement → motion-table link graph. User confirms casting +is FIXED; attack animations are "still a bit buggy" (occasional misses, +consistent with the ~1% fast-replace rate plus link-less truncation +visibility). --- ## #269 — Slope-stop slide runs too far (post-bounce-rework residual)