diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index e3f2dcf..cd3cd00 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2057,6 +2057,7 @@ public sealed class GameWindow : IDisposable // AC reuses right-side animations for left-side motions (played in // reverse). If the left-side command has no cycle, fall back to the // right-side equivalent so the player isn't stuck in idle. + uint resolvedCommand = animCommand; // track which command actually resolved if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) { ushort fallback = cmdOverride switch @@ -2073,17 +2074,20 @@ public sealed class GameWindow : IDisposable motionTableIdOverride: _playerMotionTableId, stanceOverride: NonCombatStance, commandOverride: fallback); + // Update resolvedCommand so the sequencer looks up the right cycle + resolvedCommand = (animCommand & 0xFF000000u) | fallback; } } if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) return; // If the entity has a sequencer, use SetCycle for transition-link-aware - // motion switching. Otherwise update the legacy slerp path fields. + // motion switching. Pass the RESOLVED command (after left→right fallback) + // so the sequencer's internal cycle lookup finds the same animation. if (ae.Sequencer is not null) { uint fullStyle = 0x80000000u | (uint)NonCombatStance; - ae.Sequencer.SetCycle(fullStyle, animCommand); + ae.Sequencer.SetCycle(fullStyle, resolvedCommand); } ae.Animation = cycle.Animation;