fix(physics): route remote Positions on contact, not walkability (AP-140)
The two gates that decide whether an accepted remote Position is interpolated
or hard-snapped read `Airborne`, which is `!Body.OnWalkable` — WALKABILITY.
Retail reads CONTACT: InterpolationManager::adjust_offset @0x00555D30 gates its
entire body on `transient_state & 1` @0x00555D52, so a retail body in contact
with a non-walkable face still interpolates.
The two predicates disagree in exactly one state — in contact, not on walkable
ground — which 204d0ae0 turned from unreachable into ordinary. Before it, the
per-tick forge made every non-airborne remote walkable by construction, so the
disagreement could not occur.
Both gates now read `!Body.InContact`: ApplyRemoteContactRouting's flight
carve-out and OnPosition's player-remote arm.
`Airborne` is deliberately NOT re-derived from CONTACT. That would perturb all
five of its writers and contradict a pinned assertion in
RemoteTeleportPlacementTests.Apply_PendingGroundToSteepContact_ (InContact:
true, OnWalkable: false -> Assert.True(remote.Airborne)); a previous
implementer attempted it and correctly backed out rather than editing the
assertion. This narrower shape touches no existing test.
AP-140's register row is retired in this commit, as the row itself specified.
Honest scope: this is a faithfulness fix, not a visible one. ACE derives its
IsGrounded flag with the same floor_z test, so during a slide it almost
certainly reports not-grounded, the classifier returns NoPositionOperation, and
neither arm is taken. Expect no observable change against ACE.
Suite 11,027 passed / 4 skipped / 0 failed (baseline 11,023).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
f4f2579575
commit
2eb39a0250
6 changed files with 273 additions and 33 deletions
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@ -945,14 +945,22 @@ internal sealed class LiveEntityNetworkUpdateController
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/// arm selection testable and must not be collapsed to a bool.</summary>
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internal enum RemoteContactArm : byte
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{
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/// <summary>The body was airborne. Hard-snapped, exactly as before
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/// route 4a. Gated on <c>remote.Airborne</c> ALONE — the wire contact
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/// bit is never read here. The common case is the landing packet, but
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/// a not-in-contact packet also reaches this arm whenever the
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/// classification is one route 4a does not own (null, cell-less
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/// <summary>The body was in free flight — NOT in contact with any
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/// surface. Hard-snapped. Gated on the body's own
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/// <c>Body.InContact</c> ALONE (AP-140, retired 2026-08-04) — the wire
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/// contact bit is never read here. The common case is the landing
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/// packet, but a not-in-contact packet also reaches this arm whenever
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/// the classification is one route 4a does not own (null, cell-less
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/// <c>SetPosition</c>, or rejected), because the
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/// <c>IsAirborneNoOperation</c> early return fires only for
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/// classifications it does own. That matches pre-4a behaviour.</summary>
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/// classifications it does own. That matches pre-4a behaviour.
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///
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/// <para>The name is retained for continuity with route 4a; read
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/// "airborne" here as retail's CONTACT_TS-clear, not as the client
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/// <c>RemoteMotion.Airborne</c> flag, which is
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/// <c>!Body.OnWalkable</c> — a strictly WIDER set. The two disagree on
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/// a body in contact with a non-walkable face (a steep slide), which
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/// retail interpolates.</para></summary>
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AirborneSnap,
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/// <summary>Route 4a's near InterpolateTo branch.</summary>
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@ -1008,7 +1016,7 @@ internal sealed class LiveEntityNetworkUpdateController
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/// packet classifies <c>Interpolate</c>, so if the 4a test came first it
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/// would ENQUEUE a body that must PLANT, and a creature knocked off a
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/// ledge would glide down over a packet interval. The player-remote caller
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/// reaches this method only with <c>Airborne == false</c> (its landing
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/// reaches this method only with <c>Body.InContact == true</c> (its landing
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/// block sits ahead of its routing and returns), so the carve-out is inert
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/// there and the two callers stay one decision.
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/// </para>
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@ -1046,7 +1054,29 @@ internal sealed class LiveEntityNetworkUpdateController
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// TEMPORARY — strip with the ACDREAM_PROBE_REMOTE_SLIDE family.
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AcDream.Core.Physics.PhysicsDiagnostics.BeginRemoteSlideAttribution(
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canonical.ServerGuid);
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if (remote.Airborne)
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// AP-140 (retired 2026-08-04): retail's predicate for exactly this
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// decision is CONTACT, not walkability.
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// `InterpolationManager::adjust_offset` @0x00555D30 gates its ENTIRE
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// body on `physics_obj->transient_state & 1` @0x00555D52 — and
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// TransientState bit 0 is `CONTACT_TS` (acclient.h:3690), NOT
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// `ON_WALKABLE_TS` (0x2). A retail body in contact with a non-walkable
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// face therefore still walks toward its queued waypoint. This gate used
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// to read `remote.Airborne`, which is `!Body.OnWalkable` — WALKABILITY,
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// a strictly wider set. The two disagree on precisely one state (in
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// contact, not on walkable ground), and Bug B (`204d0ae0`) turned that
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// state from unreachable into ordinary by deleting the per-tick
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// `TransientState |= Contact | OnWalkable` forge that had made every
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// non-airborne remote walkable by construction. A remote sliding on a
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// steep roof lives in it, and was being hard-snapped at UpdatePosition
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// cadence instead of interpolated.
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//
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// `Airborne` itself is deliberately NOT re-derived from CONTACT: it has
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// five writers, all spelling `!Body.OnWalkable`, and the per-tick
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// updater's ground-clamp branch plus
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// `RemoteTeleportPlacementTests.Apply_PendingGroundToSteepContact_…`
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// both depend on the walkability reading. Only the two ROUTING gates
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// move (this one and `OnPosition`'s player-remote landing block).
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if (!remote.Body.InContact)
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{
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// Verbatim from the pre-4a branch, queue deliberately NOT
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// cleared: the arc integrates locally (K-fix15), and clearing
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@ -1059,19 +1089,16 @@ internal sealed class LiveEntityNetworkUpdateController
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// review round.
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//
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// Do NOT restate this as "the queue is already empty here" — it
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// is not. Nothing that sets Airborne clears the queue except the
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// teleport hook's StopInterpolating: neither the 0xF74E
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// VectorUpdate (OnVector, below) nor any of the five
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// `Airborne = !Body.OnWalkable` sites do. Those five are
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// SettleSpawnedRemoteContact (this file),
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// RemoteTeleportPlacement.Apply,
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// RuntimeSetPositionState's canonical placement commit, and
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// RuntimeRemotePhysicsUpdater's two — the SetPositionInternal
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// commit in Tick and the TickHidden resolve. A walking NPC can
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// enqueue a near waypoint and then step off a lip, arriving here
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// with a populated queue. That is exactly why the landing clear
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// exists, and a reader who believes the queue is empty here could
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// delete it.
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// is not. Nothing that CLEARS the body's CONTACT bit clears the
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// queue: it is dropped by the per-tick sweep's SetPositionInternal
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// commit (and by TickHidden's resolve) whenever the contact plane
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// stops being valid, and by nothing else — the teleport hook's
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// StopInterpolating is the only thing that empties the queue on a
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// leave-ground edge, and the 0xF74E VectorUpdate (OnVector, below)
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// does not. A walking NPC can enqueue a near waypoint and then step
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// off a lip, arriving here with a populated queue. That is exactly
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// why the landing clear exists, and a reader who believes the queue
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// is empty here could delete it.
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remote.Body.Position = worldPos;
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remote.Body.Orientation = rotation;
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return new RemoteContactRouting(
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@ -2145,16 +2172,32 @@ internal sealed class LiveEntityNetworkUpdateController
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}
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// ── LANDING TRANSITION ────────────────────────────────────────
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// First IsGrounded=true UP while the client still considers the
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// body airborne (`!Body.OnWalkable`, now derived by the per-tick
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// SetPositionInternal commit rather than latched here).
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// First IsGrounded=true UP while the body is still in FREE
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// FLIGHT — not in contact with any surface (`!Body.InContact`,
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// derived by the per-tick SetPositionInternal commit from the
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// sweep's contact plane).
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// Hard-snap to the authoritative landing position and clear the
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// interpolation queue (an airborne remote's Positions hard-snap
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// and never enqueue, so any pre-arc waypoints are stale).
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// interpolation queue (a free-flying remote's Positions
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// hard-snap and never enqueue, so any pre-arc waypoints are
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// stale).
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// `rmState.Airborne` is deliberately NOT cleared here: the next
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// tick derives it from the sweep, which is the only thing that
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// can tell walkable ground from a steep face.
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//
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// AP-140 (retired 2026-08-04): this gate read `rmState.Airborne`
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// (`!Body.OnWalkable` — WALKABILITY). Retail's predicate for
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// exactly this snap-vs-interpolate decision is CONTACT:
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// `InterpolationManager::adjust_offset` @0x00555D30 gates its
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// entire body on `transient_state & 1` @0x00555D52, and bit 0 is
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// `CONTACT_TS` (acclient.h:3690), not `ON_WALKABLE_TS` (0x2). A
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// remote in contact with a NON-walkable face — sliding down a
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// steep roof, ordinary since Bug B `204d0ae0` deleted the
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// per-tick walkability forge — was taking this hard snap at
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// UpdatePosition cadence; it now falls through to the grounded
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// routing below and interpolates, as retail does. See the twin
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// gate in ApplyRemoteContactRouting for why `Airborne` itself is
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// left alone.
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//
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// Bug B (2026-08-04) — the twin of the per-tick forge. This
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// block used to additionally zero the body velocity, assert
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// `Contact | OnWalkable`, invoke MovementManager::HitGround, and
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@ -2173,7 +2216,7 @@ internal sealed class LiveEntityNetworkUpdateController
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// • retail never toggles GRAVITY_PS on a ground edge — see the
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// per-tick commit's comment.
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// What remains is AP-87's acdream-only snap, unchanged.
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if (rmState.Airborne)
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if (!rmState.Body.InContact)
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{
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rmState.Interp.Clear();
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rmState.Body.Position = worldPos;
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@ -2269,8 +2312,8 @@ internal sealed class LiveEntityNetworkUpdateController
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// is the SAME shared entry point the NPC arm below calls —
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// retail's disassembly makes no `this == player` distinction
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// on any of these branches. The player arm reaches it only
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// with Airborne == false (the landing block above returns), so
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// the airborne carve-out inside is inert here.
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// with Body.InContact == true (the landing block above
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// returns), so the free-flight carve-out inside is inert here.
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bool willBeDrTicked = WillAdvanceRemoteMotion(update.Guid, rmState);
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RemoteContactRouting playerRouting = ApplyRemoteContactRouting(
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_remotePlacementDrive,
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