docs: reattribute #166 per Campaign P Slice P2 research; no Sledding auto-toggle needed
docs/research/2026-07-30-response-layer-edge-family-pseudocode.md §3, §6 Step 6. Corrects two things in the original AD-25+AP-7+TS-4 framing: AD-25's local-player half was already ported by the #182 rebuild (2026-07-07) and the remaining gap is remote/NPC-only (Campaign P P3 scope); and no client-side PhysicsState.Sledding auto-toggle exists anywhere in the named-retail decomp or ACE's PhysicsObj.cs -- the only Sledding write site in any reference repo is a per-weenie game-data property, not a physics landing response, so this issue must not wait on inventing one. AP-7 landed this session. TS-4's removal was attempted per its own fixture-first requirement and reproduced the historical 2026-04-30 wedge, so it stays deferred (see its register row and the research doc's §7 item 6). Closure pends TS-4 actually landing and a fresh capture against the campaign's final visual-matrix item 5. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -4261,12 +4261,48 @@ contact chain diverges). Retiring those three rows IS this issue; do them
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together against a retail cdb capture of a downhill jump (velocity +
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contact-plane trace at landing).
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**Where:** `PlayerMovementController.cs:874` (AD-25 suppression),
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`PhysicsBody.cs:307` (AP-7), `BSPQuery.cs:2001` (TS-4).
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**Reattribution (2026-07-30, Campaign P Slice P2 research pass —
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`docs/research/2026-07-30-response-layer-edge-family-pseudocode.md` §3,
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§6 Step 6):** confirmed as the AD-25 + AP-7 + TS-4 composite above, with
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two corrections to the original framing. First, **AD-25's LOCAL-PLAYER
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half was already ported** in the #182 verbatim `UpdateObjectInternal`
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rebuild (2026-07-07) — what remains open for AD-25 is remote/NPC-only and
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is explicitly Campaign P P3 scope, not this issue. Second, and more
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important: **no client-side `PhysicsState.Sledding` auto-toggle exists in
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retail, and this issue should not wait on inventing one.** A cross-
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reference of the named-retail decomp (zero hits for "sled" anywhere in the
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1.4M-line pseudo-C, string or hex-constant search) against ACE's complete
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`PhysicsObj.cs` (the same shared `CPhysicsObj` class that produced
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`calc_friction`) found the ONLY write site for `PhysicsState.Sledding`
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anywhere in any reference repo is a per-weenie game-data property
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(`WorldObject_Properties.cs:1105-1109`, server/database-set, same pattern
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as `Ethereal`/`Static`) — not a physics-engine landing response. Ordinary
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downhill-jump glide-and-bounce in retail is therefore NOT the literal
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Sledding state for an ordinary player; Sledding is most likely reserved
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for specific data-authored content (e.g. an actual sled-ride mechanic),
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outside this issue's scope. AP-7 landed this same session (`calc_friction`
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now ports retail's confirmed 0.25f threshold); TS-4's removal was attempted
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per its own fixture-first requirement and reproduced the historical
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2026-04-30 wedge, so **TS-4 stays deferred** (see its register row and the
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research doc §7 item 6 for the precise mechanism and the concrete next
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step). Closure of #166 therefore pends: (a) TS-4 actually landing, and (b)
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re-checking Campaign P's final visual matrix item 5 ("Downhill jump
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landing: sled glide + bounce") against a fresh capture — if the glide/
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bounce still visibly mismatches retail after AP-7 alone (with TS-4 still
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deferred), that capture, not a guess, is what should drive any further
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work here, and it should go through cdb against live retail before any
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client-side Sledding-state mechanism is written.
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**Where:** `PlayerMovementController.cs:874` (AD-25 suppression, remote
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half only — local half already ported via #182),
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`src/AcDream.Core/Physics/PhysicsBody.cs` (`calc_friction`, AP-7 — DONE
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2026-07-30), `src/AcDream.Core/Physics/BSPQuery.cs` (Path 6 steep branches,
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TS-4 — deferred, shortcut still in place).
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**Acceptance:** side-by-side downhill jump: acdream glides/bounces like
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retail; flat-ground landings unchanged; no micro-bounce death spiral
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(the reason AD-25 exists) reintroduced.
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(the reason AD-25 exists) reintroduced. Blocked on TS-4's eventual landing
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per the note above.
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## #164 — UM action-replay dispatches drop the per-action Autonomous bit
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