feat(player): port retail augmentation stat chain
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@ -158,7 +158,7 @@ cos(10°) with base 0.2); the jump chain end-to-end (`GetJumpHeight`
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0x006b09b0 exact incl. 1300/22.2/0.05/0.35, `InqJumpVelocity` 0x00592980
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`vz=sqrt(h*19.6)`, powerbar charge 1.0 s / 0.8 s dual-wield) — the user's
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"we jump too high" hypothesis is REFUTED, jump height is retail-parity
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(our eff skill is 5 lower pending #268's augmentation port). Retail has no
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(the former five-point effective-skill gap was closed by #268). Retail has no
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Sledding auto-toggle (P2 finding re-confirmed; no `state |= 0x800000`
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writer exists).
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@ -175,27 +175,29 @@ alignment.
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## #268 — Character panel: vitae color, buff coloring, and augmentation bonuses
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**Status:** OPEN (user direction 2026-07-30, follow-up to #267)
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**Status:** IMPLEMENTED 2026-07-31 — closure pends the user visual/live gate.
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**Severity:** MEDIUM (presentation parity)
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**Component:** retained UI / character window
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**User direction:** (a) the vitae parenthetical (text + number) renders in
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light blue — VERIFY the exact retail color from the decomp/DAT before
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hardcoding (the chat-color cdb recipe in
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`claude-memory/reference_retail_chat_colors.md` is the fallback method);
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(b) when a buff-like effect is active (including AUGMENTATIONS such as
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+Acdream's +5-all-skills), affected skills AND attributes render green
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(buff coloring) — #267's CurrentLevel/BaseLevel split made the green/red
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coloring live, but augmentation bonuses are not part of the effective
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value yet, so the color never triggers for them; (c) augmentation skill
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bonuses must be included in the displayed effective values.
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**Resolution:** the shared Core `PlayerSkillMath` now ports
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`CACQualities::InqSkill @ 0x00592660` in retail order for both the
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character panel and Runtime movement: intrinsic skill, positive
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`LumAugAllSkills` (0x16D), the authored +10 melee/missile/magic category
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augmentation, `EnchantSkill`, then +5 Jack of All Trades (0x146) and
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`2 × LumAugSkilledSpec` (0x158) for specialized skills. Live player
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PropertyInt updates recompute the Runtime snapshot, so the display and
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run/jump prediction cannot drift.
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**Register link:** this PROMOTES AP-127 — the "two minor unmodeled retail
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bonus properties" (0x146/0x158 family — the all-skills augmentation
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terms feeding `CACQualities::InqRunRate`/`InqJumpVelocity` BEFORE
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`EnchantSkill`) are user-visible in both the panel and potentially
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movement speed. Port them into the CACQualities chain (movement) and the
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panel's effective-value computation together, decomp-first.
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`AttributeInfoRegion::Update @ 0x004F1910`,
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`Attribute2ndInfoRegion::Update @ 0x004F19E0`, and
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`SkillInfoRegion::Update @ 0x004F1AE0` now drive exact value coloring:
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green/red compare the non-vitae residual against the base, so a pure vitae
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penalty remains white. The selected-skill footer uses one shared inline-run
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text primitive matching retail `AppendTextWithFont`; its vitae fragment uses
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the authored LayoutDesc 0x2100002E / FooterTitle 0x1000024E palette index 3
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(#7FFFFF), while positive/negative buff fragments use palette indices 1/2
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(#00FF00/#FF0000). Attributes, secondary attributes, and skills share those
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exact colors. AP-127 and TS-8 are retired by the same stat-chain package.
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---
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@ -11080,7 +11082,13 @@ The remaining trailer sections (options / shortcuts / hotbars / inventory / equi
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**Commit:** `feat(net): #7 PlayerDescriptionParser — enchantment block walker + StatMod flow`
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**Resolution:** Closed alongside #7 in the same commit. `ActiveEnchantmentRecord` extended with optional `StatModType`, `StatModKey`, `StatModValue`, `Bucket` fields. `Spellbook` got an `OnEnchantmentAdded(ActiveEnchantmentRecord)` overload that accepts the full record. `EnchantmentMath.GetMod` aggregator now consumes the StatMod data: multiplicative bucket (1) → multiplier ×= val; additive bucket (2) → additive += val; vitae bucket (8) → multiplier ×= val (applied last, matching retail `CEnchantmentRegistry::EnchantAttribute` semantics). 5 new EnchantmentMath StatMod-aware tests cover: multiplicative buffs aggregate, additive buffs sum, stat-key mismatch is filtered out, vitae applies multiplicatively, family-stacking picks the higher spell-id buff.
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`ParseMagicUpdateEnchantment` (the live-update opcode 0x02C2) is **not** yet extended — it still uses the 4-field summary. That's a separate refactor; PlayerDescription's enchantment block is the load-bearing path for issue #6, and that's now flowing.
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**2026-07-31 live-update closeout:** `ParseMagicUpdateEnchantment`
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(0x02C2) now parses the complete record, including start time, DegradeModifier,
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degrade limit, last time degraded, StatMod type/key/value, and bucket
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classification. `GameEventWiring` maps that immutable wire record into the
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same `ActiveEnchantmentRecord` shape as PlayerDescription. The end-to-end
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test sends an actual 0x02C2 payload through dispatch and proves the resulting
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StatMod changes the local player's effective skill without relogging.
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---
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@ -11090,7 +11098,9 @@ The remaining trailer sections (options / shortcuts / hotbars / inventory / equi
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**Commit:** `feat(player): #6 fold enchantment buffs into vital max via EnchantmentMath`
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**Resolution:** Ported `CEnchantmentRegistry::EnchantAttribute` (PDB `0x00594570`) as `EnchantmentMath.GetMod(IEnumerable<ActiveEnchantmentRecord>, SpellTable, statKey)` returning `(Multiplier, Additive)`. Family-stacking dedup via `SpellTable.Family` (only one buff per family bucket wins, by highest spell-id as a generation proxy). `Spellbook.GetVitalMod(statKey)` delegates. `LocalPlayerState.GetMaxApprox` reworked to apply `(unbuffed × mult) + add` with retail's min-vital clamp (`>= 5` if base ≥ 5 else `>= 1`, matches `CreatureVital::GetMaxValue` at PDB `0x0058F2DD`). Stat-key constants (`MaxHealth=1`, `MaxStamina=3`, `MaxMana=5`) verified against `docs/research/named-retail/acclient.h` line 37287-37301.
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**Architecture in place; data still flat.** Until ISSUES.md #12 lands the wire-format extension that captures `StatMod (type/key/val)` on `ActiveEnchantmentRecord`, the per-enchantment modifier value isn't aggregated yet — `EnchantmentMath.GetMod` returns `Identity (1.0, 0.0)` for every stat key. Once #12 wires the data, the existing aggregator + formula light up automatically. Live `+Acdream` Stam/Mana percent will continue to read ~95% until #12 lands.
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**Data path complete:** both PlayerDescription and live 0x02C2 updates carry
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the full StatMod into `ActiveEnchantmentRecord`; the shared aggregator applies
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it immediately to attributes, vitals, skills, movement, and retained UI.
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6 new EnchantmentMathTests cover: empty list returns Identity, no-table-entries returns Identity, stat-key constants match ACE enum, Identity is `(1, 0)`, family-stacking dedup, family=0 (no-bucket) treated as separate.
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@ -118,7 +118,7 @@ accepted-divergence entries (#96, #49, #50).
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---
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## 3. Documented approximation (AP) — 91 active rows (AP-30 retired 2026-07-30 by the movement parity audit — retail Frame::is_equal genuinely uses the 0.0002 epsilon [byte-confirmed], so the row recorded a NON-divergence; acdream already matches; AP-129 narrowed 2026-07-30 at the P4 Opus review fix — `CanMoveInto`/`RestrictionDB::IsAllowedIn` are now ported and fed end-to-end (CreateObject HouseOwner/HouseRestrictions/Monarch tail fields + live `House_UpdateRestrictions 0x0248`, resolved through `PhysicsEngine.Objects`), retiring the original "CanMoveInto entirely unmodeled, unconditional fail-closed" gap the row described — the review was triggered by `RestrictionObjPrevalenceInspectionTests` showing 103,766 of 729,888 installed EnvCells (the whole housing estate) carry a baked `RestrictionObj`, so the unconditional fail-closed default would have locked every house for every player including its own owner; AP-10 retired 2026-07-30 at Campaign P Slice P4 — restored retail's 0.1 m dry-corner water sink-in, full suite green proving the sticky-bit no-regression argument; AP-71 retired same slice — `check_entry_restrictions` ported at the head of the indoor `FindEnvCollisions` branch, `CellPhysics.RestrictionObj` wired from the DAT-baked `EnvCell` field in both the dev and production caching paths; AP-128 filed 2026-07-30 at the P3 Opus review — PK-timer clock basis; AP-25 retired 2026-07-30 at Campaign P Slice P1 — the vitae/enchantment-aware run/jump skill chain; AP-127 filed same slice for the two minor unmodeled bonus properties; AP-7 retired 2026-07-30 at Campaign P Slice P2 — `calc_friction`'s threshold ported to retail's confirmed 0.25f; its still-open cos(10°)-vs-0.99999536f Sledding constant question moved to AD-55)
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## 3. Documented approximation (AP) — 90 active rows (AP-127 retired 2026-07-31 by #268 — the complete augmentation chain is shared by character UI and Runtime movement; AP-30 retired 2026-07-30 by the movement parity audit — retail Frame::is_equal genuinely uses the 0.0002 epsilon [byte-confirmed], so the row recorded a NON-divergence; acdream already matches; AP-129 narrowed 2026-07-30 at the P4 Opus review fix — `CanMoveInto`/`RestrictionDB::IsAllowedIn` are now ported and fed end-to-end (CreateObject HouseOwner/HouseRestrictions/Monarch tail fields + live `House_UpdateRestrictions 0x0248`, resolved through `PhysicsEngine.Objects`), retiring the original "CanMoveInto entirely unmodeled, unconditional fail-closed" gap the row described — the review was triggered by `RestrictionObjPrevalenceInspectionTests` showing 103,766 of 729,888 installed EnvCells (the whole housing estate) carry a baked `RestrictionObj`, so the unconditional fail-closed default would have locked every house for every player including its own owner; AP-10 retired 2026-07-30 at Campaign P Slice P4 — restored retail's 0.1 m dry-corner water sink-in, full suite green proving the sticky-bit no-regression argument; AP-71 retired same slice — `check_entry_restrictions` ported at the head of the indoor `FindEnvCollisions` branch, `CellPhysics.RestrictionObj` wired from the DAT-baked `EnvCell` field in both the dev and production caching paths; AP-128 filed 2026-07-30 at the P3 Opus review — PK-timer clock basis; AP-25 retired 2026-07-30 at Campaign P Slice P1 — the vitae/enchantment-aware run/jump skill chain; AP-7 retired 2026-07-30 at Campaign P Slice P2 — `calc_friction`'s threshold ported to retail's confirmed 0.25f; its still-open cos(10°)-vs-0.99999536f Sledding constant question moved to AD-55)
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Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84
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collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered
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@ -233,10 +233,10 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| AP-124 | Local ACE omits the new object's CreateObject to the initiating session after `StackableSplitTo3D`, sending only F748 Position for the previously unknown GUID. acdream retains retail's one pending split source/count/time identity for ten seconds and, only for that otherwise-impossible unknown Position, hydrates a canonical clone of the source description with the new GUID and authoritative world placement. | `src/AcDream.App/World/InventoryWorldDropProjectionController.cs`; `src/AcDream.App/UI/ItemInteractionController.cs`; `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` | Nearby/reconnecting clients receive the ordinary CreateObject, while the initiator otherwise cannot render the authoritative object until relog. A server that sends CreateObject never enters this path; the pending identity is consumed before normal hydration and all other unknown Positions remain rejected. | ACE's F748 does not carry WCID or stack size, so an unrelated unknown Position arriving during the exact pending ten-second window could be associated with the split. Retail confirms WCID/count from CreateObject; removing the approximation requires ACE to send that packet to the initiator. | `ACCWeenieObject::UIAttemptSplitTo3D @ 0x0058D850`; `ACCWeenieObject::DeclareValid @ 0x0058E340`; ACE `Player.HandleActionStackableSplitTo3D` / `TryDropItem`; `docs/research/2026-07-26-retail-inventory-placement-and-world-drop-pseudocode.md` |
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| AP-125 | Transport control packets (the 2.0 s cumulative AckSequence and the 0.6 s RequestRetransmit) are emitted STANDALONE; retail piggybacks optional headers onto queued outbound packets first-fit (`FlowQueue::CoalesceData @ 0x00547740`, invoked at `TransmitNewPackets @ 0x00547A6E`), and `EnqueueNaks` hands the NAK to `PacketController::EnqueueOptionalHeader @ 0x00543C84` rather than emitting directly. | `src/AcDream.Core.Net/Transport/AckNakScheduler.cs` (`EmitCumulativeAck`, `EmitNakRequest`) | ACE honours a RequestRetransmit ONLY when EncryptedChecksum is absent (NetworkSession.cs:283-284) — a retail-style piggyback onto a sequenced packet encrypts the NAK and ACE silently ignores it, making S2C loss unrecoverable; ACE likewise advances its client-sequence watermark on any packet whose flags are not exactly AckSequence (:474-476), so coalesced control content on a borrowed sequence risks skipping a real packet. Standalone exact-flag emission is the only ACE-safe shape; it also keeps reliable packets free of optional headers, making the resend cache strip provably a no-op. | Slightly higher C2S datagram count than retail (one extra small packet per 2.0 s / per NAK window); marginally more loss exposure for the control packets themselves on a metered path. | `FlowQueue::CoalesceData @ 0x00547740`; `SharedNet::EnqueuePak @ 0x00543B10`; `SharedNet::EnqueueNaks @ 0x00543BD0`; ACE `NetworkSession.cs:283-284,:342-343,:474-476` |
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| AP-126 | One monotonic Stopwatch-backed clock (`TransportClock`) drives every transport gate (2.0 s ack, 0.6 s NAK, 0.333 s handshake retry, 0.5 s interval, 5 s assembler sweep); retail splits gates between `Timer::cur_time` (server-adjusted) and `Timer::local_time`. | `src/AcDream.Core.Net/Transport/TransportClock.cs` | The cur/local split only matters for gates that must track server clock adjustments; none of the ported gates semantically depend on server time — they are local cadences. A single injectable source also gives the virtual-clock test seam every conformance suite relies on. | A future port of a genuinely server-clock-relative gate could silently use the wrong clock if it reuses TransportClock without checking this row. | `SharedNet::EnqueuePak @ 0x00543B10` (cur_time); `ClientNet::ProcessConnection @ 0x00545450` (local_time for the 140 s check) |
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| AP-127 | Campaign P Slice P1's run/jump base-skill chain omits two minor retail additive/multiplier terms feeding `CACQualities::InqRunRate`/`InqJumpVelocity` BEFORE `EnchantSkill` runs (property `0x146` "> 0 → +5" bonus; property `0x158` "specialized skill" doubling of a PP-derived term), and reads the raw wire current-stamina value for the zero-skill gate rather than the retail-adjusted local copy (`EnchantAttribute2nd(ATTR2ND_STAMINA)` can apply a Stamina-buff to that check's own copy without changing the displayed vital) | `src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs` (`ApplySkillEnchantments`); `src/AcDream.Core/Physics/PlayerWeenie.cs` (`InqRunRate`/`InqJumpVelocity` stamina==0 gate) | Bounded per the P1 plan's explicit scope ("port only what the run/jump query path needs... not a general effective-skill engine"); both terms are rare/small relative to the dominant formulaBonus+init+ranks+vitae chain, which IS fully ported | A character with the specific rare property set (0x146/0x158) or an active Stamina-buff at exactly 0 raw stamina predicts a slightly different run/jump skill than retail; low practical impact | `CACQualities::InqRunRate` 0x00592800 pc 413824 (0x146/0x158 reads); `CEnchantmentRegistry::EnchantAttribute2nd` 0x00594670 pc 416169 |
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| ~~AP-127~~ | **RETIRED 2026-07-31 (#268).** `PlayerSkillMath` now owns retail `CACQualities::InqSkill` ordering for both panel values and Runtime run/jump prediction: intrinsic + positive 0x16D all-skills + the exact +10 category switch, then `EnchantSkill`, then 0x146 Jack of All Trades +5 and specialized-only `2 × 0x158`. Live player PropertyInt changes refresh the immutable Runtime augmentation snapshot. The separately described current-stamina local-copy nuance was re-audited: the query reads current stamina, but ordinary max-vital buffs target the max-secondary key and do not create stamina when current is zero; no independently observable residual remains. | `src/AcDream.Core/Player/PlayerSkillMath.cs`; `src/AcDream.Core/Player/LocalPlayerState.cs`; `src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs`; `src/AcDream.Runtime/Session/LiveSessionEventRouter.cs` | — | — | `CACQualities::InqSkill @ 0x00592660`; `CACQualities::InqRunRate @ 0x00592800`; `CEnchantmentRegistry::EnchantSkill @ 0x005947B0` |
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| AP-128 | **PK-timer jump-cost clock basis unconfirmed** (filed at the P3 Opus review, 2026-07-30): `PlayerWeenie.JumpStaminaCost` evaluates retail's 20-second PK-recency window (`LastPkAttackTimestamp` PropertyFloat 0x91 + 20.0 >= now) against `Environment.TickCount64` process-uptime seconds. The magnitude argument is sound (a 32-bit float cannot hold a Unix epoch with sub-second precision — a conformance test caught the ±128 s swallow), but the wire timestamp's own basis is the SERVER's, so a cross-base compare is latent. INERT today: ACE models neither property, so `_lastPkAttackTimestamp` is never pushed and the branch never fires. | `src/AcDream.Core/Physics/PlayerWeenie.cs` (`JumpStaminaCost` remarks) | Branch unreachable against every ACE-family server; non-PK cost is bit-identical to pre-P3. The basis question is cdb-answerable (`Timer::cur_time` epoch) if a PK server is ever targeted. | Against a hypothetical server that sends PropertyFloat 0x91, the PK cost bump fires arbitrarily (always/never) instead of on the 20-second window. | `CACQualities::JumpStaminaCost 0x00591b90` pc 412934-412968; `Timer::cur_time`; stat-coupled pseudocode doc §12b |
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## 4. Temporary stopgap (TS) — 35 active rows (Campaign P P7 2026-07-30: TS-25 retired — outbound stance has shipped via RawState.CurrentStyle since #219; TS-24 re-argued to AD-57; TS-40 re-argued to AD-58; TS-35 retired at P5; earlier same campaign: TS-1/TS-4/TS-5/TS-23/TS-46 retired by ports — ZERO goal-enumerated physics stopgaps remain; TS-23 retired 2026-07-30 at Campaign P Slice P3 — every mover-flags call site (local player world-entry ×2, remote DR sweep ×2, remote teleport, ordinary movers) now ORs in the mover's real PK/PKLite/Impenetrable `ObjectInfoState` bits via the new `ClientObjectTable`-backed `EntityCollisionFlagsExt.ResolveMoverPvpState`, and `PlayerWeenie.JumpStaminaCost`'s `pk` parameter reads the real `PlayerKillerStatus`/`LastPkAttackTimestamp` pair against a 20-second window instead of a hardcoded `false`; the non-PK invariant (every ACE default-created character) is bit-identical to the pre-P3 value since `ResolveMoverPvpState` and the PK-timer predicate both resolve to a no-op for `PublicWeenieBitfield` absent/0; TS-46 retired 2026-07-30 at Campaign P Slice P3 — the Setup's verbatim ≤2-sphere list (`CPhysicsObj::transition` 0x00512dc0 → `SPHEREPATH::init_sphere` 0x0050c670) now seeds the sweep for the local player, remote dead-reckoning, and ordinary movers alike, replacing the two-scalar (radius, height) capsule reconstruction; remote/ordinary step-up/step-down are now Setup-derived (`CPartArray::GetStepUpHeight`/`GetStepDownHeight`, 0x005180d0/0x005180f0, ×ObjScale) instead of a hardcoded 0.4 m, closing both residuals the row named; TS-5 retired 2026-07-30 at Campaign P Slice P1 — real burden-gated CanJump + real JumpStaminaCost, both decomp-verbatim; TS-1 retired 2026-07-30 at Campaign P Slice P2 — the row was stale; the EdgeSlide → PrecipiceSlide/CliffSlide chain is already a real, tested port, see the AD-53/AD-54 rows for the two compensating branches it left registered; TS-57..TS-61 filed 2026-07-29 during Campaign N — no outbound RejectRetransmit; TS-27 narrowed same slice to the inbound direction) + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
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## 4. Temporary stopgap (TS) — 34 active rows (TS-8 retired 2026-07-31 — live 0x02C2 carries its complete StatMod through the canonical enchantment record and updates effective stats immediately; Campaign P P7 2026-07-30: TS-25 retired — outbound stance has shipped via RawState.CurrentStyle since #219; TS-24 re-argued to AD-57; TS-40 re-argued to AD-58; TS-35 retired at P5; earlier same campaign: TS-1/TS-4/TS-5/TS-23/TS-46 retired by ports — ZERO goal-enumerated physics stopgaps remain; TS-23 retired 2026-07-30 at Campaign P Slice P3 — every mover-flags call site (local player world-entry ×2, remote DR sweep ×2, remote teleport, ordinary movers) now ORs in the mover's real PK/PKLite/Impenetrable `ObjectInfoState` bits via the new `ClientObjectTable`-backed `EntityCollisionFlagsExt.ResolveMoverPvpState`, and `PlayerWeenie.JumpStaminaCost`'s `pk` parameter reads the real `PlayerKillerStatus`/`LastPkAttackTimestamp` pair against a 20-second window instead of a hardcoded `false`; the non-PK invariant (every ACE default-created character) is bit-identical to the pre-P3 value since `ResolveMoverPvpState` and the PK-timer predicate both resolve to a no-op for `PublicWeenieBitfield` absent/0; TS-46 retired 2026-07-30 at Campaign P Slice P3 — the Setup's verbatim ≤2-sphere list (`CPhysicsObj::transition` 0x00512dc0 → `SPHEREPATH::init_sphere` 0x0050c670) now seeds the sweep for the local player, remote dead-reckoning, and ordinary movers alike, replacing the two-scalar (radius, height) capsule reconstruction; remote/ordinary step-up/step-down are now Setup-derived (`CPartArray::GetStepUpHeight`/`GetStepDownHeight`, 0x005180d0/0x005180f0, ×ObjScale) instead of a hardcoded 0.4 m, closing both residuals the row named; TS-5 retired 2026-07-30 at Campaign P Slice P1 — real burden-gated CanJump + real JumpStaminaCost, both decomp-verbatim; TS-1 retired 2026-07-30 at Campaign P Slice P2 — the row was stale; the EdgeSlide → PrecipiceSlide/CliffSlide chain is already a real, tested port, see the AD-53/AD-54 rows for the two compensating branches it left registered; TS-57..TS-61 filed 2026-07-29 during Campaign N — no outbound RejectRetransmit; TS-27 narrowed same slice to the inbound direction) + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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@ -244,7 +244,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| TS-4 | **RE-OPENED 2026-07-30 after the matrix live gate**: the fixture-gated removal shipped and the user immediately hit the wedge live ("stuck sliding on an edge") plus a non-retail uphill-jump bounce and lost roof slides — the horizontal-velocity convergence claim under-modeled real trajectories. Removal reverted; the oracle plan §7 degenerate analysis needs live-capture-driven rework before any retry. Original row: Path-6 steep-poly slide-tangent shortcut: airborne hits on >FloorZ polys skip retail's SetCollide → Path-4 → ContactPlane landing chain, returning Slid in place. **Includes a `SetSlidingNormal` write at both sites** — retail's BSP layer never writes `collision_info.sliding_normal` (only `validate_transition` 0x0050ac21 does; the #137 mechanism-2 class), so on transition success the steep-face normal persists to the body and seeds the next frame | `src/AcDream.Core/Physics/BSPQuery.cs` (Path-6 steep branches, `worldNormal.Z < FloorZ`) | Deliberate deviation: our faithful port DID wedge (missing step_up_slide / cliff_slide details on grounded-steep); validated against the 2026-04-30 retail cdb trace (retail body didn't wedge). Filed L.5+ for retail-strict | Airborne steep contact never commits Contact / lands as retail — roof-bounce trajectories, landing events, grounded-steep transitions diverge; a persisted steep-face normal can absorb an exactly-anti-parallel next-frame push (#137 wedge class) until an oblique input clears it | `BSPTREE::find_collisions` SetCollide pc:323783-323821 |
|
||||
| TS-6 | Weather particle emission suppressed — all weathery DayGroups map to Overcast (correct fog/cloud tone, no precipitation); retail's camera-attached weather subsystem not yet located in the decomp | `src/AcDream.Core/World/WeatherState.cs:200` | Decomp research verified the sky loop never reads `DefaultPesObjectId`; an earlier name-based rain spawn regressed (rained where retail didn't, 2026-04-23) — inventing a name→rain path is forbidden until the real subsystem is found | Rainy/snowy/stormy days never show retail's precipitation effects (permanent missing visuals until the subsystem is found and ported) | FUN_00508010 / FUN_0051bed0→FUN_0051bfb0 (negative findings) |
|
||||
| TS-7 | SkyObject `weather_enabled` gate not honored — weather-flagged sky objects (bit 0x04) always instantiate | `src/AcDream.Core/World/SkyDescLoader.cs:50` | No weather_enabled toggle exists yet; IsWeather flag parsed + documented as the gate to wire | Weather-only sky meshes (rain cylinders) appear where retail-with-weather-off suppresses them | `GameSky::MakeObject` 0x00506ee0, guard at decomp:268630 |
|
||||
| TS-8 | `MagicUpdateEnchantment` (0x02C2) records carry no StatMod — mid-session buffs don't move vital max until relog (**#7/#12**) | `src/AcDream.Core/Spells/Spellbook.cs:150` | The wire parser hasn't been extended to the full ~60-64 byte Enchantment payload; PlayerDescription's block IS parsed | Vitals HUD percent reads differently from retail for the whole session after any buff cast | `EnchantAttribute` 0x00594570; holtburger magic/types.rs |
|
||||
| ~~TS-8~~ | **RETIRED 2026-07-31 (#268 stat-chain closeout).** `EnchantmentWireReader` parses the complete 0x02C2 payload and `GameEventWiring` publishes its StatMod type/key/value and bucket through the same `ActiveEnchantmentRecord` used at login. An end-to-end dispatch test proves a mid-session skill modifier changes `LocalPlayerState.GetEffectiveSkill` immediately. | `src/AcDream.Core.Net/Messages/EnchantmentWireReader.cs`; `src/AcDream.Core.Net/GameEventWiring.cs`; `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs` | — | — | `CEnchantmentRegistry::EnchantAttribute @ 0x00594570`; `CEnchantmentRegistry::EnchantSkill @ 0x005947B0`; holtburger `messages/magic/types.rs` |
|
||||
| TS-9 | MP3 (0x55) and MS-ADPCM (0x02) waves undecoded — affected sounds skipped; retail decoded both via winmm ACM | `src/AcDream.Core/Audio/WaveDecoder.cs:33` | Managed decoder (NAudio or similar) deferred; PCM covers the vast majority of ~3500 waves | Any MP3 (common for music-ish clips) or ADPCM cue plays as silence where retail plays it | winmm ACM path (r05 §2.1) |
|
||||
| TS-14 | Setup `Flatten` ignores ParentIndex part hierarchy (treats every placement as root-local); still in production use (GameWindow hydration, SkyRenderer) | `src/AcDream.Core/Meshing/SetupMesh.cs:15` | Most Setups are flat single-level rigs where root-local equals composed; hierarchical composition deferred ("Phase 3") | Any Setup with genuinely nested parts renders them at wrong offsets — mis-assembled multi-part objects in the Flatten paths | retail Setup ParentIndex chain composition |
|
||||
| TS-15 | No distance-driven degrade (LOD): always close-detail slot 0; plus the **#47** static `Degrades[0]` swap for 34-part humanoids only (structural sentinel detector) | `src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs:57` (+ `src/AcDream.App/Rendering/GameWindow.cs:2608`) | LOD plumbing doesn't exist; slot 0 is correct for player + nearby NPCs; #47 closed the visible low-detail-arms bug without porting UpdateViewerDistance | Distant objects render max-detail (perf + wrong visuals where far meshes intentionally differ/hide parts); a future 34-part non-humanoid matching the sentinel gets the wrong mesh swap | `CPhysicsPart::UpdateViewerDistance` 0x0050E030; ::Draw 0x0050D7A0; ::LoadGfxObjArray 0x0050DCF0 |
|
||||
|
|
@ -310,9 +310,8 @@ WITH that phase, not before.
|
|||
3. **UN-1 — CheckOtherCells iteration order** — behavior-bearing halt order with a log-cosmetics justification; trivial to fix (iterate CELLARRAY build order, sort only in probe output).
|
||||
4. **UN-6 — 200 ms ConnectResponse sleep** — unexplained constant on every login with an intermittent-failure shape; either find the ACE race and cite it, or replace with an acknowledged-ready check.
|
||||
5. **UN-4 — GfxObj sides/negative-surface logic** — diagnose against the retail-cited CellStruct interpretation on a known double-sided GfxObj; promote to AP with a citation or align it.
|
||||
6. **TS-8 — MagicUpdateEnchantment StatMod parse (#7/#12)** — vitals wrong for the whole session after any buff; parser shape is known from holtburger.
|
||||
7. **TS-55 — AdminEnvirons fog/radar presentation** — exact retail mechanism is known; port the authored ambient/fog fields, radar blanking, Clear, and `0x270F` together.
|
||||
8. **TS-19 — Legacy ChaseCamera deletion** — already marked "pending the follow-up deletion commit"; its continued existence can mask or manufacture flap symptoms during debugging.
|
||||
6. **TS-55 — AdminEnvirons fog/radar presentation** — exact retail mechanism is known; port the authored ambient/fog fields, radar blanking, Clear, and `0x270F` together.
|
||||
7. **TS-19 — Legacy ChaseCamera deletion** — already marked "pending the follow-up deletion commit"; its continued existence can mask or manufacture flap symptoms during debugging.
|
||||
|
||||
**Phase-gated (do WITH the phase, flagged here so they aren't forgotten):**
|
||||
M2 combat must land TS-25
|
||||
|
|
|
|||
|
|
@ -46,6 +46,12 @@ a ledger pass. Goal: zero physics TS rows, no unargued feel-affecting AP
|
|||
rows, one final batched connected visual matrix. Sonnet implements, Opus
|
||||
reviews. The plan is
|
||||
[`2026-07-29-physics-parity-campaign.md`](2026-07-29-physics-parity-campaign.md).
|
||||
The 2026-07-31 #268 stat-chain package is implemented pending its live visual
|
||||
gate: panel and Runtime movement share retail's complete augmentation ordering,
|
||||
the authored per-fragment vitae/buff/debuff colors are live, and AP-127 plus
|
||||
TS-8 are retired by focused and end-to-end packet tests. The remaining
|
||||
implementation target is #269's capture-driven slope-slide feel residual,
|
||||
followed by the unfinished live matrix rows.
|
||||
|
||||
---
|
||||
|
||||
|
|
|
|||
|
|
@ -54,8 +54,9 @@ PK-timer jump-cost decode for P3). Full Release suite 9,880/0/5 at the
|
|||
slice gate. Retail's vitae/enchant chain reuses the M3 bucket-4
|
||||
representation; `JumpStaminaCost` never refuses (weak-jump only) — the
|
||||
plan's formula shorthand had the `+0.5` operand wrong and the
|
||||
implementation follows the decomp's `(load+0.5)*power*8+2`. AP-127 filed
|
||||
(two minor bonus properties, out of bounded scope).
|
||||
implementation follows the decomp's `(load+0.5)*power*8+2`. AP-127 was
|
||||
filed for the then-bounded bonus properties and retired by #268 on
|
||||
2026-07-31.
|
||||
|
||||
Today `PlayerWeenie.SetBurden` has zero callers, `CanJump` is always
|
||||
true, `JumpStaminaCost` is 0, and pushed run/jump skill is
|
||||
|
|
@ -296,7 +297,8 @@ waits on the single user gate below.
|
|||
TS-4 (+ its FlatBspQuery twin), TS-5, TS-23, TS-35, TS-46 retired by
|
||||
ports; TS-25 retired on #219 evidence; TS-24→AD-57, TS-40→AD-58
|
||||
re-argued. AP-7, AP-10, AP-25, AP-71 retired; UN-8 and AD-55 retired by
|
||||
raw-byte proof; AD-25 retired. New argued rows: AP-127/128/129,
|
||||
raw-byte proof; AD-25 retired. AP-127 was subsequently retired by #268;
|
||||
the remaining new argued rows are AP-128/129,
|
||||
AD-53/54/55(retired)/56/57/58.
|
||||
|
||||
**Issues:** #72, #153, #167, #255 closed; #116 shape-2 closed /shape-1
|
||||
|
|
@ -369,11 +371,15 @@ root-caused, retail-ported, and user-accepted in the same session:
|
|||
Downhill bounce chain, flat-ground pop, and clean uphill landings all
|
||||
user-accepted ("almost pass with merits"). Investigation + byte-decode
|
||||
record: `docs/research/2026-07-30-landing-bounce-family.md`.
|
||||
- **#267 shipped** (vitae/buff panel values; attributes vitae-immune) —
|
||||
visual pass; **#268 filed** (light-blue #7FFFFF vitae parenthetical
|
||||
from the authored 0x1B palette, green/red buff coloring, augmentation
|
||||
properties 0x146/0x158/0x16d — promotes AP-127; retail color indices
|
||||
and the aug chain fully decoded, implementation pending).
|
||||
- **#267 shipped** (vitae/buff panel values; attributes vitae-immune).
|
||||
**#268 implemented 2026-07-31; live visual gate pending**: the complete
|
||||
augmentation chain is shared by panel and Runtime movement; AP-127 is
|
||||
retired. Attributes, secondary attributes, and skills use retail's
|
||||
vitae-excluded green/red comparison. The selected-skill footer now renders
|
||||
per-fragment colors through the shared retained text primitive, using the
|
||||
authored 0x1B palette exactly: #7FFFFF vitae, #00FF00 buff, #FF0000
|
||||
debuff. TS-8 is also retired: a real live 0x02C2 payload carries its full
|
||||
StatMod through dispatch and changes the effective skill immediately.
|
||||
- **#269 filed** — slope-stop slide sometimes runs long. `calc_friction`
|
||||
(0x0050ee70) and the complete jump chain (`GetJumpHeight` 0x006b09b0,
|
||||
`InqJumpVelocity` vz=sqrt(h·19.6), 1.0 s/0.8 s powerbar charge) are
|
||||
|
|
|
|||
|
|
@ -141,10 +141,13 @@ InqRunRate(this, &rateOut):
|
|||
EnchantAttribute2nd(this, 4, ¤tStamina) // vital-buff adjusts the LOCAL COPY only
|
||||
// (not the wire "current stamina" state)
|
||||
|
||||
skill = InqSkillBaseLevel(this, SKILL_RUN=0x18) // base: formula-bonus + init + ranks
|
||||
// (+ two minor bonus properties 0x146,
|
||||
// 0x158 — NOT ported, see §6 AP-127)
|
||||
EnchantSkill(this, 0x18, &skill) // vitae * skill-enchantments, floor@0.5, round
|
||||
skill = InqSkillBaseLevel(this, SKILL_RUN=0x18) // formula-bonus + init + ranks
|
||||
skill += max(PropertyInt 0x16D, 0) // LumAugAllSkills
|
||||
skill += matching category augmentation ? 10 : 0 // 0x12C melee / 0x12D missile /
|
||||
// 0x12E magic; exact skill-id switch
|
||||
EnchantSkill(this, 0x18, &skill) // vitae * skill-enchantments, floor@0.5, truncate
|
||||
if (PropertyInt 0x146 > 0) skill += 5 // Jack of All Trades
|
||||
if (skill is specialized) skill += 2 * max(PropertyInt 0x158, 0)
|
||||
|
||||
if (currentStamina == 0) skill = 0 // THE stamina-gates-movement mechanism
|
||||
|
||||
|
|
@ -189,16 +192,21 @@ skill... reading vitae + relevant skill enchantments from the M3
|
|||
active-effect state" without a general effective-skill engine — the only new
|
||||
code is the type-flag filter and the skill-id key.
|
||||
|
||||
**Two things P1 deliberately does NOT port** (bounded scope, register row
|
||||
AP-127):
|
||||
1. Two minor additive skill-bonus properties inside `InqSkillBaseLevel`'s
|
||||
surrounding block (property `0x146` "> 0 → +5", property `0x158`
|
||||
"specialized-skill → double a PP-derived term") — small, rare bonuses
|
||||
unrelated to burden/stamina/vitae.
|
||||
2. `EnchantAttribute2nd`'s buff-adjustment of the LOCAL stamina-current copy
|
||||
used only for the `== 0` gate (i.e. a Stamina-boosting buff could
|
||||
theoretically keep that local copy above 0 even at true-zero wire
|
||||
stamina). We gate on the raw wire "current stamina" value directly.
|
||||
**2026-07-31 #268 closeout:** the previously bounded augmentation terms are
|
||||
now ported in shared `PlayerSkillMath`, after a complete read of
|
||||
`CACQualities::InqSkill @ 0x00592660`. The exact order matters:
|
||||
|
||||
1. intrinsic formula/init/ranks;
|
||||
2. positive property 0x16D plus the exact category +10 switch;
|
||||
3. `EnchantSkill`;
|
||||
4. property 0x146 contributes +5 when positive;
|
||||
5. specialized skills receive `2 × max(property 0x158, 0)`.
|
||||
|
||||
The character panel and Runtime movement both consume this one Core
|
||||
calculation. AP-127 is retired. The apparent current-stamina-copy residual
|
||||
does not create an independently reachable effect for ordinary stat
|
||||
enchantments: current and maximum stamina use distinct secondary-attribute
|
||||
keys, and a max-stamina enchantment cannot turn zero current stamina nonzero.
|
||||
|
||||
## 6. GetRunRate / GetJumpHeight / JumpStaminaCost formula bodies (MovementSystem, pc 695958+)
|
||||
|
||||
|
|
@ -365,10 +373,8 @@ every pre-P1 `PlayerWeenieTests.cs` expectation unchanged.
|
|||
- **TS-23 extended** (not a new row) — its "PlayerKillerStatus not parsed"
|
||||
scope now also covers the new `MovementSystem.JumpStaminaCost` `pk`
|
||||
parameter, hardcoded `false` at the `PlayerWeenie` call site pending P3.
|
||||
- **New AP-127** — two minor retail skill-bonus properties (0x146, 0x158)
|
||||
and the stamina-buff-adjusts-local-copy nuance are not ported (§5, §9
|
||||
bullet list) — bounded, deliberate, low-risk (rare bonus terms, not
|
||||
burden/stamina/vitae).
|
||||
- **AP-127 retired 2026-07-31 (#268)** — the complete 0x16D/category/
|
||||
0x146/0x158 chain is shared by panel and movement (§5 closeout).
|
||||
- **New UN-8** — `CACQualities::CanJump`'s x87 comparison polarity resolved
|
||||
by domain plausibility rather than a literal BN read (§3); Ghidra MCP
|
||||
confirmation is the retire path.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue