feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte
Ports the three retail outbound-movement packers verbatim (decomp-derived golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger): - D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState data type (11 fields + actions, retail defaults) + RawMotionStatePacker that sets a flag bit only when the field DIFFERS from its default. MoveToState.Build now takes a RawMotionState instead of presence-based nullable params, so the over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31"). - D3 — MoveToStatePack::Pack (0x005168f0) trailing byte = (standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/ standingLongjump params (standingLongjump=false honestly until the feature lands). - D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent, velocity, full Position, four u16 timestamps, align. Removed the spurious objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes. - Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct (cellId, origin xyz, quaternion wxyz); locked with a golden test, no change. GameWindow callers adapted minimally: build the RawMotionState from the existing MovementResult values (behavior preserved except the intended D1 omissions) and pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope, pure rename) to free the name for the retail-faithful type. D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680) stamps only last_sent_position_time after an MTS while SendPositionEvent (0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on both paths. Left unchanged (comments added at both call sites), recorded as register TS-33, deferred to a dedicated cadence-port slice. Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests / PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips). Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime emission still deferred), TS-33 added. Roadmap L.2b shipped note added. Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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15 changed files with 1173 additions and 212 deletions
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@ -1,5 +1,6 @@
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using System.Numerics;
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using AcDream.Core.Net.Packets;
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using AcDream.Core.Physics;
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namespace AcDream.Core.Net.Messages;
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@ -11,61 +12,39 @@ namespace AcDream.Core.Net.Messages;
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/// state and to drive interpolated position for other nearby clients.
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///
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/// <para>
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/// Wire layout (ported from
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/// <c>references/holtburger/crates/holtburger-protocol/src/messages/movement/actions.rs</c>
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/// <c>MoveToStateActionData::pack</c> and
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/// <c>types.rs RawMotionState::pack</c>):
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/// Wire layout — ports retail's <c>MoveToStatePack::Pack</c> verbatim
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/// (<c>0x005168f0</c>, decomp lines ~284694-284722). Confirmed against the
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/// Ghidra decompile-by-address bridge during this slice (2026-06-30):
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/// </para>
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/// <list type="bullet">
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/// <item><b>GameAction envelope</b>: u32 0xF7B1, u32 sequence, u32 0xF61C</item>
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/// <item><b>RawMotionState</b>: u32 packed_flags (bits 0-10 = flag bits,
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/// bits 11-31 = command list length), then conditional u32/f32 fields
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/// in flag-bit order (see <c>RawMotionFlags</c> in types.rs)</item>
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/// <item><b>WorldPosition</b>: u32 cellId, f32 x, f32 y, f32 z,
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/// f32 rotW, f32 rotX, f32 rotY, f32 rotZ</item>
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/// <item><b>RawMotionState::Pack</b>: see <see cref="RawMotionStatePacker"/>
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/// — default-difference flags dword + conditional fields + actions.</item>
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/// <item><b>Position::Pack</b>: u32 cellId, f32 x, f32 y, f32 z,
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/// f32 qw, f32 qx, f32 qy, f32 qz (32 bytes)</item>
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/// <item><b>Sequences</b>: u16 instance, u16 serverControl,
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/// u16 teleport, u16 forcePosition</item>
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/// <item><b>Contact byte</b>: u8 (1 = on ground, 0 = airborne)</item>
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/// <item><b>Trailing byte</b>: <c>(standingLongjump ? 0x02 : 0) |
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/// (contact ? 0x01 : 0)</c> — <c>MoveToStatePack::Pack</c> trailing
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/// byte expression <c>(longjump_mode == 0) - 1U & 2 |
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/// contact != 0</c>.</item>
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/// <item><b>Align to 4 bytes</b></item>
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/// </list>
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///
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/// <para>
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/// The command list length is packed into bits 11-31 of the flags dword.
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/// We always send 0 commands (no discrete motion events), so those bits stay 0.
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/// </para>
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/// </summary>
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public static class MoveToState
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{
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public const uint GameActionOpcode = 0xF7B1u;
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public const uint MoveToStateAction = 0xF61Cu;
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// RawMotionFlags bit positions (from holtburger types.rs)
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private const uint FlagCurrentHoldKey = 0x001u;
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private const uint FlagCurrentStyle = 0x002u;
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private const uint FlagForwardCommand = 0x004u;
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private const uint FlagForwardHoldKey = 0x008u;
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private const uint FlagForwardSpeed = 0x010u;
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private const uint FlagSidestepCommand = 0x020u;
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private const uint FlagSidestepHoldKey = 0x040u;
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private const uint FlagSidestepSpeed = 0x080u;
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private const uint FlagTurnCommand = 0x100u;
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private const uint FlagTurnHoldKey = 0x200u;
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private const uint FlagTurnSpeed = 0x400u;
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/// <summary>
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/// Build a MoveToState GameAction body.
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/// </summary>
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/// <param name="gameActionSequence">Monotonically increasing counter from
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/// <see cref="WorldSession.NextGameActionSequence"/>.</param>
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/// <param name="forwardCommand">Raw motion command (u32 in AC's command space),
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/// e.g. 0x45000005 = WalkForward. Null = no forward command.</param>
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/// <param name="forwardSpeed">Normalised speed scalar (0.0-1.0). Only written
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/// when <paramref name="forwardCommand"/> is non-null.</param>
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/// <param name="sidestepCommand">Sidestep command or null.</param>
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/// <param name="sidestepSpeed">Sidestep speed or null.</param>
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/// <param name="turnCommand">Turn command or null.</param>
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/// <param name="turnSpeed">Turn speed or null.</param>
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/// <param name="holdKey">Hold-key state (1=None, 2=Run). Null = omit.</param>
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/// <param name="rawMotionState">Complete raw-motion snapshot, matching
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/// retail's <c>CPhysicsObj::InqRawMotionState()</c>. Fields equal to
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/// <see cref="RawMotionState.Default"/> are omitted from the wire
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/// (see <see cref="RawMotionStatePacker"/>).</param>
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/// <param name="cellId">Landblock cell ID (u32).</param>
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/// <param name="position">World-space position relative to the landblock.</param>
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/// <param name="rotation">Rotation quaternion. AC wire order is W, X, Y, Z.</param>
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@ -73,27 +52,22 @@ public static class MoveToState
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/// <param name="serverControlSequence">Server-control sequence number.</param>
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/// <param name="teleportSequence">Teleport sequence number.</param>
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/// <param name="forcePositionSequence">Force-position sequence number.</param>
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/// <param name="contactLongJump">1 if the character is on the ground, 0 if airborne.</param>
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/// <param name="contact">True if the character is on the ground.</param>
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/// <param name="standingLongjump">True during a standing (charged,
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/// stationary) longjump wind-up. Not yet implemented in acdream —
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/// callers pass <c>false</c> honestly until that feature lands.</param>
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public static byte[] Build(
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uint gameActionSequence,
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uint? forwardCommand,
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float? forwardSpeed,
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uint? sidestepCommand,
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float? sidestepSpeed,
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uint? turnCommand,
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float? turnSpeed,
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uint? holdKey,
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uint cellId,
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Vector3 position,
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Quaternion rotation,
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ushort instanceSequence,
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ushort serverControlSequence,
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ushort teleportSequence,
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ushort forcePositionSequence,
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byte contactLongJump = 1,
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uint? forwardHoldKey = null,
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uint? sidestepHoldKey = null,
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uint? turnHoldKey = null)
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uint gameActionSequence,
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RawMotionState rawMotionState,
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uint cellId,
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Vector3 position,
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Quaternion rotation,
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ushort instanceSequence,
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ushort serverControlSequence,
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ushort teleportSequence,
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ushort forcePositionSequence,
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bool contact = true,
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bool standingLongjump = false)
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{
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var w = new PacketWriter(128);
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@ -102,43 +76,10 @@ public static class MoveToState
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w.WriteUInt32(gameActionSequence);
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w.WriteUInt32(MoveToStateAction);
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// --- RawMotionState ---
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// Build the flags word. Command list length (bits 11-31) is always 0.
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// Field order matches holtburger's RawMotionState::pack — for any axis
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// where we send a COMMAND + SPEED, retail expects the matching
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// *_HOLD_KEY to accompany them (see holtburger's
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// build_motion_state_raw_motion_state). Without the per-axis hold
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// keys the server gets the flags but can't classify the input as a
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// continuously-held key, so other players see the character sliding
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// forward without an animation cycle.
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uint flags = 0u;
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if (holdKey.HasValue) flags |= FlagCurrentHoldKey;
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if (forwardCommand.HasValue) flags |= FlagForwardCommand;
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if (forwardHoldKey.HasValue) flags |= FlagForwardHoldKey;
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if (forwardSpeed.HasValue) flags |= FlagForwardSpeed;
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if (sidestepCommand.HasValue) flags |= FlagSidestepCommand;
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if (sidestepHoldKey.HasValue) flags |= FlagSidestepHoldKey;
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if (sidestepSpeed.HasValue) flags |= FlagSidestepSpeed;
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if (turnCommand.HasValue) flags |= FlagTurnCommand;
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if (turnHoldKey.HasValue) flags |= FlagTurnHoldKey;
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if (turnSpeed.HasValue) flags |= FlagTurnSpeed;
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// --- RawMotionState::Pack (0x0051ed10) ---
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RawMotionStatePacker.Pack(w, rawMotionState);
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w.WriteUInt32(flags); // bits 0-10 = flags, bits 11-31 = 0 (no command list)
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// Conditional fields in RawMotionFlags bit order:
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if (holdKey.HasValue) w.WriteUInt32(holdKey.Value);
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// FlagCurrentStyle (0x2): not sent — we don't track stance changes here
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if (forwardCommand.HasValue) w.WriteUInt32(forwardCommand.Value);
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if (forwardHoldKey.HasValue) w.WriteUInt32(forwardHoldKey.Value);
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if (forwardSpeed.HasValue) w.WriteFloat(forwardSpeed.Value);
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if (sidestepCommand.HasValue) w.WriteUInt32(sidestepCommand.Value);
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if (sidestepHoldKey.HasValue) w.WriteUInt32(sidestepHoldKey.Value);
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if (sidestepSpeed.HasValue) w.WriteFloat(sidestepSpeed.Value);
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if (turnCommand.HasValue) w.WriteUInt32(turnCommand.Value);
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if (turnHoldKey.HasValue) w.WriteUInt32(turnHoldKey.Value);
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if (turnSpeed.HasValue) w.WriteFloat(turnSpeed.Value);
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// --- WorldPosition (32 bytes) ---
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// --- Position::Pack (0x005a9640): cellId + Frame::Pack (32 bytes) ---
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w.WriteUInt32(cellId);
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w.WriteFloat(position.X);
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w.WriteFloat(position.Y);
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w.WriteUInt16(teleportSequence);
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w.WriteUInt16(forcePositionSequence);
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// --- Contact byte + 4-byte align ---
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w.WriteByte(contactLongJump);
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// --- Trailing byte (MoveToStatePack::Pack, 0x005168f0): ---
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// ((longjump_mode != 0) ? 0x02 : 0) | (contact != 0 ? 0x01 : 0)
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byte trailing = (byte)((standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0));
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w.WriteByte(trailing);
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w.AlignTo4();
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return w.ToArray();
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