fix(combat): apply server attack motions locally

Route accepted non-autonomous local UpdateMotion state through retail's wholesale interpreted-motion funnel, so ACE-selected melee and missile actions use the normal motion queue and action-stamp gate. Share nullable wire conversion with remotes and remove the local direct command replay.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-11 13:34:55 +02:00
parent 8ec0944a1c
commit 9958458318
6 changed files with 275 additions and 135 deletions

View file

@ -454,6 +454,10 @@ include dungeons.
- **L.1c held-object foundation (implemented and live-gated 2026-07-11)** — exact
equipment-aware default combat mode (bow→Missile, caster→Magic) plus retail
CreateObject/ParentEvent child attachment and per-frame hand-follow rendering.
- **L.1c local attack receive path (implemented 2026-07-11; live gate pending)**
local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted
funnel and action-stamp gate, so ACE's server-selected melee/missile action
drives the player's motion table; direct command-list replay is removed.
- **L.1b** — Command router + motion-state cleanup (prereq for L.1c).
**Freeze on landing:**