fix(combat): persist death and retarget on kill
Keep the velocity-only NPC adaptation inside the locomotion family so authoritative Dead motion remains persistent. Route selection clears through a dedicated combat target controller that reacquires the closest eligible creature when retail Auto Target conditions apply. Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
parent
5276a83087
commit
9b97102c67
10 changed files with 281 additions and 19 deletions
|
|
@ -463,9 +463,10 @@ include dungeons.
|
|||
press/hold/release attack-request owner across DAT buttons and keybindings.
|
||||
Retail x86 resolves full charge to 1.0 s (0.8 s dual wield), also retiring the
|
||||
guessed jump-charge timing. The corrective gate ports the right-to-left red
|
||||
meter, silent AttackDone control status, persistent corpse motion, and
|
||||
target-frame Keep in View with retained manual orbit. See
|
||||
`docs/research/2026-07-11-combat-live-gate-corrections-pseudocode.md`.
|
||||
meter, silent AttackDone control status, target-frame Keep in View with
|
||||
retained manual orbit, persistent corpse motion protected from the AP-80
|
||||
velocity adaptation, and post-death nearest-target acquisition when Auto
|
||||
Target is enabled. See `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`.
|
||||
- **L.1b** — Command router + motion-state cleanup (prereq for L.1c).
|
||||
|
||||
**Freeze on landing:**
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue