research(vfx): pin retail projectile and effect oracle

Establish the executable-backed PhysicsDesc, sequence-gate, PhysicsScript, CreateBlocking, particle-anchor, projectile, and Hidden-state behavior before changing runtime code. Correct stale blocking/threshold claims and synchronize the project instructions with the current UI architecture and matching retail binary.

Add copyright-safe packet and DAT-container fixtures plus a failing installed-DAT conformance audit for projectile shapes, typed tables, recall motion, default scripts, and raw CreateBlocking inventory.

Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-13 22:40:42 +02:00
parent bb5acab9e6
commit d53fe30ffe
14 changed files with 1545 additions and 53 deletions

View file

@ -69,7 +69,13 @@ Both carry a single `uint EmitterId` (lines 27-30 of respective generated files)
### `CreateBlockingParticleHook`
Source: `Generated/Types/CreateBlockingParticleHook.generated.cs:22-37`**empty body** in the dat. The "blocking" variant is a runtime behavior flag, not a data field.
The generated package type has an empty body, but that is a schema defect, not
the retail DAT layout. Retail `CreateBlockingParticleHook::Execute`
(`0x00526EF0`) reads the complete inherited `CreateParticleHook` payload:
emitter DID, part index, full offset frame, and logical emitter ID. At runtime
`ParticleManager::CreateBlockingParticleEmitter` (`0x0051B8A0`) suppresses the
create only while the same nonzero logical emitter ID is already live. It does
not pause animation progression.
### Companion: `ParticleEmitter` / `ParticleEmitterInfo` (DB_TYPE_PARTICLE_EMITTER, `0x32000000..0x3200FFFF`)
@ -105,11 +111,14 @@ Source: `Generated/DBObjs/PhysicsScriptTable.generated.cs:22-59`.
```csharp
Dictionary<PlayScript, PhysicsScriptTableData> ScriptTable;
// PlayScript enum = Create, Destroy, Die, Hit, Dodge, etc. (62 values)
// PhysicsScriptTableData = List<ScriptAndModData> Scripts (weighted variants)
// PhysicsScriptTableData = List<ScriptAndModData> Scripts (stored-order thresholds)
// ScriptAndModData = { float Mod; QualifiedDataId<PhysicsScript> ScriptId; }
```
Used by PhysicsObj (`desc.PhsTableID` → 0x2C-tagged). Enables "when I die, pick a death-sound script with weight = Mod". Not relevant for sky, but relevant for NPC/monster/spell PES.
Used by PhysicsObj (`desc.PhsTableID` → 0x2C-tagged). Retail walks entries in
stored DAT order and returns the first whose `intensity <= Mod`; `Mod` is an
upper threshold, not a random weight. Equality matches, and there is no
sorting or fallback-to-first. This is relevant for NPC/monster/spell PES.
### Retail factory registration (chunk_00410000.c:13439-13451)

View file

@ -264,7 +264,9 @@ CreateParticleHook:
parent.create_particle_emitter(emitter_info_id, part_index, offset, emitter_id)
CreateBlockingParticleHook:
same particle creation path, plus sequencer blocking semantics
decode the same payload as CreateParticleHook
if emitter_id is nonzero and still live: suppress this creation
otherwise create normally; do not pause animation
DestroyParticleHook:
parent.destroy_particle_emitter(emitter_id)

View file

@ -0,0 +1,649 @@
# Retail projectile, PhysicsScript, and portal-effect pseudocode
**Date:** 2026-07-13
**Build:** Sept 2013 EoR retail client, matching named PDB/decomp
**Purpose:** Oracle for the acdream inbound missile and DAT-driven VFX port.
This note translates the named retail functions into implementation-oriented
pseudocode before any C# port. Addresses refer to
`docs/research/named-retail/acclient_2013_pseudo_c.txt`. Retail remains the
behavioral oracle; ACE, ACViewer, and Holtburger are interpretation and wire
cross-checks only.
## 1. PhysicsDesc wire order
Oracle: `PhysicsDesc::UnPack` at `0x0051DDD0`.
```text
unpack PhysicsDesc:
destroy prior owned buffers
bitfield = read u32
state = read u32
if bitfield has Movement (0x00010000):
length = read u32
movementBytes = read length bytes
if length > 0: autonomousMovement = read u32
else if bitfield has AnimationFrame (0x00020000):
animationFrame = read u32
if Position (0x00008000): position = unpack Position
if MTable (0x00000002): motionTableId = read DID
if STable (0x00000800): soundTableId = read DID
if PeTable (0x00001000): physicsScriptTableId = read DID
if CSetup (0x00000001): setupId = read DID
if Parent (0x00000020): parentGuid, locationId = read u32, u32
if Children (0x00000040):
count = read u32
repeat count: childGuid, childLocationId = read u32, u32
if ObjScale (0x00000080): objectScale = read f32
if Friction (0x00000100): friction = read f32
if Elasticity (0x00000200): elasticity = read f32
if Translucency (0x00040000): translucency = read f32
if Velocity (0x00000004): velocity = read vec3 f32
if Acceleration (0x00000008): acceleration = read vec3 f32
if Omega (0x00000010): omega = read vec3 f32
if DefaultScript (0x00002000): defaultScriptType = read u32
if DefaultScriptIntensity (0x00004000): defaultIntensity = read f32
timestamps = read exactly nine u16 values in this order:
Position, Movement, State, Vector, Teleport,
ServerControlledMove, ForcePosition, ObjDesc, Instance
align cursor to four bytes
```
Absent optional values are semantically different from present zero values and
must remain nullable in the parsed representation. ACE's
`PhysicsDescriptionFlag`, and Holtburger's object-description reader, confirm
the same order and nine-value timestamp tail.
## 2. Installing a PhysicsDesc
Oracle: `CPhysicsObj::set_description` at `0x00514F40` and
`CPhysicsObj::InitDefaults` at `0x005139D0`.
```text
InitDefaults(setup):
if setup.DefaultScript != 0: play that direct PhysicsScript DID
if setup.DefaultMotionTable != 0: install it
if setup.DefaultSoundTable != 0: replace sound table
if setup.DefaultPhysicsScriptTable != 0: replace typed-effect table
if object is static:
set HasDefaultAnim / HasDefaultScript as appropriate
register static animation when either applies
set_description(desc):
install motion table
release current sound table
if desc.SoundTable != 0: load it
release current PhysicsScriptTable unconditionally
if desc.PeTable != 0: load it
install movement buffer or placement frame
set_state(desc.State, applySideEffects=true)
install scale, valid friction, elasticity, translucency
set_velocity(desc.Velocity)
install desc.Omega
install typed default-script type and intensity
copy all nine timestamps into the object's update-time array
```
The network PeTable therefore overrides the Setup table even when the network
value is absent/zero: a live object does not fall back to the Setup table after
`set_description`. The network acceleration vector is unpacked but is not
installed here; retail recalculates normal acceleration from physics state.
## 3. PhysicsState values and state transitions
The values cross-check exactly with ACE's `PhysicsState` enum:
```text
Static=0x1, Ethereal=0x4, ReportCollisions=0x8,
IgnoreCollisions=0x10, NoDraw=0x20, Missile=0x40,
Pushable=0x80, AlignPath=0x100, PathClipped=0x200,
Gravity=0x400, Lighting=0x800, ParticleEmitter=0x1000,
Hidden=0x4000, ScriptedCollision=0x8000,
HasPhysicsBsp=0x10000, Inelastic=0x20000,
HasDefaultAnim=0x40000, HasDefaultScript=0x80000,
Cloaked=0x100000, ReportAsEnvironment=0x200000,
EdgeSlide=0x400000, Sledding=0x800000, Frozen=0x1000000
```
Oracle: `CPhysicsObj::set_state` at `0x00514DD0` and
`CPhysicsObj::set_hidden` at `0x00514C60`.
```text
set_state(next):
changed = current XOR next
current = next
if Lighting changed:
initialize or destroy part-array lights
if NoDraw changed:
apply set_nodraw before Hidden handling
if Hidden changed:
set_hidden(next has Hidden)
set_hidden(true):
set Hidden
resolve PS_Hidden at intensity 1 through current table; enqueue it
set every attached child NoDraw and update its part array
if ReportCollisions: end reporting and clear the bit
set IgnoreCollisions
hide root object in its cell/render world
set_hidden(false):
clear Hidden
resolve PS_UnHide at intensity 1 through current table; enqueue it
clear every attached child's NoDraw, unconditionally as retail does
clear IgnoreCollisions
if ReportCollisions is clear: set it and start reporting
enter/unhide root part array and cell object
```
`CPhysicsObj::CPhysicsObj` at `0x005123F0` initializes state to
`0x00400C08` (the assignment is at `0x00512508`). That value is
`EdgeSlide | Lighting | Gravity | ReportCollisions`; it does **not** contain
`Hidden` (`0x00004000`). Consequently, an ordinary initially-visible
CreateObject does not call `set_hidden` and must not manufacture an UnHide
script. UnHide occurs only for a real state-bit transition from Hidden to
visible, while an explicit F755 UnHide remains a separate typed effect packet.
Hidden is never object destruction: scripts and particles continue to exist
while the mesh and interaction surface are suppressed.
`SmartBox::DoSetState` at `0x004520D0` applies the state only when its u16
timestamp is newer using the retail wrap-safe comparison.
The same comparator is used by State, Vector, Movement, Position, and related
timestamp-gated channels (`SmartBox::DoVectorUpdate` at `0x004521C0` is the
second executable cross-check):
```text
is_newer(incoming:u16, stored:u16):
distance = abs((int)incoming - (int)stored)
if distance > 0x7FFF:
return incoming < stored
return stored < incoming
```
Equality is stale. Up through a distance of `0x7FFF`, the numerically higher
stamp wins. At exactly `0x8000` and throughout the wrap half, the numerically
lower stamp wins. This exact boundary must be ported; a generic half-range
subtraction helper can choose the opposite result at `0x8000`.
## 4. Direct and typed effect packets
Oracles:
- `SmartBox::HandlePlayScriptID` at `0x00452020`
- `SmartBox::HandlePlayScriptType` at `0x00452070`
```text
F754 direct packet: targetGuid:u32, physicsScriptDid:u32
F755 typed packet: targetGuid:u32, scriptType:u32, intensity:f32
on either packet:
if target object is not materialized:
QueueBlobForObject(targetGuid, whole packet) and return queued
if F754: play direct PhysicsScript DID
if F755: resolve type+intensity through target's current table, then play
```
The queue preserves packet order. F754 never goes through the table. F755 must
preserve unknown raw type values and the incoming float bits until resolution.
ACE's `GameMessageScript` confirms the 16-byte opcode+GUID+type+float F755 wire
shape.
Synthetic, non-DAT packet fixtures fixed for the parser port are:
```text
F754: 54 F7 00 00 | 42 00 00 50 | 99 00 00 33
opcode GUID 50000042 script DID 33000099
F755: 55 F7 00 00 | 42 00 00 50 | A5 A5 A5 A5 | 34 12 C0 7F
opcode GUID 50000042 unknown raw type NaN payload bits
```
Step 1 consumes these in parser tests so exact packet lengths and raw float
bits are exercised. Step 3 constructs synthetic raw Animation and
PhysicsScript fixtures through the compatibility-reader tests; no copyrighted
installed-DAT bytes are committed.
## 5. PhysicsScriptTable selection
Oracles:
- `PhysicsScriptTable::GetScript` at `0x00521E40`
- `PhysicsScriptTableData::GetScript` at `0x00521A20`
```text
resolve(type, intensity):
data = hash lookup by exact type
if absent: invalid DID
for entry in stored DAT order:
if intensity <= entry.Mod:
return entry.ScriptId
return invalid DID
```
`Mod` is an upper threshold, not a random weight. Do not sort entries and do
not fall back to the first. Equality matches. Matching x86 at `0x00521A3B`
uses `test ah, 0x41; jnp return`: one tested status bit means intensity is less
than the entry (C0) or equal to it (C3), while unordered/NaN sets both tested
bits and continues. NaN therefore resolves to no script; an intensity above
every stored threshold also resolves to no script. Consequently negative
infinity selects the first finite threshold, while positive infinity and NaN
select none; the resolver must preserve and compare the incoming float rather
than blanket-rejecting all non-finite values.
## 6. ScriptManager queue
Oracles:
- `ScriptManager::AddScriptInternal` at `0x0051B310`
- `ScriptManager::NextHook` at `0x0051B3F0`
- `ScriptManager::UpdateScripts` at `0x0051B480`
```text
add(script):
node = new ScriptData
node.start = queue empty
? Timer.current
: tail.start + tail.script.length
append node, including duplicate script/owner pairs
if it became the head:
hookIndex = -1
nextHookTime = node.start + firstHook.start
update:
while a current node exists and currentTime >= nextHookTime:
hook = NextHook()
if hook exists:
execute hook against owner object
else:
pop and release completed head
initialize next node or mark queue empty
```
Each owner has one serial FIFO, not a deduplicated set or a concurrent list.
Different owners have independent queues. A long frame executes all hooks that
became due, in order.
## 7. CallPES and default-script hooks
Oracle: `CPhysicsObj::CallPES` at `0x00511AF0`.
```text
CallPES(scriptDid, maximumPause):
if maximumPause < 0.0002 seconds:
if object is in a cell: enqueue script immediately
else:
delay = uniformRandom(0, maximumPause)
insert a timed CALL_PES object hook at the head of the object-hook list
when due, enqueue the PhysicsScript on this owner's FIFO
```
The timed object-hook list is traversed head-to-next. Multiple delayed CallPES
hooks are therefore observed newest-first until their individually randomized
times become due; this is separate from the PhysicsScript owner's serial FIFO.
`DefaultScriptHook` resolves the owner's PhysicsDesc default type/intensity.
`DefaultScriptPartHook` locates the child attached at the requested parent part
and resolves the child's own table/default, not the parent's.
## 8. Particle emitter semantics
Oracles:
- `CreateBlockingParticleHook::Execute` at `0x00526EF0`
- `ParticleManager::CreateBlockingParticleEmitter` at `0x0051B8A0`
CreateBlockingParticle inherits the complete CreateParticle payload:
```text
emitterInfoDid, partIndex, offsetFrame(position+orientation), logicalEmitterId
```
```text
normal CreateParticle:
nonzero logical id replaces the existing live emitter with that id
zero id creates a new anonymous emitter
blocking CreateParticle:
if nonzero logical id names a live emitter: do nothing and return 0
otherwise create exactly as normal
```
"Blocking" does not pause the animation sequencer. The current
Chorizite.DatReaderWriter model omits this inherited payload and can misalign
the following hook, so acdream needs one centralized raw-hook compatibility
reader for PhysicsScript and Animation files. Ordinary hook types remain
delegated to the package decoder.
The complete offset Frame must be decoded and retained for schema fidelity,
but retail particle emission consumes only its origin. `Particle::Init` at
`0x0051C930` adds that origin to the particle start point and transforms the
translation plus emitter vectors through the current owner part/root frame; it
does not read the hook-offset quaternion. `ParticleEmitter::UpdateParticles`
at `0x0051D180` then chooses either the saved start frame or the current live
part/root frame according to the DAT parenting mode.
Emitter attachment is therefore evaluated as:
```text
ownerFrame = partIndex == -1 ? rootWorld : animatedPartLocal * rootWorld
anchorPosition = transformPoint(hookOffset.origin, ownerFrame)
```
The hook-offset quaternion is not applied to particle emission unless a
different retail hook consumer proves otherwise. For non-parent-local
particles, only future emissions follow a moving anchor; already-born
particles remain in world space. Parent-local particles continue to follow
their owner.
## 9. Per-frame physics and projectile flags
Oracles:
- `CPhysicsObj::UpdatePositionInternal` at `0x00512C30`
- `CPhysicsObj::UpdateObjectInternal` at `0x005156B0`
- `CPhysicsObj::update_object` at `0x00515D10`
- `CPhysicsObj::UpdatePhysicsInternal` at `0x00510700`
- `CPhysicsObj::calc_acceleration` at `0x00510950`
- `CPhysicsObj::get_object_info` at `0x00511CC0`
- `Frame::set_vector_heading` at `0x00535DB0`
```text
update_object:
if parented, out of world, or Frozen:
clear transient Active and return without an object tick
elapsed = Timer.current - update_time
PhysicsTimer.current = update_time
if elapsed <= 0.0002 seconds:
update_time = Timer.current
return
if elapsed > 2 seconds:
update_time = Timer.current
return
while elapsed > MAX_QUANTUM (1/5 second):
PhysicsTimer.current += MAX_QUANTUM
UpdateObjectInternal(MAX_QUANTUM)
elapsed -= MAX_QUANTUM
if elapsed > MIN_QUANTUM (1/30 second):
PhysicsTimer.current += elapsed
UpdateObjectInternal(elapsed)
update_time = PhysicsTimer.current
UpdateObjectInternal(dt):
UpdatePositionInternal(dt, candidateFrame)
if Setup has one or more physics spheres:
align path when applicable
sweep/transition from committed frame to candidate frame
commit transition result and update children
else:
commit candidate frame directly; do not create a dummy-sphere sweep
update detection/target/movement/position managers
ParticleManager.UpdateParticles()
ScriptManager.UpdateScripts()
UpdatePositionInternal(dt, candidateFrame):
unless Hidden:
advance part array / animation and produce its frame offset
apply PositionManager offset even when Hidden
combine object root frame with animation offset
unless Hidden: UpdatePhysicsInternal(dt, candidateFrame)
process timed object hooks even when Hidden
UpdatePhysicsInternal(dt, frame):
speedSquared = dot(velocity, velocity)
if speedSquared > 0:
if speedSquared > 50^2: normalize velocity and clamp to 50
calculate friction using dt and the clamped pre-friction speedSquared
if speedSquared < (0.25^2 + 0.0002): zero velocity
frame.position += velocity*dt + 0.5*acceleration*dt^2
velocity += acceleration*dt
frame.rotation = globalRotate(frame.rotation, omega*dt)
calc_acceleration:
if transient has Contact AND OnWalkable AND state lacks Sledding:
acceleration=0 and omega=0
else if Gravity is clear: acceleration=0 (omega is preserved)
else acceleration=(0,0,PhysicsGlobals.gravity)
```
The `Sledding` constant (`0x00800000`) in `calc_acceleration` is confirmed from
matching-binary disassembly at `0x00510961`; the named lift misidentified it as
a string address. The near-stop test is deliberately based on the original or
50-unit-clamped `speedSquared`, not a speed recomputed after friction.
The same matching executable resolves the `update_object` globals that the
named lift displays as zero: `MAX_QUANTUM` is 0.2 seconds and `MIN_QUANTUM` is
1/30 second. Thus a long but valid frame is replayed as 0.2-second catch-up
steps, a final remainder at or below 1/30 second stays accumulated for the next
tick, and a gap above 2 seconds is discarded instead of simulating a huge
projectile jump.
AlignPath uses the full normalized 3D movement vector through
`Frame::set_vector_heading`; it is not yaw-only.
`get_object_info` adds transition flag `0x8` when PhysicsState.Missile is set.
That is PathClipped behavior. It does not add PerfectClip, so ordinary missiles
must not implicitly arm PerfectClip.
## 10. Missile collision exclusion
Oracle: `OBJECTINFO::missile_ignore` at `0x0050CEB0`.
```text
missile_ignore(other):
if other is a missile: ignore
if moving object is not a missile: do not ignore
if other.id == designatedTargetId: do not ignore
if other is ethereal and has a weenie: ignore
if designatedTargetId != 0 and other is a creature: ignore
otherwise collide
```
The moving object's target ID initializes to zero. The client must not infer it
from the currently selected UI target.
Retail builds the transition sweep from Setup physics spheres when present,
scaled by object scale. Although the lower-level `transition` routine has a
dummy-sphere path, ordinary `UpdateObjectInternal` does not call `transition`
when `GetNumSphere() == 0`; it commits the frame without a collision sweep.
Projectile shape selection must therefore come from Setup data, not a
mesh-size guess or a synthesized dummy radius.
## 11. Installed-DAT and fixture audit
The installed DAT files at `C:\Turbine\Asheron's Call` are private
interoperability inputs and are not copied into the repository. The audit is
reproducible with:
```powershell
dotnet run --project tools/ProjectileVfxAudit/ProjectileVfxAudit.csproj -c Release
```
The command is a conformance gate: missing required assets, changed hashes or
sphere shapes, parse failures, a changed recall-motion closure, or a changed raw
CreateBlocking inventory produce a nonzero exit code.
The projectile WCID mapping comes from the local ACE weenie corpus at
`C:\Users\erikn\source\repos\acdream\references\weenies(single file).json`
by selecting WCIDs 300, 305, 7276-7282, and 23144 and reading DID properties
Setup (1) and PhysicsEffectTable (22).
| WCID | Name | Setup | PhysicsScriptTable |
|---:|---|---:|---:|
| 300 | Arrow | `0x02000124` | `0x3400002B` |
| 305 | Quarrel / crossbow bolt | `0x0200012A` | `0x3400002B` |
| 7276 | Acid Stream | `0x020003F6` | `0x34000082` |
| 7277 | Flame Bolt | `0x0200040D` | `0x34000005` |
| 7278 | Force Bolt | `0x0200087D` | none in template |
| 7279 | Frost Bolt | `0x020003F4` | `0x34000080` |
| 7280 | Lightning Bolt | `0x02000880` | `0x34000081` |
| 7281 | Shockwave | `0x020003FA` | none in template |
| 7282 | Whirling Blade | `0x020003FC` | none in template |
| 23144 | Tusker Fist | `0x02000EAE` | none in template |
### 11.1 Collision shapes
Every audited projectile Setup has exactly one ordinary sphere and no cylinder
spheres. A sphere has a Setup-local origin and radius, not an orientation.
| Setups | Sphere origin | Radius (world units) |
|---|---:|---:|
| Arrow, quarrel, acid, flame, frost, shockwave, whirling blade, Tusker Fist | `(0, 0, 0)` | `0.10` |
| Lightning Bolt `0x02000880` | `(0, 0, 0)` | `0.15` |
| Force Bolt `0x0200087D` | `(0, -0.165, 0.1045)` | `0.102` |
This pins a one-sphere invariant for the required projectile set, but disproves
a centered-sphere shortcut: Force Bolt's sphere is offset. Step 6 must preserve
the Setup-local origin and multiply both origin and radius by object scale.
### 11.2 Projectile table order and chains
The relevant entries, in stored order, are:
- Arrow/quarrel table `0x3400002B`: Create `(1 -> 0x33000719)`,
Destroy `(1 -> 0x33000233)`, and DisappearDestroy
`(1 -> 0x33000302)`. It has no Launch or Explode entry.
- Flame table `0x34000005`: ProjectileCollision
`(1 -> 0x33000109)`; Launch
`(0 -> 0x3300011B, 0.5 -> 0x3300011C, 1 -> 0x3300011D)`;
Explode
`(0 -> 0x3300011E, 0.5 -> 0x3300012B, 1 -> 0x33000120)`.
- Frost `0x34000080`: collision `0x33000109`, Launch `0x330008BF`,
Explode `0x33000119`, each at threshold 1.
- Lightning `0x34000081`: collision `0x33000109`, Launch `0x330008C0`,
Explode `0x3300013E`, each at threshold 1.
- Acid `0x34000082`: collision `0x33000109`, Launch `0x330008C2`,
Explode `0x33000132`, each at threshold 1.
- Tusker Fist has no network/template table, but its Setup `0x02000EAE`
carries direct `DefaultScript=0x33000D77`. Setup initialization therefore
runs that direct PES: Scale, CreateParticle emitter `0x3200071B` on part 0,
and SoundTable, all at time zero.
The Launch scripts contain CreateParticle trails plus sound-table hooks; the
collision script contains SetLight; Explode scripts contain particles and
sound. This confirms that physical and spell missiles use the same generic
PhysicsScript/hook sinks rather than a special render-only trail path.
### 11.3 Recall and Hidden/UnHide
`0x10000153` is the ACE/local-DAT motion command, not an Animation DID. In the
human MotionTable `0x09000001`, the NonCombat link resolves it to Animation
`0x030009BF`, frames `0..end` at `9.96` frames/second. At frame 16 that
Animation directly creates emitter `0x3200078E`, attached to root part `-1`
with logical ID 19 and zero offset, then plays SoundTweaked hooks at frames 16,
46, 76, and 116. There is no CallPES in this human recall chain. Other local
creature MotionTables resolve the same command to `0x03000047`, `0x0300098F`,
or a `0x03000C34 -> 0x030009BF -> 0x03000C34` sequence.
Installed tables containing both typed transitions group into two asset pairs:
- Tables `0x34000004`, `0x34000064`, `0x34000066`, `0x34000076`,
`0x34000095`, `0x340000B2`, `0x340000B4`, `0x340000C9`,
`0x340000CA`, `0x340000CB`, `0x340000CD`, and `0x340000D1`: UnHide
`(1 -> 0x3300032F)`, Hidden
`(1 -> 0x33000331)`.
- Tables `0x34000063`, `0x340000A9`, `0x340000B9`, and `0x340000BB`: UnHide
`(1 -> 0x330002E0)`, Hidden `(1 -> 0x330002F3)`.
This installed metadata also validates the table comparison recovered from
x86: state transitions call intensity 1 and the entries have Mod 1, so equality
must match.
### 11.4 CreateBlocking and fixture provenance
An aligned raw retail-layout scan finds CreateBlocking hooks in PhysicsScripts
`0x33000AEA` through `0x33000AF8` inclusive and none in Animations. The scan
validates the type, a retail direction value, and the `0x32xxxxxx` emitter DID
prefix directly from raw bytes, so the defective stock decoder cannot skip or
misalign a following hook. The repository commits only synthetic,
noncopyrighted fixtures:
- `tests/AcDream.Core.Net.Tests/Messages/ProjectileVfxPacketFixtures.cs`:
exact F754/F755, a broad projectile-field CreateObject, isolated Movement
and AnimationFrame branches, and absent-versus-present-zero PeTable shapes.
Step 1 adds truncation at each gated cursor.
- `tests/AcDream.Content.Tests/Vfx/ProjectileVfxDatFixtures.cs`: a synthetic raw
PhysicsScript and Animation container, each containing a complete
CreateBlocking payload followed by an AnimationDone hook at the exact
expected cursor.
Representative installed raw-entry identities are pinned as metadata, not
copied bytes:
| DID | Length | SHA-256 |
|---:|---:|---|
| Arrow Setup `0x02000124` | 812 | `630D19A9C79137F7BA90D01448B03E8F44D655FF77A4725792CB5660930A079E` |
| Quarrel Setup `0x0200012A` | 776 | `ED529E834CC1799B5655549200F7D1060FB62A707988E7B7D4FBED2D9C4BA0D1` |
| Force Bolt Setup `0x0200087D` | 344 | `B30469764673F55BCBB4F123559256299C34D819974EAB42AC476E3FEED6EAE8` |
| Flame table `0x34000005` | 88 | `86906B0EDDC9AA2242091EAC7A22C88FB2150F0773B6CCA1FA5E4AAEAFF2A386` |
| Recall Animation `0x030009BF` | 143560 | `21EF99FE5A760216AF48946B9C41D0FA7E4B94297B8DEC8B91C41BB8C7A0D02D` |
| Blocking PES `0x33000AEA` | 64 | `C0D75973ADB55386ED6AC860C6D08EC43862ABE8CE07AC4E942EBA31DAF61320` |
| Tusker Fist default PES `0x33000D77` | 108 | `9F27628BDEA6B05C95CFADD037746AB380542DF8B040265EF881B3366CB8E12E` |
ACE's current `SpellProjectile.Setup` cross-check confirms that server-created
spell projectiles set ReportCollisions, Missile, AlignPath, and PathClipped;
rotating projectile definitions instead set omega and clear AlignPath. On
impact ACE broadcasts authoritative SetState, typed effect scripts, velocity
zero, and eventual deletion. The client therefore predicts presentation but
does not invent impact or destruction.
The recall Animation's direct DAT hooks must be executed rather than replaced
with a guessed cloud. Hidden/UnHide state transitions and explicit typed
scripts remain distinct packet-driven events. A normal visible spawn alone is
not evidence for an UnHide materialization effect; the observer portal-in
sequence must be validated against its actual inbound state/effect packets
during Step 8.
## 12. Secondary-reference cross-checks
The following secondary implementations were inspected after the named-retail
oracle. They confirm wire/schema or server-authority details; none overrides a
retail disagreement:
- ACE `Source/ACE.Entity/Enum/PhysicsDescriptionFlag.cs` and
`Source/ACE.Entity/Enum/PhysicsState.cs` confirm PhysicsDesc gates and state
bits.
- ACE `Source/ACE.Server/Network/GameMessages/Messages/GameMessageScript.cs`
confirms F755's opcode/GUID/raw type/float layout.
- ACE `Source/ACE.Server/WorldObjects/SpellProjectile.cs` confirms the server
creates missile bodies and remains authoritative for impact state, effect,
vector correction, and deletion.
- Holtburger
`crates/holtburger-protocol/src/messages/object/messages/description.rs`
confirms PhysicsDesc field order and the nine trailing sequences.
- ACViewer `ACViewer/Entity/AnimationHooks/CreateParticleHook.cs` and
`ACViewer/Physics/Scripts/PhysicsScriptTableData.cs` were used as schema
interpretation aids only; their behavior is not substituted for retail's
blocking-emitter or stored-order threshold rules.
Repository links:
- <https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Entity/Enum/PhysicsDescriptionFlag.cs>
- <https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Entity/Enum/PhysicsState.cs>
- <https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Server/Network/GameMessages/Messages/GameMessageScript.cs>
- <https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Server/WorldObjects/SpellProjectile.cs>
- <https://github.com/merklejerk/holtburger/blob/main/crates/holtburger-protocol/src/messages/object/messages/description.rs>
- <https://github.com/ACEmulator/ACViewer/blob/master/ACViewer/Entity/AnimationHooks/CreateParticleHook.cs>
- <https://github.com/ACEmulator/ACViewer/blob/master/ACViewer/Physics/Scripts/PhysicsScriptTableData.cs>
## 13. Port invariants
1. Server GUID is translated once to a canonical local entity ID before an
effect reaches render, audio, light, translucency, or particle sinks.
2. Logical entity creation/destruction is separate from spatial rebucketing.
3. Server Position/Vector/State/Delete packets remain authoritative.
4. No client-side impact, explosion, damage, or deletion is synthesized.
5. Per-object frame ordering preserves retail: animation/timed object hooks,
movement commit and child updates, particle tick, then PhysicsScript tick.
A script-created emitter begins particle simulation on the following tick.
6. Hidden suppresses mesh/collision/interaction but does not destroy the effect
owner.
7. DAT assets determine models, colors, timing, and attachment behavior.
8. Every ported branch receives a conformance test and a named-retail citation.

View file

@ -516,7 +516,7 @@ per-part transforms. Each frame can carry zero or many hooks. The full
| `0x17` | TextureVelocity | Scrolling texture (water) |
| `0x18` | TextureVelocityPart | per-part |
| `0x19` | SetLight | Dynamic light on/off |
| `0x1A` | CreateBlockingParticle | Same as CreateParticle but blocks anim progression until done |
| `0x1A` | CreateBlockingParticle | Same payload as CreateParticle; suppresses creation while the same nonzero logical emitter ID remains live. It does not pause animation. |
### 5.2 Firing semantics

View file

@ -190,7 +190,7 @@ PhysicsScriptData {
| Hook | Fields | Role |
|------|--------|------|
| `CreateParticleHook` | `EmitterInfoId`, `PartIndex`, `Offset (Frame)`, `EmitterId` | Spawn a named emitter bound to a body part |
| `CreateBlockingParticleHook` | — | Identical to CreateParticle but blocks motion-table advance until the emitter retires (used to gate spell cast sequences) |
| `CreateBlockingParticleHook` | Same fields as CreateParticle | Suppresses creation while the same nonzero logical emitter ID remains live; it does not pause motion-table advance |
| `StopParticleHook` | `EmitterId` | Mark emitter stopped (no new spawns, existing particles finish) |
| `DestroyParticleHook` | `EmitterId` | Instantly despawn all remaining particles |
| `DefaultScriptHook` | — | Used inside animation tables; implicit |
@ -211,7 +211,7 @@ PhysicsScriptTable {
}
PhysicsScriptTableData {
List<ScriptAndModData> Scripts // sorted by Mod descending
List<ScriptAndModData> Scripts // preserve stored DAT order
}
ScriptAndModData {
@ -221,12 +221,11 @@ ScriptAndModData {
```
The server sends `GameMessageScript(objectGuid, PlayScript, mod)` to clients.
The client picks the `Scripts` entry whose `Mod` is the largest value ≤ the
incoming `mod`. That's how a Frost I missile and a Frost VII missile can
share a `PlayScript.Launch` entry but show different-intensity effects: the
spell sets mod=0.3 vs mod=0.95, and the table picks the matching
`PhysicsScript` DID. This is the dispatch lookup done by
`ParticleViewer.GetModIdx()` (`ACViewer/ParticleViewer.cs:46-53`).
Retail scans the stored `Scripts` entries and returns the first entry for which
the incoming intensity is less than or equal to `Mod`. Equality matches; the
client neither sorts the entries nor falls back to the first. ACViewer's
`ParticleViewer.GetModIdx()` is only an interpretation aid where it differs
from `PhysicsScriptTableData::GetScript` (`0x00521A20`).
### PlayScript enum — the well-known effect namespace
@ -460,14 +459,14 @@ mapping is setup-specific; for humanoids the well-known indices are:
### Offset Frame
`CreateParticleHook.Offset` is a `Frame` (position + quaternion) applied
inside the parent-part's local space. For a torch: `PartIndex=0` (torch
mesh), `Offset=(0, 0, 0.45)` spawns the fire emitter at the top of the
torch regardless of how the torch is held. The frame is stored in dat
coordinates; our port multiplies it into the part-local transform with
standard `Matrix4x4.CreateFromQuaternion(Offset.Orientation) *
Matrix4x4.CreateTranslation(Offset.Origin)` and composes with the part's
world matrix each frame.
`CreateParticleHook.Offset` is encoded as a complete `Frame` (position plus
quaternion), but retail `Particle::Init` (`0x0051C930`) consumes only its
origin for particle emission. For a torch: `PartIndex=0` (torch mesh),
`Offset.Origin=(0, 0, 0.45)` spawns the fire emitter at the top of the torch
regardless of how the torch is held. Retail transforms that origin and the
emitter's own vectors through the current parent-part/root frame; it does not
apply `Offset.Orientation`. The quaternion is still decoded and retained for
schema fidelity, not multiplied into the particle anchor.
### Retail `set_parent` call