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Author SHA1 Message Date
Erik
d2ccc80e59 fix(#170): refresh remote body velocity from get_state_velocity (kill the attack glide)
Root cause (confirmed by a live ACDREAM_DUMP_MOTION capture of Mite Scamp
0x80000244 + the retail decomp): a chasing+attacking creature's attacks arrive
as the ForwardCommand of frequent mt-0 InterpretedMotionState UMs (66 attack UMs
0x62/63/64 vs 2 mt-6 chase MoveTos in the capture). Retail's get_state_velocity
(0x00527d50) computes the body's translation velocity from the current forward
command: WalkForward→3.12×spd, RunForward→4.0×spd, and 0 for everything else
(an attack) — so the creature plants its feet. acdream ALREADY has a faithful
get_state_velocity (returns 0 for a non-locomotion command; cross-checked vs
holtburger grounded_local_velocity's `_ => zero`), but it was never WIRED to the
remote body for entities with an animation sink: apply_current_movement's sink
path (all remotes have a DefaultSink) dispatches the animation and early-returns
BEFORE the set_local_velocity(get_state_velocity()) write, which lives only in
the no-sink fallback (MotionInterpreter ~1702). So a remote NPC's body.Velocity
was never recomputed from its motion state and kept the STALE run velocity from
the last chase — the body dead-reckoned forward at ~4 m/s while playing an
idle+attack pose ("glides after me").

Fix: after apply_current_movement in the grounded remote-NPC dead-reckon path
(GameWindow ~9992, restricted to remotes by serverGuid != player and to grounded
by OnWalkable), refresh rm.Body via set_local_velocity(get_state_velocity()) —
the exact write retail's apply_current_movement performs, reusing the verbatim
ported get_state_velocity. An attack forward command now resolves to 0, so the
creature stops and swings in place; RunForward still yields the run velocity.
Narrowest safe seam: the local player (which also has a sink) is excluded by the
loop's player guard, so its PlayerMovementController velocity path is untouched.

The earlier suspicion (#159 combat-command numbering) was a red herring — the
scamp's 0x62/63/64 were always in the correct block and the planner is unwired;
the wire even carries full attack variety, so "uniform" was the visual artifact
of rapid attacks over a gliding idle base, not a classification bug.

Tests: MotionVelocityPipelineTests.AttackForwardCommand_ZeroVelocity (4 cases)
pins get_state_velocity → 0 for the attack forward commands the fix depends on.
Core suite 2503 green. Visual gate pending (retail side-by-side: creature should
plant + step, not glide).

Ref: docs/research/named-retail get_state_velocity 0x00527d50; ISSUES #170.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 09:56:40 +02:00
Erik
0f099bb652 feat(D6.2a): port CMotionInterp motion normalization + unify local velocity/turn/jump
Ports retail's raw->interpreted motion normalization and routes the local
player's velocity through it, so backward/strafe come from the retail source
instead of hand-mirrored controller code (retires register TS-22 + UN-5).

MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked):
- adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976),
  TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale
  0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel
  holdkey fallback to CurrentHoldKey.
- apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 +
  UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0.
- apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels
  with per-channel hold keys.
- WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f).

PlayerMovementController: build ONE RawMotionState from MovementInput at
forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled
speed would double-scale), run apply_raw_movement, then take grounded + jump
velocity straight from get_state_velocity (now correct for all directions) and
drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x
turn_speed = the same pi/2 formula the remote path uses; numerically identical
to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) /
strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and
the auto-walk path are untouched.

Retail-faithful behavior changes (confirm in smoke): strafe is now
1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so
|v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged
(3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline
instead of returning zero. Forward run pace unchanged (4.0*runRate).

Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) +
MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden
velocities incl. the strafe clamp + turn speeds). Full suite green (3255).

Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature
guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller,
the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md.

NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests
ACE relays rather than recomputes; verified via the smoke echo).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 08:57:17 +02:00