Ground-truth audit of acdream's animation pipeline against retail
decompile (chunk_*.c), cross-referenced line-by-line with our code.
Previous audit relied on ACE and got wiring claims wrong (said our
PlayAction path was orphaned when it's wired via OnLiveMotionUpdated).
Findings:
- PerformMovement dispatcher (FUN_00529a90) matches our MotionInterpreter.
- apply_current_movement cycle priority (FUN_00529210) matches our
OnLiveMotionUpdated sequencer path.
- Commands list → PlayAction wiring matches retail.
- Falling / Jump / Dead substate routing matches.
- Frame-timing epsilon + negative-speed playback matches.
The agent's "hit-react missing" claim turned out to be wrong: the
referenced FUN_0048d760 call passes 32-bit IDs shaped like MotionCommand
values but user-confirmed retail shows NO body animation on damage, so
vtable +0x9c is almost certainly emit-effect / play-sound / spawn-
particle — not a motion play. Not an animation gap.
Open follow-up: CreateObject initial Commands list is parsed but not
replayed when the entity hydrates (minor; rare case).
Not a follow-up: on-hit combat feedback (particles, damage numbers).
That's a separate feature, not an animation pipeline concern.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>