Complete pseudocode translation of the retail AC client's animation
system, extracted from chunk_00520000.c. Covers:
- Sequence::update_internal (1021 bytes, the core frame advance loop)
- Sequence::advance_to_next_animation (node transitions)
- Sequence::append_animation (queue management)
- MotionTableManager::PerformMovement (1878 bytes, full state machine)
- AddAnimationsToSequence (transition link → sequence nodes)
- GetStartFramePosition / GetEndFramePosition (reverse playback support)
- AdjustNodeSpeed (negative speed = swapped start/end frames)
Key findings:
- framePosition is a 64-bit DOUBLE, not float
- Negative speedScale swaps startFrame↔endFrame at the node level
- update_internal handles both forward and reverse in one loop
- Frame triggers fire at every integer boundary crossing
- The keyframe slerp lives in the renderer, not the sequencer
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>