# Persistent death and post-death Auto Target pseudocode Sources: Sept 2013 EoR named retail client. - `ClientCombatSystem::AutoTarget` (`0x0056BC80`) - `ClientCombatSystem::RecvNotice_SelectionChanged` (`0x0056BD80`) - `CPlayerSystem::SelectNext` (`0x0055F9A0`) - `MovementManager::unpack_movement` (`0x00524440`) - `CPhysicsObj::MoveOrTeleport` (`0x00516330`) ## Animation authority ```text on UpdateMotion(interpretedState): pass the state through MovementManager and CMotionInterp Dead is a persistent substate selected by the motion table on UpdatePosition(position, velocity): update the physics pose and velocity do not select Ready, Walk, Run, or any other animation ``` acdream retains a documented AP-80 adaptation for ACE actors that move only through position snapshots: velocity may choose a visible locomotion cycle. That adaptation is now restricted to replacing only Ready/Walk/Run-family states. An authoritative action or substate such as attack, hit reaction, or Dead always wins. This preserves the adaptation without allowing a late position delta to make a corpse stand again. ## Auto Target after the selected creature dies ```text when authoritative Dead motion is applied to the selected object: clear selected object publish SelectionChanged RecvNotice_SelectionChanged(): update target tracking if selected object is zero and combat mode is Melee or Missile and Auto Target is enabled: AutoTarget() AutoTarget(): if a recent valid last-attacked object exists: select it else: SelectNext(forward=true, includeCurrent=true, COMPASS_ITEM) SelectNext(... COMPASS_ITEM) while in Melee/Missile: reject non-attackable, fellowship, hidden, and out-of-radar candidates rank eligible candidates by the retail weighted spatial distance select the best candidate ``` The current M2 world-state projection has no retail `lastAttacked` instance-id quality, so its existing closest eligible creature scan implements the fallback branch. The important lifecycle behavior is exact: authoritative death clears selection, and the SelectionChanged consumer reacquires only when Auto Target is enabled in Melee/Missile combat.