Wraps the legacy hard-snap path in ACDREAM_INTERP_MANAGER=1 env-var guard. When set, runs retail-faithful routing (acclient!CPhysicsObj:: MoveOrTeleport @ 0x00516330): - distance > 96m → hard-snap (SetPositionSimple equivalent) - distance ≤ 96m → Interp.Enqueue (queue for adjust_offset to walk to) - teleport flag → hard-snap (default false until sequence plumbing) - has_contact false → no-op (default true until parser plumbing) Existing hard-snap behavior preserved when flag unset (default). Old path will be removed in cleanup commit (Task 8) after visual verification. Helper: ExtractYawFromQuaternion (inverse of GameWindow.YawToAcQuaternion). TODO followups (filed as plan known-limitations): - IsStaleSequence (uint16 wrap-aware compare on 4 sequence counters) - HasContact wire field (CreateObject.ServerPosition gap) - Teleport-sequence comparison Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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| Audio | ||
| Input | ||
| Plugins | ||
| Rendering | ||
| Streaming | ||
| UI | ||
| AcDream.App.csproj | ||
| Program.cs | ||