Rewrites src/AcDream.Core/Physics/InterpolationManager.cs from the spec in docs/research/2026-05-04-l3-port/04-interp-manager.md. Public API preserved (Vector3-returning AdjustOffset, Enqueue, Clear, IsActive, Count) so PositionManager + GameWindow callers continue to compile; internals are full retail spec. Bug fixes vs prior port (audit 04-interp-manager.md § 7): #1 progress_quantum accumulates dt (sum of frame deltas), not step magnitude. Retail line 353140; the prior port's `+= step` made the secondary stall ratio meaningless. #3 Far-branch Enqueue (dist > AutonomyBlipDistance = 100m) sets _failCount = StallFailCountThreshold + 1 = 4, so the next AdjustOffset call's post-stall check fires an immediate blip-to- tail snap. Retail line 352944. Prior port silently drifted toward far targets at catch-up speed instead of teleporting. #4 Secondary stall test ports the retail formula verbatim: cumulative / progress_quantum / dt < CREATURE_FAILED_INTERPOLATION_PERCENTAGE. Audit notes the units are 1/sec (likely Turbine bug or x87 FPU misread by Binary Ninja) — mirrored byte-for-byte regardless. #5 Tail-prune is a tail-walking loop, not a single-tail compare. Multiple consecutive stale tail entries within DesiredDistance (0.05 m) of the new target collapse together. Retail line 352977. #6 Cap-eviction at the HEAD when count reaches 20 (already correct in the prior port; verified). New API: Enqueue gains an optional `currentBodyPosition` parameter so the far-branch detection can reference the body when the queue is empty. Backward-compatible (default null = pre-far-branch behavior). UseTime collapsed into AdjustOffset's tail (post-stall blip check) since acdream has no per-tick UseTime call separate from adjust_offset; identical semantic outcome. State fields renamed to retail names with sentinel values: _frameCounter, _progressQuantum, _originalDistance (init = 999999f sentinel per retail line 0x00555D30 ctor), _failCount. Tests: - 17/17 InterpolationManagerTests green. - New test Enqueue_FarBranch_PrearmsImmediateBlipOnNextAdjustOffset pins the bug #3 fix: enqueueing 150 m away triggers a same-tick blip (delta length ≈ 150 m), and the queue clears. Spec tree: 17 research docs (00–14) under docs/research/2026-05-04-l3-port/. 00-master-plan + 00-port-plan describe the 8-phase rollout. 01-per-tick, 03-up-routing, 04-interp-manager, 05-position-manager-and-partarray, 06-acdream-audit, 14-local-player-audit are the L.3 spec used by this commit and the M2 follow-up. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
27 KiB
L.3 — VectorUpdate (0xF74E) handler chain + jump pseudocode
Source: docs/research/named-retail/acclient_2013_pseudo_c.txt (Sept 2013 EoR PDB-named).
All retail line numbers below refer to that file (acclient_2013_pseudo_c.txt).
1. CM_Physics::DispatchSB_VectorUpdate — packet → handler
Address: 0x006acd20 (line 692119)
006acd20 enum NetBlobProcessedStatus CM_Physics::DispatchSB_VectorUpdate(
class SmartBox* arg1,
class NetBlob* arg2)
{
NetBlob* ebx = arg2;
if (ebx == 0 || arg1 == 0) return 3;
uint8_t* buf_ = ebx->buf_; // body bytes
uint32_t bufSize_ = ebx->bufSize_;
if (*(uint32_t*)buf_ != 0xf74e) return 3; // line 692130 — opcode gate
uint32_t guid = *(uint32_t*)(buf_ + 4); // line 692136 — object id
arg2 = &buf_[8];
Vector3 velocity; // line 692139
AC1Legacy::Vector3::UnPack(&velocity, &arg2, ...);
Vector3 omega; // line 692141
AC1Legacy::Vector3::UnPack(&omega, &arg2, ...);
PhysicsTimestampPack ts; // line 692143
PhysicsTimestampPack::UnPack(&ts, &arg2, ...);
return SmartBox::HandleVectorUpdate(arg1, ebx, guid, &velocity, &omega, &ts);
}
Wire layout: [opcode:u32 0xF74E][guid:u32][velocity:Vector3][omega:Vector3][ts:PhysicsTimestampPack].
The PhysicsTimestampPack carries ts1 (port-event sequence) and ts2 (vector
event sequence, used in DoVectorUpdate as update_times[3]).
2. SmartBox::HandleVectorUpdate — sequence gate
Address: 0x00453480 (line 92195)
00453480 enum NetBlobProcessedStatus SmartBox::HandleVectorUpdate(
SmartBox* this,
NetBlob* arg2, // raw blob (re-queued on early)
uint32_t arg3, // guid
Vector3 const* arg4, // velocity (world)
Vector3 const* arg5, // omega (world)
PhysicsTimestampPack const* arg6)
{
int32_t ebp = arg6->ts2; // vector event ts (line 92199)
int32_t esi = arg6->ts1; // port event ts (line 92201)
CPhysicsObj* obj = CObjectMaint::GetObjectA(this->m_pObjMaint, arg3);
if (obj != 0)
{
int32_t ebx = obj->update_times[8]; // last-seen port-event ts
// Signed compare across 16-bit wrap (lines 92210-92218 standard
// wrap-aware "newer?" macro): if ebx == esi → in sync, dispatch.
if (ebx == esi)
{
SmartBox::DoVectorUpdate(this, obj, arg4, arg5, ebp);
return 1; // PROCESSED
}
if (ebx != esi)
return 2; // OUT_OF_ORDER (newer port event hasn't arrived)
}
// Object not yet known — queue the blob for later.
CObjectMaint::QueueBlobForObject(this->m_pObjMaint, arg3, arg2);
return 4; // DEFERRED
}
Note: VectorUpdate is gated against update_times[8] (the
port-event timestamp), not update_times[3]. This means a VectorUpdate
will not be applied unless the latest 0xF748 PortalCellUpdate / position
event has already been processed. This is how retail keeps the velocity
write coherent with the position the server intended.
3. SmartBox::DoVectorUpdate — the actual write
Address: 0x004521c0 (line 91208)
004521c0 void SmartBox::DoVectorUpdate(
SmartBox* this,
CPhysicsObj* arg2,
Vector3 const* arg3, // velocity (world)
Vector3 const* arg4, // omega (world)
uint16_t arg5) // ts2 (vector-event ts)
{
int32_t esi = arg2->update_times[3]; // last vector ts on object
int32_t edi = arg5;
// Wrap-aware "edi newer than esi" check (lines 91217-91227).
// The decompiler's flag arithmetic collapses to 0 here; the real
// gate is `edi != esi`.
if (edi != esi)
{
arg2->update_times[3] = edi; // line 91229
if (arg2 != this->player)
{
CPhysicsObj::set_velocity(arg2, arg3, 1); // line 91233 — REMOTE
CPhysicsObj::set_omega (arg2, arg4, 1);
}
else if (this->cmdinterp->vtable->UsePositionFromServer() != 0)
{
CPhysicsObj::set_velocity(arg2, arg3, 1); // line 91238 — LOCAL only when server-driven
CPhysicsObj::set_omega (arg2, arg4, 1);
}
}
}
Critical observations (relevant to acdream's K-fix15 question):
- Retail does NOT set the Gravity flag here. It does not touch
stateat all. It only writesm_velocityVector(via set_velocity) andm_omegaVector(via set_omega). Gravity is already-on for creatures by default (set when the body enters the world viaenter_default_state→LeaveGround); VectorUpdate does not need to re-set it. - Retail does NOT clear Contact / OnWalkable here. The
transient-state bits stay whatever they were. Clearing them is the
job of
set_on_walkable(false)which fires fromCMotionInterp::jump(local jumps only), or from the next physics tick when the sphere-sweep finds no contact plane. - Retail just writes the velocity. The next per-tick
CPhysicsObj::UpdateObjectInternalreadsm_velocityVector, adds gravity acceleration (computed bycalc_acceleration), integrates position, and the sphere-sweep handles contact.
So acdream's OnLiveVectorUpdated (GameWindow.cs:3246-3304) is doing
more than retail: it also clears Contact/OnWalkable + sets Gravity
when v.Z > 0.5. The reason this is necessary in acdream is that
acdream's per-tick path (UpdatePhysicsInternal) gates gravity on
!OnWalkable rather than reading the state.Gravity bit — see
PhysicsBody.calc_acceleration and the per-tick velocity integration.
Retail's per-tick reads state & GRAVITY (always set for creatures)
AND transient_state & (CONTACT | ON_WALKABLE) to short-circuit
acceleration to zero (see calc_acceleration below).
set_velocity(arg3, /*arg3=*/1) clamps |v| ≤ 50 (MaxVelocity) and
sets transient_state.Active. The arg3=1 flag distinguishes
network-source (1) from local-source (0); only used to gate
update_time refresh.
4. CPhysicsObj::set_velocity
Address: 0x005113f0 (line 279361)
005113f0 void CPhysicsObj::set_velocity(
CPhysicsObj* this, Vector3 const* arg2, int32_t arg3)
{
if (Vector3::operator!=(arg2, &this->m_velocityVector) != 0) // line 279364
{
this->m_velocityVector = *arg2; // 279366-368
// Magnitude clamp to 50 (MaxVelocity squared = 2500).
long double mag2 = vx*vx + vy*vy + vz*vz; // 279372
if (50f*50f < mag2) // 279377
{
AC1Legacy::Vector3::normalize(&this->m_velocityVector); // 279383
this->m_velocityVector.x *= 50f; // 279384
this->m_velocityVector.y *= 50f;
this->m_velocityVector.z *= 50f;
}
this->jumped_this_frame = 1; // 279389 ★
}
// Set Active transient flag (bit 7 = 0x80) when state.Gravity bit not set.
if ((this->state & 1) == 0) // line 279392 ★
{
if (this->transient_state >= 0)
{
this->update_time = Timer::cur_time; // 279398-399
}
this->transient_state |= 0x80; // 279402 — Active
}
}
Two side effects beyond the velocity write:
jumped_this_frame = 1(offset +0x9C). Skips contact resolution this frame; gives gravity room to lift the body off the floor before the sweep clamps it back. Critical for jump start — without this, the +Z velocity gets immediately killed by the floor sweep on frame N+1.transient_state |= Active (0x80). Marks the object for per-tick processing (UpdateObjectInternal early-outs if Active is not set).
Note line 279392: (this->state & 1) is testing bit 0, which is the
Static flag, not Gravity. Retail only blocks the Active bit-set
on static objects.
5. CPhysicsObj::set_local_velocity
Address: 0x005114d0 (line 279408)
005114d0 void CPhysicsObj::set_local_velocity(
CPhysicsObj* this, Vector3 const* arg2, int32_t arg3)
{
// Multiply local-frame velocity by orientation matrix (frame.m_fl2gv,
// 9 floats at offset 0x...). worldX = m_fl2gv[0]*lx + m_fl2gv[3]*ly + m_fl2gv[6]*lz
Vector3 worldVel = orientation × arg2;
CPhysicsObj::set_velocity(this, &worldVel, arg3);
}
Used by CMotionInterp::LeaveGround to convert the body-local launch
vector (forward/right/up relative to facing) into a world vector.
6. OBJECTINFO::kill_velocity (clear_velocity equivalent)
Address: 0x0050cfe0 (line 274467)
0050cfe0 void OBJECTINFO::kill_velocity(OBJECTINFO* this)
{
CPhysicsObj* obj = this->object;
Vector3 zero = (0, 0, 0);
CPhysicsObj::set_velocity(obj, &zero, 0); // arg3=0 (local source)
}
Retail does not have a separate clear_velocity — it just zeros via
set_velocity. Called from collision handlers when a wall hit kills
forward motion (lines 272567, 273237).
7. CMotionInterp::LeaveGround — outbound jump trigger
Address: 0x00528b00 (line 306022)
00528b00 void CMotionInterp::LeaveGround(CMotionInterp* this)
{
if (!this->physics_obj) return;
// Creature gate: only run for creatures (or when no weenie).
CWeenieObject* w = this->weenie_obj;
bool isCreature = w == 0 ? true : w->vtable->IsCreature();
if (!(w == 0 || isCreature)) return;
CPhysicsObj* po = this->physics_obj;
// Only if state.Gravity bit set (state & 4 — line 306037).
if ((po->state & 4) == 0) return; // ★ Gravity gate
Vector3 leaveVel; // line 306039
CMotionInterp::get_leave_ground_velocity(this, &leaveVel);
CPhysicsObj::set_local_velocity(po, &leaveVel, 1); // line 306041
this->standing_longjump = 0; // 306043
this->jump_extent = 0f; // 306044 ★ extent reset
CPhysicsObj::RemoveLinkAnimations(po); // 306045
CMotionInterp::apply_current_movement(this, 0, 0); // 306046
}
Order matters: get_leave_ground_velocity is called BEFORE
jump_extent is zeroed. After LeaveGround returns, calling
get_jump_v_z() returns 0 (because the extent gate at the top
fires). acdream's PlayerMovementController correctly captures
jumpVz before calling LeaveGround for that reason
(PlayerMovementController.cs:440).
LeaveGround does NOT clear Contact / OnWalkable — that already
happened upstream in CMotionInterp::jump via
CPhysicsObj::set_on_walkable(po, 0) (line 305811).
8. CMotionInterp::HitGround — landing trigger
Address: 0x00528ac0 (line 305996)
00528ac0 void CMotionInterp::HitGround(CMotionInterp* this)
{
if (!this->physics_obj) return;
CWeenieObject* w = this->weenie_obj;
bool isCreature = w == 0 ? true : w->vtable->IsCreature();
if (!(w == 0 || isCreature)) return;
CPhysicsObj* po = this->physics_obj;
if ((po->state & 4) == 0) return; // Gravity gate
CPhysicsObj::RemoveLinkAnimations(po); // 306013
CMotionInterp::apply_current_movement(this, 0, 0); // 306014 — re-pose
}
HitGround does NOT touch velocity. It only clears the link-anim
and re-applies the current motion (which routes back through
apply_current_movement → get_state_velocity → set_local_velocity,
which writes the new ground velocity back to the body).
9. MovementManager::HitGround / LeaveGround — wrappers
HitGround: 0x00524300 (line 300425)
LeaveGround: 0x00524320 (line 300444)
00524300 void MovementManager::HitGround(MovementManager* this)
{
if (this->motion_interpreter)
CMotionInterp::HitGround(this->motion_interpreter);
if (this->moveto_manager)
MoveToManager::HitGround(this->moveto_manager);
}
LeaveGround mirrors this. These are the public entry points; the
caller is CPhysicsObj::set_on_walkable.
10. CPhysicsObj::set_on_walkable — the trigger source
Address: 0x00511310 (line 279287)
00511310 void CPhysicsObj::set_on_walkable(CPhysicsObj* this, int32_t arg2)
{
uint32_t ts = this->transient_state;
uint32_t newTs = (arg2 == 0) ? (ts & ~0x2) : (ts | 0x2);
this->transient_state = newTs;
if ((ts & 0x2) == 0) // was NOT on-walkable
{
if (arg2 != 0) // → becoming on-walkable
{
if (this->movement_manager)
MovementManager::HitGround(this->movement_manager); // ★ LANDING
}
}
else if (arg2 == 0) // was on-walkable, becoming off
{
if (this->movement_manager)
{
MovementManager::LeaveGround(this->movement_manager); // ★ LAUNCH
CPhysicsObj::calc_acceleration(this);
return;
}
}
CPhysicsObj::calc_acceleration(this);
}
So the edge detector lives here:
OnWalkable: 0 → 1firesHitGround(landing).OnWalkable: 1 → 0firesLeaveGround(launch).
set_on_walkable itself is called from two places:
CMotionInterp::jump(line 305811):set_on_walkable(po, 0)— forces the launch edge.CPhysicsObj::set_frameground-floor sphere-sweep result (lines 283474-283509). After the per-tick sphere-sweep stores its resulting collision_info, this block walks contact_plane.N.z vsPhysicsGlobals::floor_z(the cosine of max walkable slope, ≈ 0.66 → 49°). If the contact plane is steep enough,set_on_walkable(0); if walkable,set_on_walkable(1). This is how landing detection fires automatically in retail — the per-tick sweep finds a walkable surface under the body, set_on_walkable flips 0→1, HitGround fires.
So the answer to "how does retail's HitGround fire" is: from
set_frame (called by the per-tick sphere sweep), not from a
separate trigger. The sweep computes the new contact plane; if it
classifies as walkable, the edge fires HitGround.
11. CMotionInterp::jump — the entry point
Address: 0x00528780 (line 305792)
00528780 uint32_t CMotionInterp::jump(CMotionInterp* this, float arg2, int32_t* arg3)
{
CPhysicsObj* po = this->physics_obj;
if (po == 0) return 8;
CPhysicsObj::interrupt_current_movement(po); // 305800
uint32_t result = CMotionInterp::jump_is_allowed(this, arg2, arg3);
if (result != 0) {
this->standing_longjump = 0; // 305805
return result; // failure code
}
this->jump_extent = arg2; // 305810 ★ extent
CPhysicsObj::set_on_walkable(po, 0); // 305811 ★ launch
return 0;
}
The launch sequence is:
jump_is_allowedvalidates (returns 0 on success).- Store extent.
set_on_walkable(false)→ triggersLeaveGroundvia the wrapper chain in step 10 above. LeaveGround readsjump_extentto composeget_leave_ground_velocityand writes it viaset_local_velocity.- Returns to caller (PlayerInputControl::Event_Jump_NonAutonomous, line 376264) which sends 0xF61C MoveToState + 0xF74E VectorUpdate (via Event_Jump → JumpPack).
12. CMotionInterp::get_jump_v_z — vertical component
Address: 0x00527aa0 (line 304953)
00527aa0 float CMotionInterp::get_jump_v_z(CMotionInterp const* this)
{
float extent = this->jump_extent; // 304957
if (extent < 0.000199999995f) return 0.0f; // 304959 (epsilon)
if (extent > 1.0f) extent = 1.0f; // 304968-973 clamp
CWeenieObject* w = this->weenie_obj; // 304975
if (w == 0) return /* fallback */; // returns last-result reg (10.0f from DAT)
return w->vtable->InqJumpVelocity(extent, ...); // 304980
}
InqJumpVelocity is the per-character jump-skill curve. Returns
the actual launch v_z in m/s (e.g. extent=1.0 with jump-skill 300
→ ~7.8 m/s peak from PlayerWeenie).
13. CMotionInterp::get_leave_ground_velocity — full launch vector
Address: 0x005280c0 (line 305404)
005280c0 void CMotionInterp::get_leave_ground_velocity(
CMotionInterp* this, Vector3* arg2)
{
CMotionInterp::get_state_velocity(this, arg2); // 305408 — XY (body-local)
arg2->z = CMotionInterp::get_jump_v_z(this); // 305409+305411
// If all three components are |x| < 0.0002 (near-zero):
if (|arg2->x| < eps && |arg2->y| < eps && |arg2->z| < eps)
{
// Project current world velocity into body-local frame via the
// transposed orientation matrix m_fl2gv.
// (lines 305434-305440)
arg2->x = m_fl2gv[0]*velX + m_fl2gv[1]*velY + m_fl2gv[2]*velZ;
arg2->y = m_fl2gv[3]*velX + m_fl2gv[4]*velY + m_fl2gv[5]*velZ;
arg2->z = m_fl2gv[6]*velX + m_fl2gv[7]*velY + m_fl2gv[8]*velZ;
}
}
The fast-path is the common case: get_state_velocity writes (X=strafe,
Y=forward, Z=0); then we overwrite Z with v_z. The fallback only fires
when state-velocity AND jump_v_z are all near zero (e.g. zero-extent
jump while standing still); it preserves residual world velocity.
14. CMotionInterp::jump_is_allowed
Address: 0x005282b0 (line 305509)
005282b0 uint32_t CMotionInterp::jump_is_allowed(
CMotionInterp* this, float arg2, int32_t* arg3)
{
CPhysicsObj* po = this->physics_obj;
if (po == 0) return 0x24; // (no obj) GeneralFail
// Creature path:
CWeenieObject* w = this->weenie_obj;
bool wIsCreature = w ? w->vtable->IsCreature() : true;
if (w != 0 && !wIsCreature)
{
// Non-creature — always allowed-ish, fall through to weenie checks.
goto label_5282f6;
}
// Creature: require Gravity flag set AND grounded (Contact + OnWalkable).
if ((po->state & 4) == 0) return 0x24; // 305561 — no gravity, can't jump
uint8_t ts = po->transient_state;
if (!((ts & 0x1) && (ts & 0x2))) return 0x24; // 305566 — not grounded → 0x24
label_5282f6:
if (CPhysicsObj::IsFullyConstrained(po)) return 0x47; // 305524
// Pending-queue check.
LListData* head = this->pending_motions.head_;
uint32_t pendingErr = head ? head->jumpErr : 0;
if (head == 0 || pendingErr == 0)
{
pendingErr = CMotionInterp::jump_charge_is_allowed(this);
if (pendingErr == 0)
{
uint32_t mErr = CMotionInterp::motion_allows_jump(this,
this->interpreted_state.forward_command);
if (mErr != 0) return mErr;
if (this->weenie_obj == 0) return mErr; // 0
// Stamina cost check.
if (w->vtable->JumpStaminaCost(arg2, arg3) != 0)
return 0;
return 0x47; // not enough stamina
}
}
return pendingErr;
}
Error codes:
0x00= success0x24=CantJumpInAir/ general motion failure0x47=CantJumpFromPosition(constrained, weenie-blocked, or stamina)0x48=CantJumpFromMotion(motion command blocks jump — emote, etc.)0x49= weenie-blocked (load-down)
15. CMotionInterp::contact_allows_move
Address: 0x00528240 (line 305471)
00528240 int32_t CMotionInterp::contact_allows_move(
CMotionInterp const* this, uint32_t arg2)
{
if (this->physics_obj == 0) return 0;
// Always allow these "anchor" commands regardless of grounding:
if (arg2 == 0x40000015 || arg2 == 0x40000011) return 1; // (305481-482)
if (arg2 >= 0x6500000d && arg2 <= 0x6500000e) return 1; // (305478) — sidestep cmds
// Non-creature → allow.
CWeenieObject* w = this->weenie_obj;
if (w != 0 && !w->vtable->IsCreature()) return 1; // (305490)
// No gravity → allow.
if ((this->physics_obj->state & 4) == 0) return 1; // (305495)
// Grounded (Contact + OnWalkable) → allow.
uint8_t ts = this->physics_obj->transient_state;
if ((ts & 0x1) && (ts & 0x2)) return 1; // (305500)
return 0;
}
This is the per-command grounding check. Walk/run only succeed when grounded; emotes/sidesteps always succeed.
16. CPhysicsObj::calc_acceleration — gravity application
Address: 0x00510950 (line 278533)
00510950 void CPhysicsObj::calc_acceleration(CPhysicsObj* this)
{
uint8_t ts = this->transient_state;
// Grounded: zero accel (and zero omega). Tests Contact && OnWalkable
// && (state & "Hooked-from-floor" bit). Real semantics: grounded creature
// gets no gravity acceleration.
if ((ts & 1) && (ts & 2) && (this->state & 0x???) == 0)
{
accel = (0, 0, 0);
omega = (0, 0, 0);
return;
}
// Gravity flag NOT set: zero accel.
if ((this->state & 4) == 0) // line 278549 — Gravity bit (state & 4)
{
accel = (0, 0, 0);
return;
}
// Airborne with gravity: apply downward gravity.
accel = (0, 0, PhysicsGlobals::gravity); // line 278559 (gravity = -9.8 m/s²)
}
So the state.Gravity bit (0x4) is what enables gravity application
in retail. It's set when the creature enters the world and stays set;
it does NOT need to be re-set on each jump. Acdream's OnLiveVectorUpdated
explicitly setting State |= Gravity is defensive — if your remote-tracking
code preserved the bit from the moment the body was created, this would
be a no-op.
17. State writes during a complete jump arc — answers to the brief
| Phase | What happens | Who writes what |
|---|---|---|
| Pre-jump | Standing, OnWalkable=1, Contact=1, Gravity=set, vel=0 | initial state |
| Player jump start | MotionInterp::jump(extent) succeeds |
jump_extent = extent; set_on_walkable(0) (clears OnWalkable=2 bit) |
| ↳ via set_on_walkable | edge 1→0 fires MovementManager::LeaveGround |
TransientState OnWalkable bit cleared; calc_acceleration recalcs (now (0,0,-9.8) since !grounded) |
| ↳ via LeaveGround | computes launch vector | set_local_velocity(leaveVel) → set_velocity(worldVel) writes m_velocityVector + sets Active + sets jumped_this_frame=1; clears jump_extent=0 |
| Per-tick airborne | UpdateObjectInternal | reads m_velocityVector, integrates pos += vel·dt + ½·accel·dt²; vel.Z += accel.Z·dt |
| Mid-arc | sphere-sweep finds no walkable plane | OnWalkable stays 0 |
| Server VectorUpdate | 0xF74E arrives |
Only m_velocityVector + m_omegaVector overwritten. Contact/OnWalkable/Gravity untouched. |
| Landing (sweep finds floor) | set_frame block 283474-283509 reclassifies contact_plane |
If N.z ≥ floor_z: set_on_walkable(true) |
| ↳ edge 0→1 | fires MovementManager::HitGround |
TransientState OnWalkable bit set; calc_acceleration → (0,0,0); HitGround calls RemoveLinkAnimations + apply_current_movement (which re-poses + writes new ground velocity via get_state_velocity → set_local_velocity) |
Mid-arc UPs from server: retail does NOT have a separate "snap" or
"integrate" path. A server PortalCellUpdate (0xF748) during flight will
just write the new position via CPhysicsObj::SetPositionInternal (same
sequence-gate logic in CObjectMaint::QueuePortalCellUpdate), and the
sphere-sweep that next tick decides if landing happened. The arc is
purely client-integrated; server position events override it
authoritatively when they arrive.
Cycle transition Falling → Ready/Walk/Run on landing: retail does NOT
explicitly transition. HitGround calls apply_current_movement which
re-pushes the existing interpreted_state.forward_command. If the player
is still holding W, that's RunForward, and the cycle naturally reverts.
The Falling animation is layered as a link-animation that
RemoveLinkAnimations clears at HitGround. (acdream's
SetCycle(landingCmd) in GameWindow.cs:3487 is a more explicit
re-pose; equivalent effect.)
18. Cross-check vs acdream
| acdream method | retail counterpart | Match? |
|---|---|---|
MotionInterpreter.jump (line 691) |
CMotionInterp::jump 0x00528780 |
✅ matches: jump_is_allowed, JumpExtent, set_on_walkable(false) |
MotionInterpreter.get_jump_v_z (722) |
0x00527aa0 | ✅ matches: epsilon gate, clamp, weenie call |
MotionInterpreter.get_leave_ground_velocity (759) |
0x005280c0 | ✅ matches incl. fallback projection |
MotionInterpreter.LeaveGround (901) |
0x00528b00 | ✅ matches order (vel-before-extent-reset) |
MotionInterpreter.HitGround (924) |
0x00528ac0 | ✅ matches |
MotionInterpreter.jump_is_allowed |
0x005282b0 | ✅ matches |
MotionInterpreter.contact_allows_move |
0x00528240 | ✅ matches |
PhysicsBody.set_velocity (206) |
0x005113f0 | ⚠️ MISSING jumped_this_frame = 1 + missing transient_state.Active gate on state & 1 (Static) |
PhysicsBody.set_local_velocity (236) |
0x005114d0 | ✅ matches (Quaternion equivalent of matrix multiply) |
GameWindow.OnLiveVectorUpdated (3246) |
SmartBox::DoVectorUpdate 0x004521c0 |
⚠️ acdream sets Gravity / clears Contact+OnWalkable; retail does NOT. Acdream's behavior is defensive; retail relies on the bits already being correct from launch. |
Issues / divergences worth filing
-
PhysicsBody.set_velocityis missingjumped_this_frame = 1. Without this flag the next-tick collision sweep clamps the +Z velocity to zero before gravity can lift the body. Effective bug: first-frame after launch the body may be re-clamped to floor. Acdream may be papering over this elsewhere (e.g. by deferring sweep until N+2) — worth verifying whether per-tick code reads aJumpedThisFramemember. -
Acdream
OnLiveVectorUpdatedextra writes vs retail. Acdream setsState |= Gravityand clears Contact+OnWalkable when v.Z>0.5. Retail'sSmartBox::DoVectorUpdatedoes only set_velocity + set_omega. The reason acdream needs the extra writes is that acdream's per-tick integrator gates gravity on!OnWalkableinstead ofstate & Gravity. If we portedcalc_accelerationfaithfully (state.Gravity bit set at body creation, persists across jumps), the OnLiveVectorUpdated bit-setting would become unnecessary. -
K-fix15 question (airborne + IsOnGround + Velocity.Z<=0): retail's landing detection has nothing to do with Velocity.Z. It uses the sphere-sweep's contact plane (per
CPhysicsObj::set_framecollision_info path) and comparescontact_plane.N.zagainstfloor_z. Acdream's velocity-Z-based landing heuristic inOnLivePositionUpdatedis a pragmatic shortcut (we don't have a full sphere-sweep on remotes), but is materially divergent from retail. Long-term, when remote sphere-sweep lands, swap to the N.z gate.
File written
docs/research/2026-05-04-l3-port/10-vector-update-jump.md