Two related close-range bugs reported in #77 share a root in
PlayerMovementController.DriveServerAutoWalk + BeginServerAutoWalk:
1. **Walk-vs-run misclassification.** BeginServerAutoWalk decided
`_autoWalkInitiallyRunning = (initialDist - distanceToObject) >= 1.0f`,
forcing run at any chase past ~1.6 m. ACE's wire-level walk-vs-run
answer is the MovementParameters CanCharge bit (0x10), which
Creature.SetWalkRunThreshold sets when server-side player→target
distance >= WalkRunThreshold/2 (= 7.5 m default). Retail's
MovementParameters::get_command (decomp 0x0052aa00) gates the run
path on CanCharge first; the inner walk_run_threshold check
practically always walks given ACE's 15 m default. The hardcoded
1.0 m threshold pushed run into the 3-5 m walk-range the user
reported should walk.
2. **Velocity leak in turn-in-place phase.** When the auto-walked body
crossed the destination, desiredYaw flipped ~180°, walkAligned
dropped to false, and the `if (!moveForward) return true;` branch
returned without zeroing body velocity. The body kept the prior
frame's running velocity (RunAnimSpeed × runRate ≈ 11 m/s) and
slid 4-5 m past the target before the turn-around rotation
completed — the "runs and slides away, runs back, picks up"
symptom in #77 bug B.
Changes:
- `CreateObject.ServerMotionState.CanCharge`: new bool prop reading
bit 0x10 of MoveToParameters. Cross-ref ACE
MovementParams.CanCharge = 0x10.
- `PlayerMovementController.BeginServerAutoWalk`: replaces the unused
`walkRunThreshold` parameter with `bool canCharge`; sets
`_autoWalkInitiallyRunning = canCharge`.
- `PlayerMovementController.DriveServerAutoWalk` turn-in-place branch:
calls `_motion.DoMotion(Ready, 1.0)` and zeros body horizontal
velocity (preserving Z for gravity). No-op for case (a) initial-turn
with stationary body; fixes (b) overshoot recovery and (c) settling
cases.
- `GameWindow.OnLiveMotionUpdated`: passes
`update.MotionState.CanCharge` through; [autowalk-begin] trace
shows `canCharge=` instead of `walkRunThresh=`.
- `GameWindow.InstallSpeculativeTurnToTarget`: predicts ACE's
CanCharge from local distance using ACE's exact 7.5 m rule, so the
speculative install agrees with the wire-triggered overwrite that
arrives moments later.
Visual-verified at Holtburg 2026-05-18: walk-range NPC click walks +
fires Use, walk-range F-key pickup walks + no overshoot, far-range
(8-10 m) pickup still runs. Test baseline unchanged (8 Core pre-existing
failures, 0 net-new failures across Core/Net/UI/App suites).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>