Port retail portal viewport projection and reveal behavior, preserve outbound combat style, drive remote and local grounded movement from authored CSequence root frames, and reuse the local prepared pose so animation hooks advance once. User-verified portal, observer movement, combat stance, and short-tap locomotion gates. Release build passed with 5,767 tests and five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
508 lines
21 KiB
Markdown
508 lines
21 KiB
Markdown
# Retail portal-space presentation pseudocode
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Date: 2026-07-15
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Scope: the client-side 3-D scene and timing shown while a player is between
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world positions. This is presentation only. The server remains authoritative
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for teleport start, destination position, world readiness, and completion.
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## Retail oracle
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Named Sept-2013 retail symbols:
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- `gmSmartBoxUI::BeginTeleportAnimation` `0x004D6300`
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- `gmSmartBoxUI::EndTeleportAnimation` `0x004D65A0`
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- `gmSmartBoxUI::PostInit` `0x004D6B60`
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- `gmSmartBoxUI::UseTime` `0x004D6E30`
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- `CreatureMode::CreatureMode` `0x00454390`
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- `CreatureMode::SetCameraDirection_Degrees` `0x00453760`
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- `Frame::rotate` `0x004525B0`
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- `CreatureMode::AddObject` `0x004556D0`
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- `UIGlobals::Init` `0x004EE470`
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- `UIGlobals::GetAnimLevel` `0x004EE540`
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- `CPhysicsObj::set_sequence_animation` `0x0050F6F0`
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- `SmartBox::TeleportPlayer` `0x00453910`
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- `SmartBox::PlayerPositionUpdated` `0x00453870`
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- `CPhysicsObj::teleport_hook` `0x00514ED0`
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- `CommandInterpreter::PlayerTeleported` `0x006B32B0`
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- `SmartBox::SetOverrideFovDistance` `0x00451BC0`
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- `SmartBox::GetOverrideFovDistance` `0x00451BE0`
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- `Render::set_vdst` `0x0054B240`
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Constants were checked against static x86 disassembly. The Binary Ninja
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pseudocode loses several x87 operands in `UseTime`; disassembly is authoritative
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for those comparisons.
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## Asset construction (`gmSmartBoxUI::PostInit`)
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```text
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portalSetupDid = ResolveClientEnum(enumValue=0x10000001, category=7)
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teleportObj = CPhysicsObj.makeObject(portalSetupDid, noWeenie, makeParts)
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portalViewport = child 0x10000436 as UIElement_Viewport
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portalViewport.CreatureMode.AddObject(teleportObj)
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portalViewport.CreatureMode.AddLight(DISTANT_LIGHT, intensity=2.0)
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portalViewport.CreatureMode.SetLightDirection(0, (0.3, -1.9, 0.65))
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portalViewport.CreatureMode.SetCameraPosition((0.24, -2.7, 0.88))
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portalViewport.CreatureMode.UseSmartboxFOV()
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```
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`CreatureMode` starts with ambient light `(0.3, 0.3, 0.3)` and a 45-degree
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default FOV, but `UseSmartboxFOV` makes this viewport inherit the active world
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view's current FOV on every draw. Its identity camera frame looks along AC
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`+Y`, with `+Z` up.
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The portal viewport is a replacement for the world viewport. It is not a
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full-screen UI overlay: normal retained UI continues to update and draw above
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it.
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## Begin/end and scene visibility
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```text
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BeginTeleportAnimation(requestedState):
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if currentState == Off:
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gameViewDistance = SmartBox.GetOverrideFovDistance()
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currentViewDistance = gameViewDistance
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clear rotation-segment state
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currentState = requestedState
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transitionStart = now
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play centered UI sound Sound_UI_EnterPortal
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EndTeleportAnimation():
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if currentState != Off:
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currentState = TunnelContinue
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transitionStart = now
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SmartBox.SetOverrideFovDistance(disabled)
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```
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Portal/login/death transit begins directly in `Tunnel`. Logout begins in
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`WorldFadeOut`. When a tunnel-family state first becomes visible:
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```text
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disable vivid target indicator
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portalAnimDid = ResolveClientEnum(enumValue=0x10000002, category=7)
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teleportObj.set_sequence_animation(
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animation=portalAnimDid,
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clearExisting=true,
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lowFrame=1,
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highFrame=end,
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fps=40)
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reset portal camera position to (0.24, -2.7, 0.88)
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show portal viewport
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hide world SmartBox viewport
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```
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At the end of `TunnelFadeOut`, retail commits the current transition view
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distance, hides the portal viewport, shows the world viewport, clears the
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teleport object's sequence animations, plays `Sound_UI_ExitPortal`, and enters
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`WorldFadeIn`. That following state restores the ordinary game view distance.
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## Camera motion
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The camera rolls around its own AC `+Y` forward axis. It does not yaw around
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world `+Z`. `SetCameraDirection_Degrees` resets the frame to identity, converts
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the vector to radians, then passes `(0, angle, 0)` to `Frame::rotate`, whose
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input is an axis-angle rotation vector. The forward direction therefore stays
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down the portal passage while local `+Z` up rolls around it. Each segment is
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independent:
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```text
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if now >= rotationStart + rotationDuration:
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currentAngle = previousEndAngle
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rotationStart = now
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rotationDuration = RandomUniform(0.6, 1.8) seconds
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startAngle = currentAngle
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endAngle = RandomUniform(0, 360) degrees
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display "In Portal Space - Please Wait..."
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else:
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t = (now - rotationStart) / rotationDuration
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level = UIGlobals.GetAnimLevel(t) / 1024
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currentAngle = startAngle + (endAngle - startAngle) * level
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CreatureMode.SetCameraDirection_Degrees((0, currentAngle, 0))
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```
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`UIGlobals.GetAnimLevel` is a 100-entry cumulative sine table, not a
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polynomial smoothstep:
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```text
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for i in 0..99:
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sample[i] = truncate(sin(i * pi / 99) * 1024)
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total = sum(sample)
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running = 0
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for i in 0..99:
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running += sample[i]
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level[i] = (running << 10) / total // integer division, 0..1024
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GetAnimLevel(t):
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t = clamp(t, 0, 1)
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index = floor(t * 99)
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return level[index]
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```
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## State timing (`gmSmartBoxUI::UseTime`)
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Golden data constants:
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```text
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FadeTime = 1.0 seconds (0x007BD278)
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MinContinue = 2.0 seconds (0x007BD268)
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MaxContinue = 5.0 seconds (0x007BD270)
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PortalFPS = 40 frames/s (0x007BD280)
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EndFrame = 120
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ExitWindowLow = FadeTime + 0.1 = 1.1 seconds
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ExitWindowHigh = FadeTime + 0.3 = 1.3 seconds
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```
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```text
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WorldFadeOut:
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after 1 second -> TunnelFadeIn
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TunnelFadeIn:
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after 1 second -> Tunnel
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Tunnel:
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hold until SmartBox teleport-in-progress clears
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EndTeleportAnimation -> TunnelContinue
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TunnelContinue:
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elapsed = now - transitionStart
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if elapsed >= 2 seconds:
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remaining = unsigned(120 - teleportObj.currentFrame) / 40
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if elapsed >= 5 seconds
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or 1.1 < remaining < 1.3 seconds:
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-> TunnelFadeOut
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TunnelFadeOut:
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after 1 second:
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hide/clear portal scene
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show world
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play exit sound
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-> WorldFadeIn
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WorldFadeIn:
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after 1 second:
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send LoginComplete
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clear teleport-in-progress
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-> Off
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```
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The narrow remaining-time window makes the one-second tunnel projection transition finish at
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the end of the 120-frame animation. The five-second ceiling is retail's escape
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for a missed window.
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The four states whose retail enum names contain `FADE` use
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`GetAnimLevel(elapsed / FadeTime)`. Instruction-level x86 inspection of
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`gmSmartBoxUI::UseTime` (`0x004D7133..0x004D725F`) shows that this value feeds
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only `SmartBox::SetOverrideFovDistance`. The function performs no alpha or
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black-quad draw; `FADE` names the view-plane transition, not a transparency
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compositor. The retained UI remains independent because only the two 3-D
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viewports are switched.
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## View-plane warp
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Retail couples every `FADE` state to a projection transition. On begin it
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captures the current SmartBox view-plane distance; for a perspective
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projection this is `cot(verticalFov / 2)`. The transition endpoint is the
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named constant `TRANSITION_VIEW_PLANE_DISTANCE = 0.001` at `0x007BD260`.
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```text
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viewPlaneLevel = GetAnimLevel(elapsed / FadeTime) / 1024
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WorldFadeOut or TunnelFadeOut:
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currentDistance = gameDistance
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+ (0.001 - gameDistance) * viewPlaneLevel
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TunnelFadeIn or WorldFadeIn:
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currentDistance = 0.001
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+ (gameDistance - 0.001) * viewPlaneLevel
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SmartBox.SetOverrideFovDistance(true, currentDistance)
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```
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`Render::set_vdst` turns the distance back into projection values:
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```text
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verticalFov = 2 * atan(1 / currentDistance)
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znear = max(0.1, currentDistance * 0.25)
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```
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At `0.001`, the view is nearly 180 degrees wide. Retail does not cover that
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endpoint with black: it switches directly from the tunnel viewport to the
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destination world at this projection, then `WorldFadeIn` expands the world
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from the center as the captured game projection is restored. This is retail's
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characteristic destination-world warp, independent of chase-camera movement.
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`CreatureMode::Render @ 0x004529D0` changes the portal viewport's FOV through
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the SmartBox path but does not install a private far clip. The resulting
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`PrimD3DRender::SetFOVInternal @ 0x0059AB40` projection uses the shared
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`Render::zfar` (default `4000` at `0x0081EC88`). The portal CreatureMode must
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therefore inherit the active SmartBox projection's near and far planes rather
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than installing a private short clip range.
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### Portal viewport buffer lifecycle
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The portal tunnel is rendered by `UIViewportObject::DrawContent @ 0x00695030`.
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Before calling `CreatureMode::Render`, it executes:
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```text
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SetViewport(portal bounds)
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RenderDevice.Clear(flags = 4, color = black, depth = 1.0)
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CreatureMode.Render()
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restore previous viewport and matrices
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```
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`RenderDeviceD3D::Clear @ 0x0059FD30` maps retail clear flags explicitly:
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```text
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flag 1 -> D3DCLEAR_TARGET
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flag 2 -> D3DCLEAR_STENCIL, when a stencil buffer exists
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flag 4 -> D3DCLEAR_ZBUFFER
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```
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Therefore the portal viewport clears **depth only**. The black color argument
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is not used for flag 4. This does not preserve an earlier swap-chain image:
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`Client::UseTime @ 0x00411C40` begins the complete frame through
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`SceneTool::BeginScene @ 0x0043DAD0`, whose `RenderDevice.Clear(flags=7,
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black, depth=1)` clears color, depth, and stencil. The later viewport clear
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retains that frame's fresh black color target while resetting depth for the
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portal CreatureMode.
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`gmSmartBoxUI::UseTime @ 0x004D6E30` swaps visibility between the normal
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SmartBox and the portal `UIElement_Viewport`. The world viewport is therefore
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not redrawn behind portal space; the portal mesh is drawn over the whole-frame
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black target, never over the destination world or stale tunnel history.
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The faithful presentation rule is:
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```text
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at the beginning of every frame:
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clear color, depth, and stencil to black
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while the portal viewport is visible:
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do not draw the normal world viewport
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clear depth to 1.0
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draw portal CreatureMode over this frame's black color target
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```
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One high-refresh presentation edge remains. `UIGlobals::GetAnimLevel` yields
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1022 at table index 96, 1023 at index 97, and 1024 at indices 98 and 99. The
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2013 client capture presents 1022 as the last outgoing viewport sample and
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does not present the finite tunnel at 1023/1024 before switching viewports.
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With the world pass suppressed, acdream runs portal space at roughly 2000 FPS
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and can publish those sub-20.2 ms samples; the desktop compositor may then
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hold one for a complete monitor refresh and expose the finite tunnel boundary.
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The frame-rate-independent presentation adaptation is therefore:
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```text
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if state is WorldFadeOut or TunnelFadeOut
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and GetAnimLevel(elapsed / FadeTime) > 1022:
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perform the normal state transition before publishing the draw snapshot
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```
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This advances only the outgoing presentation edge by at most two table quanta
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(about 20.2 ms) and is recorded as AD-38. Incoming fades retain the literal
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timer.
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### Shared sky and landscape projection during destination reveal
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`SmartBox::RenderNormalMode @ 0x00453AA0` installs the active SmartBox
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view-plane/FOV through `Render::set_vdst` or `Render::SetFOVRad` before calling
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`LScape::draw @ 0x00506330`. `GameSky::Draw @ 0x00506FF0` then saves
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`Render::zfar`, sets it to four times the active value for the sky draw, and
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restores it. It does **not** install an independent sky FOV.
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The destination world is first revealed at a nearly 180-degree projection.
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Sky and landscape must therefore preserve the same horizontal/vertical
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projection scales and off-center terms. Only the sky's near/far depth mapping
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may differ. acdream's former fixed 60-degree sky projection left part of the
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frame covered only by the clear/fog background while terrain used the teleport
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projection; this was the brief background flash at tunnel exit.
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```text
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activeProjection = SmartBox view-plane projection
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skyProjection = activeProjection
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skyProjection.depthRange = authored sky near/far range
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draw sky
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draw landscape with activeProjection
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```
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Instruction-level checks that disambiguate the Binary Ninja x87 output:
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- `SmartBox::GetOverrideFovDistance` `0x00451BE0`: when no override is active,
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returns `cot(activeVerticalFov / 2)` (`0x00798088 = 0.5`,
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`0x007928C0 = 1.0`).
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- `gmSmartBoxUI::UseTime` `0x004D7199` and `0x004D722E`: converts the signed
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table result with `0x007BD6A0 = 1/1024` and performs the two lerps above.
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- `Render::set_vdst` `0x0054B240`: x87 `fpatan` computes
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`atan(1 / distance)`, doubles it, and sets
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`znear = max(0.1, distance * 0.25)`.
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## Player placement boundary
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```text
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SmartBox.TeleportPlayer(position):
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player.SetPositionSimple(position, slide=true)
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PlayerPositionUpdated(isTeleport=true)
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PlayerPositionUpdated(isTeleport=true):
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clear position-update/teleport bookkeeping
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player.teleport_hook()
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commandInterpreter.PlayerTeleported()
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SmartBox.set_viewer(player.position, reset_sought=true)
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update CellManager position
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player.teleport_hook():
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MovementManager.CancelMoveTo(error=0x3c)
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PositionManager.UnStick()
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PositionManager.StopInterpolating()
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PositionManager.UnConstrain()
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TargetManager.ClearTarget()
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TargetManager.NotifyVoyeurOfEvent(Teleported)
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report_collision_end(force=true)
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PlayerTeleported():
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SetAutoRun(false, send=true)
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SendMovementEvent()
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```
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The numeric `0x3c` is the internal `ITeleported` completion status, not a
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player-visible error. `ClientCommunicationSystem::HandleFailureEvent`
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`0x00571990` has a visible case for `0x3d` (`YouChargedTooFar`) but no case for
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`0x3b` (`ILeftTheWorld`) or `0x3c`; both fall through without adding scroll
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text. ACE also sends `ITeleported` after a successful portal use. acdream must
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consume those two control statuses silently rather than formatting an unknown
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`WeenieError` line.
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The viewer reset copies the player's complete position into both `viewer` and
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`viewer_sought_position`. Subsequent ordinary camera updates extend the chase
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boom outward through the same damped and swept path used after camera
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collision. Reusing the source-world viewer is not retail behavior.
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## Recall completion versus Hidden
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The retail teleport hook does not clear the character's animation sequence.
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Recall completion is instead guaranteed by the enclosing frame order:
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```text
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Client.UseTime:
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Timer.update_time()
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ClientNet.UseTime()
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process packet controller/cache/UI work
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SmartBox.UseTime()
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SmartBox.Draw()
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SmartBox.UseTime:
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CObjectMaint.UseTime()
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CPhysics.UseTime() // advances PartArray, particles, scripts
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GameTime/LScape/Ambient.UseTime()
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while inbound queue not empty:
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DispatchSmartBoxEvent() // SetState/Hidden lands here
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CommandInterpreter.UseTime() // ShouldSendPositionEvent -> AP
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```
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The exact call sites are `Client::UseTime` `0x00411C40` and
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`SmartBox::UseTime` `0x00455410`, and `CommandInterpreter::UseTime`
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`0x006B3BF0`. `SmartBox::DoSetState` `0x004520D0` applies the accepted
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state through `CPhysicsObj::set_state` `0x00514DD0`. Separately,
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`CPhysicsObj::UpdatePositionInternal` `0x00512C30` skips `CPartArray::Update`
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while Hidden, so ordinary animation never advances behind the portal viewport.
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ACE schedules lifestone recall teleport after the MotionTable-reported action
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length. With the installed human DATs, the boundary is about 15.06024 seconds;
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floating-point conversion can leave acdream at frame 149.999998 of the
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0..149 recall node if it dispatches Hidden before the current object tick. On
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UnHide that microscopic remainder becomes a visible destination-side recall
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tail if Hidden only suppresses drawing. Retail has a second, decisive boundary:
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`CPhysicsObj::set_hidden` `0x00514C60` invokes
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`CPartArray::HandleEnterWorld` `0x00517D70` on **both** Hidden and UnHide.
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That delegates to `MotionTableManager::HandleEnterWorld` `0x0051BDD0`, which
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removes every link animation from the sequence and drains every pending
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completion as aborted. On the Hidden edge it runs after the Hidden PES, child
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NoDraw propagation, collision stop, and cell hide. On UnHide it runs after
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collision restoration and before the cell becomes visible. A casting recoil,
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recall remainder, or authored stance transition therefore cannot resume after
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portal space.
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ACE also has timing differences when recall starts in combat. Its
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`Player_Location` handlers call `SetCombatMode(NonCombat)` and immediately send
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the NonCombat/Ready/recall command state. House, Lifestone, Allegiance Hometown,
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and PK Arena schedule `Teleport` using only
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`MotionTable.GetAnimationLength(recall)`. Retail
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`MovementManager::unpack_movement` (`0x00524440`) and
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`CMotionInterp::move_to_interpreted_state` (`0x005289C0`) preserve the authored
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combat-to-NonCombat link before the recall action. For a human leaving Magic
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stance that link is about 0.31 seconds, but ACE does not add it to the teleport
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delay. The retail Hidden boundary intentionally tolerates that: whichever
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authored links remain when teleport begins are retired by `set_hidden`, not
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carried through the tunnel.
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Marketplace is a separate ACE residual: its handler deliberately uses a fixed
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14-second delay and comments out `GetAnimationLength` because the installed
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animation is approximately 18.4 seconds. That can shorten the visible source-
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side action, but the client must still apply the same retail Hidden teardown;
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no Marketplace-specific classifier or portal-exit behavior is required.
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## acdream integration translation
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- A dedicated App-layer portal presentation owns the synthetic portal object,
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animation sequence, camera, scene light, resource references, and draw pass.
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- The existing pure teleport state machine remains the lifecycle owner, but it
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consumes the portal object's current frame for retail exit timing and uses
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the exact table-driven easing curve.
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- During tunnel states the portal scene replaces world pixels before retained
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UI draws. There is no black compositor. Input dispatch and
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`RetailUiRuntime.Tick` continue unchanged.
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- The projection owner captures the active camera's M22 view-plane distance at
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teleport begin and applies `Render::set_vdst` semantics to both the tunnel
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|
and world viewport during the four `FADE` states.
|
|
- F751 remains a notification gate and does not itself advance `TELEPORT_TS`.
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|
Presentation correlates its sequence with exactly one accepted destination
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|
Position. A Position that arrives before F751 is buffered only when it
|
|
advances that timestamp; after F751, the first accepted matching Position is
|
|
consumed even if the channel already advanced. Thus reordered delivery and
|
|
retransmitted notifications cannot materialize the wrong destination or
|
|
strand the transit, while canonical physics retains its own retail gates.
|
|
- Destination placement resets the retail chase camera's published and sought
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|
positions to the player before the normal update path resumes.
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|
- `RetailLiveFrameCoordinator` owns the `SmartBox::UseTime` phase barrier:
|
|
local/remote object and projectile advancement, final pose/hook publication,
|
|
attached emitters/lights, particle simulation, and PhysicsScripts all precede
|
|
inbound session dispatch in that retail order; rendering consumes the resulting
|
|
coherent snapshot.
|
|
- `RetailLocalPlayerFrameController` owns the local player's exactly-once
|
|
object tick. Input-originated movement and jump packets are serialized from
|
|
its pre-network result; F751 or ForcePosition received later in the frame
|
|
cannot relocate or replay those one-shot commands. After inbound dispatch,
|
|
`CommandInterpreter::UseTime @ 0x006B3BF0` evaluates AutonomousPosition from
|
|
the current controller frame, matching its exact retail slot.
|
|
- After inbound dispatch, a non-time-advancing reconciliation composes equipped
|
|
children and refreshes emitter/light anchors from the authoritative root. It
|
|
does not rerun animation, scripts, particles, or fades. A player first created
|
|
by that inbound pass is likewise projected without receiving a late physics
|
|
tick; its first normal object tick occurs on the next update.
|
|
This is update-loop ordering, not portal-specific animation logic.
|
|
- `LiveEntityPresentationController` owns the complete accepted Hidden/UnHide
|
|
side-effect order. Both edges route the current local entity to its existing
|
|
`AnimationSequencer.Manager.HandleEnterWorld`, matching retail's PartArray
|
|
boundary for player, creature, and object animations without classifying the
|
|
preceding action.
|
|
- Hidden/UnHide typed scripts use retail's internal path, not ordinary
|
|
`CPhysicsObj::play_script` (`0x00513260`). `set_hidden` resolves the current
|
|
PhysicsScriptTable and calls `play_script_internal` even when the object has
|
|
no current cell. The serial script remains paused until destination re-entry;
|
|
this preserves table `0x34000004`'s purple Hidden emitters across asynchronous
|
|
portal placement. Ordinary F755/default-hook playback retains the cell gate.
|
|
- Destination residency remains acdream's asynchronous adaptation. It supplies
|
|
the same `EndTeleportAnimation` edge retail receives when its blocking cell
|
|
load completes; it does not alter presentation ordering.
|
|
- The portal object is synthetic and never enters `LiveEntityRuntime`, world
|
|
picking, collision, radar, or server GUID ownership.
|
|
|
|
## Cross-reference notes
|
|
|
|
- `references/WorldBuilder` supplies the extracted setup/GfxObj mesh and modern
|
|
draw pipeline used by the synthetic scene; it has no teleport lifecycle.
|
|
- Holtburger's network study (`docs/research/2026-05-10-holtburger-network-stack-study.md`)
|
|
corroborates the LoginComplete wire acknowledgement, but intentionally has no
|
|
retail UI/CreatureMode implementation. The named retail client is therefore
|
|
the presentation oracle.
|