Probe round (ACDREAM_PROBE_AUTOWALK) discriminated the candidates: the local player's pending-motion queue drains at ~1 node/sec and backs up minutes deep during active play (last pending=False at the first MovementJump press; old jump motions still completing at rest minutes later). MotionsPending() then starves BeginTurnToHeading/ BeginMoveForward (verbatim retail gates): far-range Uses ARE sent and ACE replies mt-6 walk-to-door but the body never walks; close-range Uses park on a turn that never completes — both faces of "door does not work", while a fresh session (shallow queue) works perfectly. Retail's queue stays shallow (the #170 cdb drain trace: adds == dones) — this is the #170 pending_motions family, local-player DRAIN-rate edition. Fix path: decomp CheckForCompletedMotions (0x0051bfd0) pop semantics + queue-dump probe first; no MotionsPending bypass, no deferral-skipping band-aids. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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| .. | ||
| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||