The local player now runs server MoveTos through the same verbatim MoveToManager remotes got in V4. One commit, GameWindow + controller, per the no-fan-out rule for coupled slices. P1 gate (V0-pins.md P1, ported verbatim): CPhysics::SetObjectMovement (0x00509690 @0050972e) drops any movement event whose wire autonomous byte is set when the addressed object IsThePlayer - ACE's self-addressed MoveToState reflection (MovementData.cs:162 IsAutonomous=1) never reaches unpack_movement, which is what makes the retail unconditional unpack-head interrupt safe. Gate placed AFTER the sequence gates (retail order). The stale "ACE follows every mt=0x06 with an mt=0x00" comment block dies with the code it excused (its causal story was pre-#75; refuted in V0-pins P1). Run-rate re-anchor (P1 contingency NOT needed - no AD row): the echo tap ApplyServerRunRate is deleted outright. Both retail feeds already exist: PlayerDescription skills via SetCharacterSkills (K-fix7) into InqRunRate (preferred by apply_run_to_command/get_state_velocity), and the mt-6/7 my_run_rate wire write (M13) now performed for the player by the shared RouteServerMoveTo. The tap's InterpretedState.ForwardSpeed overwrite was a pre-R3 mechanism that fought the ported machinery. B.6 auto-walk deleted wholesale (~330 lines): fields, Begin/End/ DriveServerAutoWalk, IsServerAutoWalking, AutoWalkArrived, the autoWalkConsumedMotion gates, the #69 turn-dir edge synthesizer, and the relocated AutoWalkArrivalEpsilon/AutoWalkTurnRateFor constants (AD-26 retired - the invented 5/30-degree bands are gone; arrival is retail's distance predicate; turn-first is the TurnToHeading node). TS-36 retired: Motion.InterruptCurrentMovement binds to MoveTo.CancelMoveTo(ActionCancelled). Movement-key edges (ctor-default params carry the 0x8000 CancelMoveTo bit), Shift (set_hold_run interrupt:true), jump(), StopCompletely, and teleport all cancel a running moveto through the retail chain - verified by controller-level tests, not assumed. MoveToComplete seam WIDENED to natural completion (Core): retail's BeginNextNode empty-queue completion is inline CleanUp+StopCompletely (raw @00529d47) and notifies nothing - the client-addition seam had to fire there (both sticky and non-sticky exits) or AD-27's deferred close-range Use/PickUp re-send never fires. Never fires on CancelMoveTo. AD-27 re-anchored from the deleted AutoWalkArrived event. InstallSpeculativeTurnToTarget rewired through the player's manager (retail 9a/9b client-initiated shape): close-range -> TurnToObject, far -> MoveToObject; AP-23 radius buckets + the #77 CanCharge prediction survive as the params source (row re-anchored). Per-tick: MoveTo.UseTime() at the old DriveServerAutoWalk slot (provisional until R6, per the plan's placement decision); the P4 player-side TargetTracker twin (fields + pre-Update feed) mirrors the remote adapter (AP-79 row widened). HitGround dual-call added on the player landing edge AND the remote landing site - the latter closes a V4 wiring-contract gap the adversarial review caught (retail 2d order: minterp then moveto; without it a landing NPC's moveto never re-arms). Also from the adversarial review: the mt-8 unresolvable-target degrade now performs retail's params.desired_heading = wire_heading substitution (decomp 2f case 8; invisible against ACE per P6, required for the verbatim degrade); the V4 remote MoveToManager binding gets a real curTime clock (the ctor stub advanced 1/30s per READ, skewing the progress/fail-distance windows - note: the pending V4 NPC smoke ran on the skewed clock); TS-33 row extended with the orientation-diff gap (ApproxPositionEqual vs retail Frame::is_equal full-frame compare - a stationary heading snap does not reach the wire; masked against ACE, R7 outbound scope owns the fix). MoveToMath gains HeadingFromYaw/YawFromHeading (the P5 scalar bridge for yaw-authoritative bodies - the player's heading snap must write Yaw, not the quaternion the controller re-derives every frame). Tests: 3,956 green (+8). New: MoveToManagerCompletionSeamTests (arrival fires once with None, no refire, cancel never fires, sticky handoff order) + PlayerMoveToCutoverTests (EnterPlayerModeNow-shape rig: walks to arrival with zero user input and zero MotionStateChanged frames - the #75 invariant by construction; TurnToHeading rotates Yaw and snaps exact; W-edge and jump cancel without firing complete). W6 edge suite retargeted from the deleted echo tap to a direct apply pass (the regression lives in ApplyInterpretedMovement, not the wire trigger). Spec: docs/research/2026-07-03-r4-moveto/r4-port-plan.md section 3 V5. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
22 KiB
R4-V0 — ambiguity pins and ACE-oddity adjudications
The verbatim extraction is r4-moveto-decomp.md (line-anchored); the port plan
with the full ambiguity table is r4-port-plan.md §0. This note records the
PINNED resolutions the V1–V6 ports code against. Every pin below was produced by
an independent raw re-read of docs/research/named-retail/acclient_2013_pseudo_c.txt
(line numbers cited are that file's), cross-read against ACE source
(references/ACE/Source/ACE.Server/, MoveToManager under Physics/Managers/),
and P1/P3 additionally survived an adversarial refutation pass (P3 by direct
byte-level disassembly of the PDB-matched retail binary — evidence one tier
stronger than a Ghidra decompile). No pin was refuted; none blocks on cdb or
Ghidra. Ghidra MCP was down for the whole pass; the deferred decompile checks
are listed per-pin and in the tail section — all confirmatory, none load-bearing.
Pinned
-
P1 — ACE's companion mt-0 echo vs retail's unpack-head cancel: PINNED — no adaptation needed; port the missing TAIL of retail's own gate.
CPhysics::SetObjectMovement(0x00509690) drops any movement event whose wire autonomous byte is set when the addressed objectIsThePlayer, BEFOREunpack_movementis ever called — so retail's unconditional head-interrupt never sees an autonomous echo. Plan option (c) (suppress-when-command-matches) is DISCARDED. Confidence: high (adversarially verified; refutation failed on every angle).Port shape: in the local-player 0xF74C path, after the S1
MotionSequenceGatepasses, drop the event entirely — no interrupt, no state application — whenupdate.IsAutonomous && guid == local player guid. Verbatim (raw 271370–271431):ebx = weenie_obj->vtable->IsThePlayer()@005096a8; two wraparound sequence gates; then @0050972eif ((arg7 == 0 || ebx == 0)) { arg2->last_move_was_autonomous = arg7; CPhysicsObj::unpack_movement(arg2, &arg3, arg4); if (ebx != 0) return 1; }else fall toreturn 0. Notelast_move_was_autonomousis stored ONLY on the unpack path — do not store it for dropped events. The||-vs-&&BN-inversion worry is refuted behaviorally: with&&the local player would never unpack ANY movement event, yet server MoveTos demonstrably drive retail clients against ACE. The 4-arg overload (0x00509790, raw 271458–271485) pins arg7 = the wire byte at offset +4 after two u16 sequences with align-to-4 — byte-identical to ACE's writer (MovementData.cs:189-200:GetNextSequence(ObjectMovement); autonomous ?GetCurrentSequence:GetNextSequence(ObjectServerControl);Convert.ToByte(motion.IsAutonomous);writer.Align()).With the gate in place, the verbatim
unpack_movementhead-cancel ports cleanly:CPhysicsObj::interrupt_current_movement+unstick_from_objecton EVERY UM type 0/6/7/8/9 before the type switch (0x00524440, raw 300566–300573; jump table @300707–300719 — types 1–5 fall to return 0, head already ran).interrupt_current_movement=if (movement_manager) MovementManager::CancelMoveTo(0x36)(raw 278189–278200), a no-op whenmoveto_manager == 0(raw 300277–300288 @0x005241b0). mt 6/7/8/9 keep the retail unconditional cancel as planned (PerformMovement re-cancels anyway, §3a).Why the echo was never a retail problem: the "companion mt-0 echo" is NOT unconditional ACE behavior — it is ACE reflecting the client's OWN outbound MoveToState back to the sender.
BroadcastMovementhas exactly ONE caller (GameActionMoveToState.cs:36);MovementData(Creature, MoveToState)hardcodesIsAutonomous = true(MovementData.cs:162) and Player_Networking.cs:365 sends it to self (EnqueueBroadcast(true, movementEvent); ACE's own comment "shouldn't need to go to originating player?"). The 2026-05-14 trace behind GameWindow.cs:4534-4546 was self-inflicted: the pre-#75 auto-walk synthesized Forward+Run input that leaked outbound as a MoveToState (PlayerMovementController.cs:546-557 preserves the finding); post-#75 (:298-308) no MoveToState is built during auto-walk, so no echo exists at moveto start — the GameWindow.cs:4534-4546 causal story ("ACE follows every mt=0x06 with an mt=0x00") is stale. ACE's mt-6/7/8/9 senders areIsAutonomous = false(Motion.cs:18 default, copied at MovementData.cs:44; only twoIsAutonomous = truesites in ACE.Server: MovementData.cs:162 and the Player.cs:944-951 jump hack), so they pass the gate and the auto-walk trigger survives. The gate also absorbs ACE's other self-addressed autonomous mt-0 class (the charged-jump hack) — and it is precisely why retail WASD against ACE (every keypress echoed back IsAutonomous=1) doesn't stutter: standing behavioral corroboration.Register adjudication (the exact wording V5/V6 execute): NO new AD row. The informal "do NOT cancel local moveto on a non-MoveTo UM" adaptation at GameWindow.cs:4534-4546 has no register row (verified — a row-less deviation) and is RETIRED by the ported retail mechanism; delete the comment block with the code in V5. ONE CONTINGENCY: the gate severs acdream's only live runSkill sync feed — GameWindow.cs:4364-4372 wires
ApplyServerRunRate(update.MotionState.ForwardSpeed)and its ONLY live source is the autonomous mt-0 echo. V5 must re-anchor run-rate sync to retail's own mechanism (mt-6/7my_run_ratewire read = plan item M13, plus PlayerDescription). If V5 instead taps the echo's ForwardSpeed BEFORE the drop, that tap IS an ACE-compat adaptation requiring this row in the same commit:AD-new | Local-player autonomous-echo ForwardSpeed tap — acdream reads
InterpretedMotionState.ForwardSpeedfrom the self-addressed autonomous mt-0 UM (ACE's MoveToState reflection, MovementData.cs:162 IsAutonomous=true hardcoded) before the ported retail SetObjectMovement autonomous/IsThePlayer drop (0x00509690 @0050972e) discards it, feedingPlayerMovementController.ApplyServerRunRate. Retail discards the event entirely. | Risk: local/observer run-speed desync if the echo changes; masks the missing my_run_rate wire feed. | Retire when M13's mt-6/7 my_run_rate + PlayerDescription feed lands.Adjacent seam (R5 note): retail's 0xF74C dispatch calls
cmdinterp->vtable->LoseControlToServer()whenever SetObjectMovement returns nonzero — i.e. whenever a NON-autonomous movement event is applied to the local player (raw 357214–357235: instance-seq gate thenif (CPhysics::SetObjectMovement(...) != 0) this->cmdinterp->vtable-> LoseControlToServer();). This is the retail autonomy-handoff hook thatBeginServerAutoWalkcurrently approximates — R5/MovementManager scope.Ghidra deferred (non-blocking): decompile
0x00509690(re-verify the(arg7 == 0 || ebx == 0)condition + which sequence stamps are written on the reject paths — the function has BN self-subtraction flag-test garbles at @005096db/@00509712, but the decisive gate is a plain integer test with the adjacentlast_move_was_autonomousstore); decompile the 0xF74C dispatch case at ~0x00559850(confirm LoseControlToServer fires iff SetObjectMovement != 0). -
P2 —
get_desired_heading(0x0052aad0) 180/0 constants: PINNED to ACE's shape.RunForward|WalkForward → movingAway ? 180 : 0;WalkBackwards → movingAway ? 0 : 180; default 0. Confidence: high. The BN raw (308016–308033) confirms only the command GROUPING — {RunForward 0x44000007, WalkForward 0x45000005} vs {WalkBackwards 0x45000006} vs default — while both constant branches render identically (result = arg3) and the default renders as x87 flag-synthesis nonsense (return (arg2 - 0x45000006)), the known setcc-garble class. Constants + per-branch polarity are 100% ACE-sourced (MovementParameters.cs:186-198) but doubly corroborated: (a) caller math (raw 307227–307233, HandleMoveToPosition @0x00529e25) adds the return toPosition::heading(to target)then wraps [0,360) — a degree OFFSET; (b) physics: §5c pure-away picks WalkForward+movingAway=1 ("heading flips via get_desired_heading +180", r4-moveto-decomp.md:619-620) → away-walk faces away = +180; §5d towards_and_away picks WalkBackwards+movingAway=1 inside the min band ("backs up with WalkBackwards (no turn)", :656) → backstep faces the target = 0. Ghidra deferred (non-blocking): decompile0x0052aad0; mark the pseudocode doc UNVERIFIED-BY-GHIDRA until then. -
P3 —
heading_diff(0x00528fb0) third-arg mirror: PINNED as MIRROR PRESENT — port ACE's body verbatim.result = h1 − h2; if |result| < ε result = 0; if result < −ε result += 360; if (result > ε && motion != TurnRight) result = 360 − result;with ε = 0.000199999995f and TurnRight = 0x6500000D. r4-moveto-decomp §5g's "arg3 UNUSED in the body" is a BN x87-setcc artifact (the W6b class); r4-ace-moveto §1's suspicion was correct. Confidence: high — sealed by direct disassembly of the PDB-matched binary (C:\Turbine\Asheron's Call\acclient.exe, CodeView GUID 9e847e2f-777c-4bd9-886c-22256bb87f32 = MATCH), which supersedes the deferred Ghidra check entirely. The tail BN garbled into a fake "return flag word" (raw 306344–306346) disassembles as exactly the mirror guard:00528fec fcom dword [0x007c8a00] ; result vs ε (0.00019999...) 00528ff2 fnstsw ax 00528ff4 test ah, 0x41 ; C0|C3 → result <= ε 00528ff7 jnz 0x00529009 ; skip mirror unless result > ε STRICT 00528ff9 cmp dword [esp+0xC], 0x6500000D ; arg3 vs TurnRight — arg3 IS read 00529001 je 0x00529009 ; TurnRight → skip mirror 00529003 fsubr dword [0x0079bc60] ; ST0 = 360.0f − result 00529009 ret ; float return in ST0The 29 bytes BN collapsed (0x00528fec→0x00529008) fit the mirror encoding to the byte;
test ah,0x41 / jnzencodes strict>(skip on less OR equal), so ACE's>comparison (Managers/MoveToManager.cs:825-826) is the correct port. Call sites:BeginTurnToHeading@0x00529be0 passes CONSTANT 0x6500000d TurnRight (mirror explicitly disabled — direction pick stays the ≤180 test);HandleTurnToHeading@0x0052a1bc (raw :307495) passes the LIVEcurrent_command. Two refinements over the plan's P3 row: (1) the pin's "previous_heading update path differs" clause is FALSE — both branches of the progress test writeprevious_headingidentically (raw @0x0052a1ef / @0x0052a206; ACE :611-621); (2) the mirror is behaviorally DEAD in this build — its only divergent effect isfail_progress_countreset-vs-increment, and that counter is write-only (6 refs in the whole raw, all writes: =0 @0x005292b1/@0x00529f3e/@0x0052a13a/@0x0052a1e5, +=1 @0x0052a014/@0x0052a224; zero reads) — port it for verbatim fidelity + conformance tests, not because retail-visible behavior hangs on it. No deferred check remains (Ghidra + cdb fallback both MOOT). -
P4 — TargetManager scope: DECISION CONFIRMED — R4 ships the minimal App-side
TargetTrackeradapter, not a TargetManager port. Confidence: high (as a recorded decision; the retail feed constants and delivery contract are pinned from the extraction). Onset_target(0, tlid, 0.5, 0)(verbatim call sites: r4-moveto-decomp.md:359 MoveToObject §3b, :423 TurnToObject §3d; constants table :1168 — radius 0.5f, initial quantum 0) GameWindow's entity table delivers one immediateTargetInfo{ObjectId, Ok, target_position = entity pos, interpolated_position = same}, then re-delivers per tick when the target has moved > 0.5 units since last delivery;clear_targetunsubscribes; target despawn/teleport deliversstatus = ExitWorld/TeleportedsoCancelMoveTo 0x37/0x38falls out of the verbatim manager (§6d @307802–307867:!= Okon first callback → 0x38 NoObject :857-858; on retarget → 0x37 ObjectGone :866-867; retarget setssought_position = interpolated,current_target_position = target:869-870 + FLT_MAX progress reseeds :871-874).set_target_quantumis accepted and recorded but does NOT throttle (over-delivery is convergence-safe). TargetStatus values from ACE (r4-ace-moveto.md:654-656): Undefined=0, OK=1, ExitWorld=2, Teleported=3, Contained=4, Parented=5, TimedOut=6; ACE's HandleTargetting cadence is 0.5 s with a 10 s Undefined→TimedOut timeout. Wire inputs available today: mt-6 TargetGuid (UpdateMotion.cs:310-315, parsed-but-unused = gap M8 — the subscription key); wire Origin (:319-326) doubles as the first-delivery fallback when the guid is unresolvable, mirroring retail's own case-6 degrade to MoveToPosition(wire origin) (r4-moveto-decomp.md:290-292). NOT on the wire: target radius/height forcylinder_distance(from the local entity table) and ongoing target updates (the adapter's per-tick tracking; ACE's ~1 Hz MoveTo re-emit is the backstop). Register row (AP class) lands in V4, replacing AP-8's "no target re-tracking" clause; full TargetManager port is R5 scope. Fallback if the adapter proves too loose in V4: grepTargetManager::in the raw (~200 lines) and port verbatim. -
P5 — Position::heading convention: PINNED — compass degrees, 0 = North (+Y), 90 = East (+X), CLOCKWISE, [0,360); identity quaternion faces heading 0. Formula:
heading(from, to) = (450 − atan2Deg(dy, dx)) % 360. WireDesiredHeadingis in THIS convention (retail @0052a71d feeds it straight intoFrame::set_headingon sought_position, §3e). Golden cardinals: N(0,+1)→0, E(+1,0)→90, S(0,−1)→180, W(−1,0)→270. Confidence: high. Evidence:Position::heading0x005a9520 (raw 438288–438290):450.0 − fpatan(...) × 57.295779513082323, fmod tail; ACE Position.cs:200-209 pins the atan2 arg order (Atan2(dir.Y, dir.X));Frame::get_heading0x00535760 (raw 319781) same formula on the forward basis (ACE AFrame.cs:147-152);Frame::set_heading0x00535e40 (raw 320055–320066) round-trips — h=0 → forward (sin 0, cos 0) = +Y. An in-tree twin of the formula already exists at SceneryHelpers.cs:75.⚠ CORRECTION to the plan's own pin method — the packer-reuse trap. The plan says "the outbound AP packer already encodes body yaw→AC heading; REUSE that exact conversion". Reuse it at the QUATERNION level ONLY (
YawToAcQuaternion/AcQuaternionToYaware wire-correct end-to-end — its two internal errors cancel). Its internal SCALAR intermediate (GameWindow.cs:8083-8103:headingDeg = 180f − yawDeg) is holtburger's convention = retail + 90°, and its comment "AC heading: 0=West, 90=North, 180=East, 270=South" (from holtburger math.rs:56, whose identity-quat note :146-148 says "Heading 90 (North)") is WRONG as a statement of the retail wire convention. Literal scalar reuse would faceuse_final_headingand everyget_desired_headingoffset 90° wrong. The correct scalar bridge from acdream yaw (yaw=0 faces +X per PlayerMovementController.cs:1022-1025) isheading = (90 − yawDeg) mod 360. Quaternion-level proof: YawToAcQuaternion(yaw=0) → (z=−0.7071, w=+0.7071), from which ACE's AFrame.get_heading extracts 90 = East — correct for a +X-facing body. -
P6 — TurnToObject (mt 8) wire layout: PINNED byte-for-byte from ACE's writer, matching the decomp read order exactly. After the common UM header (u8 movementType, u8 motionFlags, u16 currentStyle — MovementData.cs:202-205):
[u32 object guid][f32 standalone heading][u32 params bitfield][f32 speed] [f32 params desired_heading]. mt 9 (TurnToHeading) = the 3-dword TurnToParameters only. Confidence: high. The standalone second field is ACETurnToObject.DesiredHeading= retail'swire_heading, consumed ONLY in the unresolvable-object fallback: substituted intoparams.desired_heading, then degrade to TurnToHeading (decomp §2f case 8, r4-moveto-decomp.md:293-298:object_id = read_dword(); wire_heading = read_dword(); UnPackNet(...); if (GetObjectA(object_id) == 0) { var_9c.desired_heading = wire_heading; goto label_524725; }; ACE TurnToObject.cs:25-31 + field comment :10-11 "used instead of the DesiredHeading in the TurnToParameters"). UnPackNet 0xc-byte form per §2g (:311): bitfield, speed, desired_heading. Gap M7 confirmed: UpdateMotion.cs:252else if (movementType is 6 or 7)— mt 8/9 payloads silently discarded today. V3 fixture caveat: ACE populates BOTH heading fields from the same source (TurnToObject.cs:17 and TurnToParameters.cs:18 both copymotion.DesiredHeading), so ACE-golden fixtures always have field2 == field5 — distinguish the two fields by OFFSET (hand-vary one in synthetic fixtures), never by value. -
P7 — remote Contact for the UseTime gate: PINNED — Contact IS live for grounded remotes; no state-writer fix needed. Confidence: high. Remote bodies are BORN with
Contact | OnWalkable | Active(GameWindow.cs:580-591) and BOTH remote per-tick paths re-assertTransientState |= Contact | OnWalkable | Activeunconditionally every tick while!rm.Airborne(:9366-9370 player-remote pipeline; :9570-9574 NPC/legacy — the path RemoteMoveToDriver runs on today). The bits are cleared ONLY for the airborne arc (:4833-4841,Velocity.Z > 0.5flaunch) and restored on landing by two independent paths (:5161-5167 UP grounded snap; :9808-9818 resolver landing — which already callsrm.Motion.HitGround(), the exact retail re-arm seamMoveToManager::HitGround§6e binds to:if (movement_type == Invalid) return; BeginNextNode(this);, r4-moveto-decomp.md:884-889). Retail UseTime gates ontransient_state & 1(Contact only, @307781) — a strict SUBSET of the funnel'sContact && OnWalkablethat demonstrably works for remote Falling dispatch today (MotionInterpreter.cs:2089-2092). A chasing grounded NPC passes the gate every tick; an airborne remote stalls the moveto until landing — retail behavior by design. The pin-method's liveACDREAM_DUMP_MOTIONsmoke was NOT run (read-only pass; the write is unconditional so the smoke is confirmatory only) — folded into V4's acceptance run (already listed there: "Live smoke: NPC chase + ACDREAM_DUMP_MOTION").
Pending
None. No pin was refuted or left uncorrectable.
Deferred non-blocking checks (Ghidra MCP down during V0)
All three are confirmatory — the textual adjudications above are decisive.
| Address | Function | What to confirm |
|---|---|---|
0x00509690 |
CPhysics::SetObjectMovement (7-arg) |
The (arg7 == 0 || ebx == 0) gate condition; which sequence stamps are written on the reject paths (BN garbles @005096db/@00509712 are self-subtraction flag-test artifacts) |
~0x00559850 |
0xF74C dispatch case | LoseControlToServer() fires iff SetObjectMovement != 0 |
0x0052aad0 |
MovementParameters::get_desired_heading |
The 180/0 constants + per-branch polarity (currently ACE-sourced; grouping BN-verified) |
P3's deferred check (0x00528fb0) is MOOT — resolved by direct disassembly of
the PDB-matched binary (see the pin).
Adjacent findings (load-bearing for V-commits, discovered while pinning)
- runSkill-sync severance (V5 trap, from P1): GameWindow.cs:4364-4372's
ApplyServerRunRate(ForwardSpeed)is fed EXCLUSIVELY by the autonomous mt-0 echo the P1 gate will drop. V5 re-anchors run-rate sync to M13 (mt-6/7my_run_ratewire read →Motion.MyRunRate) + PlayerDescription — or ships the contingent AD row quoted in P1. V5 EXECUTED (2026-07-03): re-anchor taken, NO AD row needed. Both retail-mechanism feeds already existed: PlayerDescription run/jump skills flow viaSetCharacterSkills(K-fix7, wired since before V5 — the "we don't parse PD yet" comment in the controller ctor was stale) intoPlayerWeenie.InqRunRate, whichapply_run_to_command/get_state_velocityPREFER overMyRunRate; and V5's sharedRouteServerMoveToperforms the M13Motion.MyRunRate = MoveToRunRatewrite for the local player on mt-6/7.ApplyServerRunRatewas deleted outright — itsInterpretedState.ForwardSpeedoverwrite was a pre-R3 mechanism that fought the ported machinery (any DoMotion edge recomputes ForwardSpeed through adjust_motion/apply_run_to_command). - LoseControlToServer seam (R5): retail hands autonomy to the server at the
0xF74C dispatch whenever a non-autonomous movement event is applied to the
local player (raw 357214–357235). Note for R5/MovementManager — the retail
hook
BeginServerAutoWalkapproximates today. - GameWindow.cs:4534-4546 comment is stale (from P1): the "ACE follows every mt=0x06 with an mt=0x00" causal story described the pre-#75 build's self-inflicted echo; post-#75 no echo exists at moveto start. The comment block dies with the code in V5 — do not port against it.
- RemoteMoveToDriver.cs:53-57 stale claim FIXED in this commit (plan §0
mandate): the class doc claimed "ACE swaps the chase/flee arrival predicates"
— refuted by r4-ace-moveto §1 and by the file's own :186-199 comment; retail
and ACE agree (chase arrives
dist <= distance_to_object, flee arrivesdist >= min_distance).
V0 cdb capture (pending, non-blocking)
No pin above depends on it — P1/P3 were adversarially sealed textually (P3 down
to the instruction bytes). One live retail session feeds V2/V4 goldens: bp
MoveToManager::PerformMovement / BeginMoveForward / BeginTurnToHeading /
HandleMoveToPosition / HandleUpdateTarget /
MovementParameters::get_command (args+ret) while the user runs the plan §0
protocol (door-use at range, use-while-facing-away, monster chase, outrun). A
heading_diff arg3+ST0 log during a TurnLeft-direction TurnToHeading would
spot-check P3's mirror live — nice-to-have only.