Ground-truth audit of acdream's animation pipeline against retail decompile (chunk_*.c), cross-referenced line-by-line with our code. Previous audit relied on ACE and got wiring claims wrong (said our PlayAction path was orphaned when it's wired via OnLiveMotionUpdated). Findings: - PerformMovement dispatcher (FUN_00529a90) matches our MotionInterpreter. - apply_current_movement cycle priority (FUN_00529210) matches our OnLiveMotionUpdated sequencer path. - Commands list → PlayAction wiring matches retail. - Falling / Jump / Dead substate routing matches. - Frame-timing epsilon + negative-speed playback matches. The agent's "hit-react missing" claim turned out to be wrong: the referenced FUN_0048d760 call passes 32-bit IDs shaped like MotionCommand values but user-confirmed retail shows NO body animation on damage, so vtable +0x9c is almost certainly emit-effect / play-sound / spawn- particle — not a motion play. Not an animation gap. Open follow-up: CreateObject initial Commands list is parsed but not replayed when the entity hydrates (minor; rare case). Not a follow-up: on-hit combat feedback (particles, damage numbers). That's a separate feature, not an animation pipeline concern. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| architecture | ||
| audit | ||
| plans | ||
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| bugs.md | ||