Replace the door-specific static-animation seed with one retail description-then-enter-world initializer shared by normal and reactive spawns. This preserves authoritative Dead and On/Off states, prevents replacement corpses from returning to Ready, and pins the lifecycle with Core and App tests. Co-Authored-By: Codex <codex@openai.com>
2.3 KiB
Animation Runtime Crib
Live entity lifecycle invariant
CreateObject creates a live entity and a real DeleteObject destroys it.
ObjDescEvent (0xF625) is neither: it changes appearance on the existing object.
For an appearance update, preserve:
WorldEntityobject identity and localIdAnimatedEntity,AnimationSequencer, frame/range/rate state- movement-controller and animation-manager bindings
- physics host, collision registration, dead reckoning, and selection state
Replace only resolved MeshRefs, palette override, part overrides, and visual
bounds, then invalidate the entity-classification cache. The paperdoll may clone
the updated appearance separately.
Retail oracle chain:
SmartBox::HandleObjDescEvent → SmartBox::UpdateVisualDesc →
ACCObjectMaint::SetVisualDesc →
CPhysicsObj::DoObjDescChangesFromDefault →
CPartArray::DoObjDescChanges.
Regression history: treating 0xF625 as despawn/respawn severed the player
controller from the active animation state, so unequipping armor froze character
animation and made animation-dependent door interaction appear frozen. Fixed as
issue #203 on 2026-07-11 and user-gated in a Release client.
CreateObject enter-world invariant
The wire motion is applied while the new physics object is still detached, and only then is the object placed in the world:
ACCObjectMaint::CreateObject → CPhysicsObj::set_description (0x00514F40)
→ apply MovementData → CPhysicsObj::enter_world (0x00516170) →
CPartArray::HandleEnterWorld (0x00517D70) →
MotionTableManager::HandleEnterWorld (0x0051BDD0).
The final call strips every description-time transition link and drains the
manager queue. This is not optional cleanup. A corpse CreateObject carries
NonCombat + Dead, while a door carries NonCombat + On/Off; both come from
the same wire MovementData path.
Issue #204 exposed a structural trap: the persistent Dead rest pose can be static, so corpses use the same static/reactive registration branch as doors. That branch had been data-driven at its gate but door-hardcoded in its initializer, which discarded Dead and left Ready playing. Every spawn branch must call the shared wire-driven description-then-enter-world initializer, keyed by data and never by object name/type. 2026-07-12.