The Foundry's drudge statue Setup (0x020007DD) has DefaultMotionTable=0, so MotionResolver returned null and the renderer fell back to PlacementFrames[Default] — an upright pose, which is wrong. The retail crouched/aggressive pose comes from a per-instance motion table the server attaches via PhysicsDescriptionFlag.MTable (confirmed live as 0x090000DA for the statue). CreateObject.TryParse was already walking the MTable field but discarding the value. Now it captures it as Parsed.MotionTableId and WorldSession.EntitySpawn forwards it. GameWindow passes it as the motionTableIdOverride to MotionResolver.GetIdleFrame, so the cycle lookup uses the server-supplied table when the dat-side default is empty. With this in place the drudge resolves a real cycle and renders in the correct crouched pose. Trimmed the heavy STATUE motion-table dump diagnostics now that the mechanism is verified; left a one-line summary so future regressions remain debuggable. 160 tests green. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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| .. | ||
| Shaders | ||
| CameraController.cs | ||
| FlyCamera.cs | ||
| GameWindow.cs | ||
| ICamera.cs | ||
| OrbitCamera.cs | ||
| Shader.cs | ||
| StaticMeshRenderer.cs | ||
| TerrainAtlas.cs | ||
| TerrainRenderer.cs | ||
| TextureCache.cs | ||