Handle retail ObjectDelete (0xF747) using CM_Physics::DispatchSB_DeleteObject 0x006AC6A0 / SmartBox::HandleDeleteObject 0x00451EA0 and ACE GameMessageDeleteObject so dead creatures are removed when corpses spawn. Route action-class ForwardCommand values through AnimationCommandRouter/PlayAction instead of SetCycle so creature attack commands 0x51/0x52/0x53 survive the immediate Ready echo, matching CMotionTable::GetObjectSequence 0x00522860 / ACE MotionTable.GetObjectSequence. Use server-authoritative UpdatePosition velocity, or observed server position delta for non-player entities when HasVelocity is absent, to reduce monster/NPC chase lag without applying player RUM prediction to server-controlled creatures. |
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| .. | ||
| Cryptography | ||
| Messages | ||
| Packets | ||
| AcDream.Core.Net.Tests.csproj | ||
| GameEventWiringTests.cs | ||
| LiveHandshakeTests.cs | ||
| NetClientTests.cs | ||
| PlayerDescriptionParserTests.cs | ||
| PrivateUpdateVitalTests.cs | ||
| WorldSessionChatTests.cs | ||
| WorldSessionCombatTests.cs | ||