acdream/tests/AcDream.Core.Tests/Input
Erik b1cf01029a fix(R4): #161 remote landing stuck in falling pose - apply-pass params decode
Retail's apply_interpreted_movement (0x00528600) does NOT dispatch with
ctor-default MovementParameters: the BN decomp smears the bitfield store
into the mush expression at raw 305778 - (word & 0x37ff) | cancelMoveTo<<15
| disableJump<<17 - which CLEARS SetHoldKey/ModifyInterpretedState/
CancelMoveTo. ACE MotionInterp.cs:444-449 confirms independently. Three
legs fixed, all retail decode, no adaptations added:

1. ApplyInterpretedMovement now builds the pass params retail actually
   uses (ModifyInterpretedState=false is load-bearing): no dispatch in the
   pass writes InterpretedState, so the airborne Falling substitution
   PRESERVES the wire's forward command and HitGround's re-apply
   dispatches it - the motion table plays the Falling->X landing link.
   The W6 entry-cache (built on the wrong "retail self-heals via hoisted
   registers" theory) is deleted; live reads are retail semantics. Raw
   arg3 decoded as DisableJumpDuringLink -> every (N,0) caller means
   allowJump=true; all 9 caller polarities fixed. copy_movement_from's
   current_style copy (raw 0051e757) added to the UM flat-copy.

2. Both GameWindow landing blocks cleared the Gravity state bit BEFORE
   Motion.HitGround(), whose verbatim state&0x400 gate then no-opped the
   whole retail re-apply; the UP-driven landing block never called
   HitGround at all. Both now run HitGround (minterp then moveto,
   MovementManager::HitGround 0x00524300 order) with Gravity still set,
   then do the DR bookkeeping clear (register row AP-81 added for the
   remaining flag dance, retire in R6).

3. K-fix17's forced SetCycle (both copies) deleted: it executed every
   landing but read the leg-1-clobbered ForwardCommand (0x40000015) and
   re-set the very Falling cycle it meant to clear.

Tests: new HitGround_AfterFall_RedispatchesPreservedForward_ExitsFalling
lifecycle pin; AirborneBody state assertion flipped (it had pinned the
bug value). Suite 3,964 green incl. the 183-case retail-observer trace.
Filed #164 (action-replay Autonomous bit, no current consumer).

Awaiting live verify: stand-still landing must exit the falling pose with
zero wire input.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 17:00:03 +02:00
..
AutoEnterPlayerModeTests.cs fix(phys): #106 gate-2 — bogus-indoor-claim recovery + spawn-ground entry hold 2026-06-09 23:47:11 +02:00
DispatcherToMovementIntegrationTests.cs test(physics): Phase W triage — fix stale Path6/tick-gate/ComputeOffset tests (behavior changed by L.3.2/L.4/L.5) 2026-06-02 16:43:02 +02:00
PlayerMovementControllerTests.cs Revert "fix(camera): rest-snap render position — kills the indoor doorway standing-still flicker" 2026-06-08 15:08:25 +02:00
PlayerMoveToCutoverTests.cs fix(R4-V5): moveto stall #2 - login SetPosition ran before the sink bind, orphaning one immortal pending_motions node 2026-07-03 14:35:44 +02:00
W6EdgeDrivenMovementTests.cs fix(R4): #161 remote landing stuck in falling pose - apply-pass params decode 2026-07-03 17:00:03 +02:00