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>
51 lines
2.3 KiB
Markdown
51 lines
2.3 KiB
Markdown
# 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:
|
|
|
|
- `WorldEntity` object identity and local `Id`
|
|
- `AnimatedEntity`, `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.
|