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goldeneye-pc-port/docs
James Dansereau f887165ff4 D156: guard NaN/blown-up anim frame -> unbounded frame-step loop (Facility outro hang)
After D155 the user re-ran the playthrough and it hung again at the end
of Facility -- same stack but frames=12962 frozen CONSTANT for minutes =
a true infinite loop, not D155's slow spiral.

The `while (1)` at model.c:3131 in modelSetAnimFrame2WithChrStuff steps
root-motion accumulation one anim frame at a time from framea to frameb.
frameb comes from modelTickAnim's `frame += playspeed * speed` per tick.
A cutscene anim transition with a near-zero blend/timespeed/unkb0
denominator (model.c:3436/:3477, guarded >0 but not against tiny values)
makes model->speed/playspeed huge or NaN -> frameb huge/NaN ->
floorFloatToInt garbage -> endframe-curframe ~= 2^31 -> effectively
infinite.

#ifdef PORT guards (N64 unchanged):
- modelSetAnimFrame2WithChrStuff: if frameb non-finite or |frameb| >= 1e6,
  snap to framea (loop does ~0 iterations; modelConstrainOrWrapAnimFrame
  at :3211 still clamps model->frameb to a real frame).
- modelTickAnim: after the tick loop, if frame/frame2 went non-finite,
  fall back to the pre-loop model->animframe1/animframe2 so the NaN can't
  poison model state every frame.
`!(x > -1e6f && x < 1e6f)` catches NaN too. Anim frames are 0..few-hundred
so 1e6 is a safe ceiling.

Likely deeper cause (needs the repro): these speed/blend fields are Model
members -- a D100/D140-style struct-pun misalignment would feed garbage
exactly when a cutscene sets an unusual transition. Dump
model->speed/playspeed/timespeed/unkb0 in modelTickAnim during the
cutscene if it still hangs.

Verified: build green; -level_09 frame 200 unregressed (guards never fire
in normal play). PORT-LEARNINGS §E.
2026-08-30 21:43:39 -04:00
..
2026-08-30 21:37:47 -04:00
2026-08-17 13:48:42 -04:00