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goldeneye-pc-port/docs
James Dansereau 6f604c14cf D243 M-170/M-171 + D173 M-172: playanim probe refutes empty-driver theory; first quantified D173 measurement
D243: added a GE_D243M-gated probe on AI_PlayAnimation. Live data shows the
abseil's scripted fall animation (decoded anim_id 0xb1) lands on Bond's own
real player chr/model (isPlayerChr=1), directly refuting the standing M-145
"empty, model-less driver chr" theory. The animation plays and loops
correctly (aidx stable, animframe cycling normally) -- this reframes the
whole bug: the render-position "cycling" this session's GE_D243X3/X4 freeze
experiments were built to suppress is very likely the animation's own
legitimate looping root motion, not corruption. GE_D243X4 (Bond's own
render_pos freeze) is flagged as actively wrong and should not ship;
GE_D243X3 (camera field_488.pos) is on firmer ground but should ideally
damp on loop-wrap, not freeze-forever. Next step (camera-shake vs loop-wrap
correlation) needs a fresh unfiltered capture, logged as open.

D173: used the same probes to capture the intro/pre-control puppet cutscene
autonomously (no player input needed to progress it) on Dam. First-ever
quantified measurement: prop->pos.y is rock-steady at the correct ground
level (60.3) for the puppet's whole on-screen lifetime, while its rendered
root sits ~324-328 units higher throughout -- and the gap barely moves
across three different attached animations, arguing against an
animation-root-motion cause and pointing at a fixed root-joint/base-transform
offset in the puppet's spawn setup (solo_char_load) instead. Measurement
only, no code change; capture archived at scratch/d173/ (gitignored, local).
2026-09-17 14:42:48 -04:00
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