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SOUP Scripting

Bytecode scripting engine used by the Redguard runtime for actor behavior, dialogue, puzzle logic, and scene control.

Function overview

SOUP386.DEF declares callable functions in installed order. Index 0 is the synthetic NullFunction; authored entries start at index 1. See SOUP386.DEF for function IDs and parameter declarations, and function dispatch for argument evaluation and task lifetime.

FunctionsBehavior
TaskStop, TaskPause, TaskResumeControl task slots
Wait, WaitOnTasks, WaitNonMultiWait for time or other tasks
Anchor, Yield, ScriptRVControl continuation and return state
PushAnimation, PushControlAnimation, TaskStopAnimation ownership and stopping
GetAttribute, SetAttribute, GetMyAttr, SetMyAttrRead and write actor attributes
SetAttribute, SetMyAttrDefault-group side effects
PlayerDistance, PlayerFacingQuery distance and relative facing
AtNodeMarkerQuery distance to a node marker
WanderChoose destinations and limit movement
MoveToLocationMove toward an authored location
RotateByAxis, sRotateByAxisRelative rotation, elapsed rotation
RotateToAxis, sRotateToAxisAbsolute rotation, elapsed rotation
MoveObjectAxisMove along the actor’s orientation
MoveByAxis, sMoveByAxis, MoveAlongAxisRelative movement
Rnd, QuickRndDraw from the shared random stream
HideMe, ShowMeChange model visibility
PlayerStand, FightingStanding query, combat query
PlayAnimation, PushAnimation, WaitAnimFrameAnimation playback
Sound, AmbientSound, FlatSound, RTX, RTXpSound and dialogue
Weapon and attachment functionsItem attachment

Shared actor setup, navigation, family transforms, and model admission are specified alongside the functions that use them below.

Script Data Sources

SourceContainerNotes
Map script bytecodemaps/*.RGM (RASC section)Main per-actor compiled script payload. Offsets and lengths are stored per actor in RAHD (script_data_offset, script_length, script_pc).
Standalone AI script filessoup386/*.AI (for example CAMERA.AI, sword.ai, projtle.ai)Loaded separately from map RGM files. Uses the same SOUP bytecode model as map scripts. No .AI files are included in the shipped game; the soup386/ directory contains only SOUP386.DEF in both the GOG and original CD releases.
VM definition tableSOUP386/SOUP386.DEFText definition file loaded at runtime. Defines function/task names, flags, equates, and attributes used by script execution. See SOUP386.DEF.
EXE-embedded interpreterRuntime binaryThe executable contains the SOUP VM interpreter and native function handlers; script payload bytes are file-sourced (RGM sections and .AI files).

What Is In the Runtime vs Data Files

  • Runtime contains the SOUP VM/interpreter and native handlers for script-callable operations.
  • Script payload data is loaded from map/script assets (RGM and .AI) and executed by the VM.
  • Function names and metadata come from SOUP386.DEF, while actor-local script bytes come from RASC/.AI content.

VM Architecture

The SOUP386 VM is a register-free, program-counter-driven bytecode interpreter. There is no operand stack — values flow through function return values and are consumed directly by the calling instruction. Local variables (RAVA section, per-actor int[]) and global flags (369 entries shared across all scripts) provide persistent state.

Threading Model

An actor retains a main continuation and an optional entry continuation in the same bytecode buffer:

ContinuationStart AddressPurpose
MainRAHD.script_pcMain execution (dialogue, activation, behavior)
EntryOffset 0x00Separate entry work, present only when script_pc != 0

The main and entry invocations share bytecode and local variables. Entry processing temporarily replaces the active cursor, then restores the main continuation. The actor has one subroutine return continuation, shared by these invocations, rather than a stack of return addresses.

Execution is cooperative. The original runtime consumes non-blocking instructions until a blocking task or an explicit yield returns control. Existing tasks are revisited before the main script body can continue.

End (opcode 0x05) stores its authored target and ends the current invocation. It does not permanently terminate the actor’s main script. An eligible later invocation resumes at the stored target. Endint (opcode 0x13) resets the active cursor to the script base and returns from the current invocation.

World shell-script preparation

After loading map objects, world loading prepares the available DEBUG, COMMON, and map-specific shell scripts in that order. The debug-shell suppression switch skips DEBUG; disabling shell loading prevents shell-record creation. This preparation precedes the separate CYRUS, GREMLIN, and CAMERA initialization.

Each shell record takes its script continuations and string-table reference from its map definition and receives its own copy of the initial local variables. When the initial script cursor is absent or equals the script base, no separate entry cursor is stored. New shell records are prepended to the shell list.

The map-specific shell script is the script named after the world’s map file (START for START.RGM); a name with no installed script creates no record. SYSTEM.INI [debug] final_version set to a nonzero value skips DEBUG.

Shell script execution

Every world-loop iteration, before the ordinary actor update, each shell record runs in list order, so the newest record runs first. A record runs as an actor without a map object: its attributes and control state are zeroed for the run, while its locals, continuation and task slots persist between runs. Execution is in shell context, in which the weapon, item and activation predicates report no ordinary animation state. KillMe marks the record finished and the engine frees it after that run; a script that never calls it runs every iteration for the rest of the world.

OpenShell(name) and item use create a record from the installed script of that name, copying its initial local variables; names compare without case. A world without the script reports an error. A record created during an iteration first runs in the next one.

Ordinary update gates

SYSTEM.INI’s [system] task_system enables the ordinary entry, task, and main script stages when its numeric value is one. The per-actor RAHK native hook is a separate call record, not the entry continuation. With the task system enabled, the hook is dispatched only when no unpaused task slot exists. With the task system disabled, task-slot occupancy does not suppress that hook. Its own suppression flag still applies in both paths. Actor exclusions and script-name filters apply before these stages.

The actor’s runtime script-control byte has independent effects:

MaskEffect in the ordinary actor update
0x01Suppress the ordinary main stage, including its entry and task work
0x02Suppress the RAHK native hook
0x04Use entry and main-body processing without the existing-task pass
0x08Exclude the actor from the ordinary actor-update body

The 0x04 path is distinct from the usual entry, existing-task, then main-body order. It retains the entry continuation’s blocking-operand gate, but bypasses both the existing-task pass and its blocking-task gate before the main body. An existing unpaused blocking slot therefore does not by itself suppress the main body on this path. These runtime flags are not RAHD attribute indices. See actor update order.

DisableScript sets mask 0x01; EnableScript clears only that mask. Both return zero and preserve the other bits. They do not terminate the native call’s current interpreter invocation or clear existing tasks. The wrapper checks the main-stage suppression flag after the native hook and combat processing, so a hook can change eligibility for the same update. Once the wrapper enters either main-stage path, it does not recheck those flags between entry work and the main body.

The native hook precedes the ordinary entry/task/main sequence. When the task system is enabled and no unpaused task exists, combat processing follows the hook for actors with combat state outside shell execution. This includes the selected player; the wrapper does not restrict combat processing to map actors or exclude the selected actor. Combat maintenance applies its own player and nonplayer branches. The entry continuation is processed later inside the enabled main stage. Mask 0x01 does not suppress the separate native hook.

PlayerStand query

PlayerStand(receiver) compares the receiver identity with the selected player’s retained supporting-actor reference. It returns one for equality and zero otherwise. The query performs no collision search and does not update either actor or the retained reference.

PlayerArc query

PlayerArc(offset, tolerance) tests the selected player’s horizontal direction relative to the receiver’s heading. Angles use 2048 units per turn. The query uses the receiver’s attached position when attached, otherwise its linked query position when present, otherwise its local position. It reads the selected player’s local position. Vertical separation does not affect the result.

The receiver heading comes from its attached pose when attached and its local pose otherwise. A linked query position alone does not replace that heading. The query forms the horizontal vector from the player to the receiver with wrapping signed 32-bit subtraction, computes its quantized bearing, and negates that bearing modulo 2048. It subtracts offset from the receiver heading modulo 2048, then compares the absolute shortest wrapped angular difference with the signed tolerance. Equality succeeds; negative tolerance fails.

The query returns one for success and zero otherwise. It performs no visibility or distance test and does not update either actor.

Fighting query

isFighting searches the retained ordinary actor traversal for another actor whose combat target is the receiver. A candidate must have a combat record, its retained attacker-selection state must equal exactly one, and IsDead must return false. Combat construction and reinitialization clear that selection state to zero. This state is distinct from the combat action, maintenance phase and weapon-drawn flag.

The search chooses the first candidate with the smallest rounded three-dimensional distance. Its initial distance bound is 65535 in Q8 coordinates, and replacement requires a strictly smaller distance. Candidates at that bound are excluded; equal distances preserve the earlier actor in traversal order. Position lookup uses each actor’s effective query position, including its normal attachment or linked-position handling.

When a candidate is selected, isFighting returns one only when the rounded horizontal distance to that candidate is strictly less than [misc] in_combat_threshold from COMBAT.INI, shifted left eight bits with 32-bit wrapping. Otherwise it returns zero. The horizontal comparison uses the candidate chosen by three-dimensional distance; it does not perform a second nearest-candidate search. Both distance calculations use the shared mixed-precision integer-distance calculation.

Combat maintenance

A newly constructed combat record has no target, an action selector of -1 and a zero cooldown. Combat construction clears the record before assigning its attribute-derived counters and attack metadata. First allocation assigns the current combat-record allocation counter as its retained allocation index, then increments the counter with 32-bit wrapping. Reinitializing an existing record preserves its allocation index across the clear. Opening a world opens a new object-system session, whose combat-record allocation counter starts at zero. Closing that session releases its object pool.

Fresh map loading initializes type-one placement models in MPOB file order. Cell-owned and separately allocated placements share this traversal; spatial cell order does not reorder their model construction. These map models initialize before the two standalone player models. The initially selected player model is constructed before the alternate player model.

Combat construction copies actor attribute 2 into the record’s strength value and attribute 4 into its armor value (the values Strength, Armor, setStrength and setArmor use). It stores five counters as 129 minus attribute 58, 62, 63, 87 and 88 respectively, and four more as copies of attributes 59, 64, 65 and 66. The nonplayer decision stage uses the counters from attributes 58, 62 and 63 as divisors of its tick-based pacing tests. The action, pending-move and defence selectors start at -1, the aggression budget at 50, the attack state at 0, and combat flag mask 0x08 is cleared.

Combat construction copies RAEX v_vertex as a signed model-vertex index and converts signed v_size to runtime Q8 contact radius by shifting left eight bits. An absent actor-extra record supplies zero for both values.

Combat construction derives three spacing ranges from the nine attack slots. Every populated slot contributes to the divisor. Only slots whose first motion has kind 1 contribute range values. The near range is the smallest attack minimum. The far range starts at zero; when a qualifying first motion’s maximum exceeds the retained far range, the attack maximum replaces that range. The comparison uses the motion maximum, while the assignment uses the attack maximum. For each qualifying slot, the constructor adds the attack minimum plus half of the difference between its maximum and minimum to a signed midpoint sum. The subtraction and additions wrap at 32 bits; division truncates toward zero. The third spacing range is that sum divided by the number of populated slots, including slots whose first motion has another kind. If no slot qualifies, the near, far and third ranges are 10000, 30000 and 20000 respectively.

The motion kind this test reads is the first word of the runtime motion record, which is not the COMBAT.INI type. The type value is stored further into the record. The loader writes 1 in the first word of every attack motion: single attacks of type 0 (melee) and type 3 (stab) and the first moves of combos all carry it, so every populated slot of the installed actors qualifies. For example the three slots of the Vermai fighters (attacks 75, 76 and 77, each with minimum 0, maximum 55000, types 3, 3 and 0) give near 0, far 55000 and third 27500, and the five slots of the START pirates (two combos of maximum 45000 and three singles of maximum 35000, all minimum 0) give near 0, far 45000 and third 19500. The first word of a type 4 (finishing) motion has not been read from the original. The installed COMBAT.INI contains attacks of type 0, 2, 3 and 4 only.

Fight spacing runs only when the action selector is -1. With the combat-stance predicate set, it uses the constructor’s spacing ranges directly. Both stance paths turn toward the target after preparing their ranges and period, and continue only when the absolute returned angle is strictly below 128. Below the near range it tries backward, right and left movement admission in that order, taking the first result equal to 1. Above three times the far range it requests forward walking only if animation group 31 exists. Otherwise, above the third range plus half the difference between the far and third ranges, it requires group 92 and queries forward movement for one update. It requests forward movement only if the target distance minus that amount is at least the third range. All these movement requests use duration 1.

The facing wrapper uses both actors’ local X/Z positions. It first runs the facing-arrival test, using the speed selected by the receiver’s current animation group. Arrival copies the target’s local X/Z to the receiver, leaves Y and heading unchanged, registers the receiver for a deferred map update and returns zero. Otherwise, the quantized actor heading of the local target displacement supplies the desired heading for the ordinary turn helper. Positive X selects 1536, negative X selects 512, positive Z selects zero and negative Z selects 1024. The lower-level bearing result has the opposite sign; that result is negated once to obtain the actor heading. Its result is zero on a snap and otherwise the signed difference from before the turn step; spacing applies its strict angle gate to that result.

The disengaged decision branch aligns toward the retained target point rather than reading the target’s current position. If alignment returns zero, it tries a separate three-dimensional point-arrival test. That test shifts each target and local coordinate right by eight before subtraction. Its Y difference is the target Y minus the sum of local Y and the actor’s positive Y bounds extent, all in integer map units. It uses the same current-group movement attribute as facing, but admits only when rounded distance is strictly less than (speed * 384) >> 8; frame scale does not multiply this threshold. Missing animation or attributes supply speed zero. Admission copies all three target coordinates after shifting right and then left by eight, preserving heading, and refreshes spatial/model registration. Rejection leaves position unchanged. This helper snaps on arrival; it does not move along a path. If neither alignment nor point arrival handles the update, the disengaged branch requests MoveForward(1) when the shared target distance is below 500001, and WalkForward(1) otherwise.

When the combat-stance predicate is zero, spacing replaces the near range with 30000 and triples the far range. It consumes two inclusive 0..32767 random draws. The third range becomes three times its original value plus the allocation index times the first draw scaled by 100 and divided by 32767. The spacing period becomes twice its original value plus the allocation index times the second draw scaled by 10 and divided by 32767. Each random scaling division precedes the allocation-index multiplication. Range, period and index arithmetic wrap at 32 bits.

When execution reaches the remaining spacing branch, it first runs the multiple-attacker spacing helper. If that helper requests no sidestep, it adds the receiver’s allocation index to the shared tick counter with signed 32-bit wrapping. Only a signed remainder of exactly one after division by the effective spacing period requests a random movement. The division truncates toward zero; a zero period or a quotient outside the signed 32-bit range causes a division fault.

The movement choice is an inclusive random draw from 0..32767 multiplied by 20 and divided by 32767. Values below 16 choose backward movement, values 16 and 17 choose right movement, and values 18 through 20 choose left movement. Only the chosen direction’s admission is tested. A result equal to one requests that movement with duration one; any other result leaves movement unchanged, without trying another direction. A successful multiple-attacker sidestep skips both the pacing division and this random draw.

A spacing pass that passes the action-selector and turning gates registers the receiver in the deferred map-update list. This registration also occurs when movement admission rejects every direction, the required animation group is absent, or no movement is requested. Repeated registration retains the first occurrence of each actor. The deferred pass processes registrations in that order, clears the consumed entries and resets the list count.

The combat coordination selector starts at zero, separately from the consecutive close-distance counter. Assigning the coordination selector first clears that counter, then stores the requested selector value.

Combat coordination

The coordination selector is also the attacker-selection state used by attacker iteration. Exactly one admits an attacker. The waiting-state lookup scans the ordinary actor list from its head, excludes the supplied target actor, and chooses the first actor with a combat record, a nonnull combat target, lifecycle selector other than eight and coordination state one. It does not require that actor’s target to equal the supplied target.

The active-state lookup starts after the receiver in ordinary list order and wraps at the list end, stopping before the receiver. It chooses the first other combat actor with the same combat target, lifecycle selector other than eight, and either a held weapon or combat flag mask 0x04. The selected player is excluded.

After successful engagement and both cleanup executors reporting inactive, coordination state one selects the active branch. With negative aggression and an active-state candidate, the candidate’s three-dimensional distance to the selected player must be strictly below three times its far spacing range to send addressed message 0xd002. The range multiplication wraps at 32 bits. That send precedes a kind-nine timed taunt request, then assignment of coordination state zero. Spacing, counter-attack and defense selection still follow this originally selected active branch.

Other coordination values select the waiting branch. An absent waiting-state candidate assigns state one. With a candidate and more than ten consecutive close-distance passes, the receiver sends 0xd003, then requests a kind-eight timed taunt. Spacing follows the waiting branch without counter-attack or defense selection on that pass.

Without engagement, state one runs the active-state lookup and sends 0xd002 when a candidate exists, then assigns state zero. Other states remain unchanged. The retained-target movement helper follows in either case.

Counter-attack timing

Counter selection subtracts the target’s current signed animation command cursor from its current attack motion’s first_collide_frame and first_defend_frame, producing two signed wrapping gaps. It does not use the frame-wait progress byte or the displayed model frame. The target’s retained attack-slot selector and current motion selector choose the motion.

The target motion’s one-based defense reference, minus one with signed wrapping, selects one of the receiver’s four defense slots. That record’s first_collide_frame and collide_duration supply the counter’s timing start and duration. These values are distinct from spatial min_range and max_range.

Counter selection first requires a held weapon, distance strictly inside the target’s spacing window, and an absolute wrapped heading difference greater than 768. The target action must be neither minus one nor nine, the receiver action must be minus one, at least one bound defense must be available, and the target’s attacked flag 0x10 must be clear. Timing and counter-reference queries follow these gates.

An accepted counter preserves the low two intent bits while setting bit 0x02, stores the pending counter index, invokes the synchronous attack starter, then sets the target’s attacked flag. The target mark follows the starter’s return. A deterministic timing miss steps right for an even pacing sum or left for an odd sum when the target’s retained attack selector is three or four; otherwise it steps backward. These movements use duration one and call the movement primitive directly, without the spacing helper’s additional obstacle admission.

The attack starter first rejects drawing or sheathing, then requires action minus one. For a nonplayer it retains the pending index, assigns action nine and invokes the attack executor. The selected player’s pending-index selection is separate.

Attack executor

The attack executor resolves its pending move through the four defense slots bound from attributes 79 through 82, rather than the nine attack slots. An idle cleanup request does not inspect move metadata. An idle non-cleanup request compares the current animation group with the pending move’s group. If they differ, it makes a forced animation request with modifier zero, sets the finite loop countdown to one and clears the animation’s pending group. Only then does it set combat attack state to two and subtract ten from the aggression budget with signed 32-bit wrapping. An already-current group leaves the record unchanged.

With nonzero attack state and a pending move, leaving that move’s animation group clears attack state and the pending move. The action selector also clears when it is nine. The executor reports active exactly when attack state is nonzero and a move remains pending.

Multiple-attacker spacing

The multiple-attacker spacing helper traverses the current target’s attacker list in ordinary actor-list order. First and next queries exclude the target itself and require a combat record targeting it, retained attacker-selection state exactly one, and a false IsDead result. Its initial primary neighbor is the first attacker, unless that attacker is the receiver. It starts a retained distance at 65535. For each later attacker other than the receiver, a horizontal query distance strictly below the retained distance replaces the primary neighbor and moves the former primary into the secondary slot. Equal distances retain the existing pair. The initial attacker is not distance-tested, and the secondary slot is the preceding primary rather than a separately selected second-nearest attacker.

The neighbor-distance query uses horizontal Euclidean distance in runtime Q8 units. For each actor, a nonzero attr_slave selects attached position; otherwise a valid linked positioned record supplies position, with ordinary local position as the fallback. It subtracts the receiver’s X/Z from the candidate’s X/Z with signed 32-bit wrapping and supplies zero for the Y difference. Each difference is stored as single precision. The sum of squares passes through a double-precision store before an extended-precision square root; the stored single-precision root converts to an integer with nearest-even rounding. This position selection differs from the local-position vectors used by the separation query below.

For each retained neighbor, the helper forms receiver-minus-target and neighbor-minus-target vectors from local Q8 positions. Each subtraction wraps at signed 32 bits, then each component shifts arithmetically right eight before vector-to-angle conversion. The separation is the receiver vector’s Y angle minus the neighbor vector’s Y angle: both angles are masked to 2047 and the difference wraps into the inclusive range -1024 through 1024. The two exact half-turn signs remain distinct. An absent neighbor supplies 1024 without converting either vector. Vector-to-angle conversion first normalizes all three vector components to length 65536. Each signed component is stored as single precision. Their sum of squares passes through a double-precision store before an extended-precision square root. The root multiplied by 1/65536 is stored as a single-precision divisor. A zero divisor produces a zero vector. Otherwise each component divided by that divisor is stored as single precision, then converted to a signed integer with nearest-even rounding. The angle conversion consumes this normalized vector. Its Y angle is the negative of the quantized actor heading from normalized X/Z, minus 1024, wrapped modulo 2048. Normalized Y influences this result through the shared three-dimensional normalization, even though the heading query itself uses only X/Z. The zero vector produces Y angle 1024. Normalization can round a small horizontal component to zero, so taking the heading directly from the unnormalized displacement is not equivalent.

The threshold is [misc] non_engaged_spacing from COMBAT.INI, stored without scaling. Absolute values use signed wrapping negation. With primary and secondary separations a and b, and threshold s:

  • If abs(a) < s, it requests a sidestep only when abs(b) > s / 3, using the sign of a.
  • Otherwise, if abs(b) < s, it requests a sidestep only when abs(a) > s / 2, using the sign of b.

Division truncates toward zero. A negative chosen separation requests right; zero or positive requests left. Both use duration one. The helper returns one after making that request, without using the movement routine’s numeric return, and zero when it makes no request.

Selected-player maintenance is skipped when its retained entry-inhibition value is nonzero. Player initialization clears this value. Player activation replaces it with the activation operation’s result, so initialization does not make it permanently zero. This gate does not inhibit nonplayer maintenance.

The target/perception prepass returns false for the selected player before nonplayer perception processing. For a nonplayer actor, it returns false when combat flag mask 0x04 is clear or the target is absent. When maintenance reaches a combat record, it restores attribute 1 from attribute 119 before processing messages. The nonplayer decision stage runs only for death/state selector 6 and an actor that is not dead. This stage can select targets and consume random values.

After walk-map or free-node admission, the nonplayer perception prepass samples visibility at twice the combat far range. The combat record retains a signed lost-sight timer and a lost-sight routing flag, both cleared by combat construction. The delay is [misc] node_timer from COMBAT.INI, stored without scaling.

When visibility is absent, the timer is compared with the delay before any increment. Only a timer strictly greater than the delay enters routed pursuit. At or below the delay, the timer adds the shared nominal tick count with 32-bit wrapping and the prepass returns false. Crossing the delay during that addition therefore takes effect on a later pass.

Above the delay, a zero lost-sight flag permits a coordination-peer lookup. A successful lookup sends message 0xD002 to that peer and sets the actor’s coordination selection state to zero. The lost-sight flag is then set to one, point navigation is requested toward the target’s current query position with zero tolerance, and the prepass returns true. This path does not increment or clear the timer. A nonzero flag skips the peer lookup on later pursuit passes.

Visible targets reset the timer to zero. If the lost-sight flag is nonzero, reacquisition restores lifecycle selector six, clears the flag, releases held next/current nodes, sets coordination selection state to one, and clears all walk-node reservation bytes, in that order. The prepass then returns false.

Selected-player combat processing uses the attack/defence executor state as its phase value. This state is separate from both the cooldown and the retained combat allocation index. After message processing, phase zero with a nonzero action selector resets the action selector and both retained action indices to -1. An action selector of zero leaves all three values unchanged at this step.

It then calls the first maintenance helper followed by the second, both with action -1. With phase zero and argument -1, the first helper returns false without invoking other services or changing actor or combat state. With the combat record in its freshly initialized state, the second helper also returns false without invoking other services or changing actor or combat state.

The selected player’s drawing or sheathing state suspends action and cooldown maintenance. Otherwise a nonzero cooldown decreases by the shared nominal tick count, saturating at zero. With zero cooldown, action -1 does no attack work; actions 0 through 6 enter attack processing. Other action values reset to -1.

Attack-processing admission

Attack processing requires a combat record and an action other than -1 or nine. The animation admission query reads the animation state’s unsigned reverse-playback byte. It must return zero, and combat flag 0x01 must be set. Only then does processing query the current attack’s active collision window. A true result skips the extended-window query. A false result consults the extended window instead. If either window admits the attack, processing sets combat flag 0x20 before traversing either collision-candidate list. Empty candidate lists leave that flag set.

The active collision window uses the signed animation command cursor and the current motion’s first_collide_frame and collide_duration. It includes the start and excludes the end: start <= cursor < start + duration. The end uses signed 32-bit wrapping addition. A cursor before the start rejects the window without querying duration.

The extended window first requires a nonzero duration. It then requires cursor >= start + duration, using the same wrapping end calculation, and combat flag 0x20 clear. It reads that flag only after the cursor comparison succeeds. Negative durations receive no separate rejection. Both windows use the command cursor, not the displayed model frame or frame-progress byte.

Combat candidate dispatch

Attack processing scans its ordered actor candidates, skipping empty entries. For a candidate with a combat record, it first runs that candidate’s defence query against the attacker. A nonzero defence result skips the contact query. Otherwise it queries contact from the attacker to the candidate. A zero contact result continues the scan.

On the first nonzero contact result, it clears the attacker’s combat flag masks 0x01 and 0x02, emits message 0xd001 from the attacker to the candidate, and requests the attacker’s combat taunt category 3, in that order. It then returns without scanning later actor or static candidates.

A candidate without a combat record skips the defence query. The contact query from the attacker to it must succeed and the candidate must not be dead (IsDead). An attacker with nonzero attribute 97 that neither holds a weapon nor has combat flag four then returns without scanning later candidates and without any response. Otherwise the same impact response as for an actor-owned face runs: the attacker’s attribute-86 effect at volume zero and pitch offset rnd(128) * 16 - 1024 Hz, then, for a candidate with nonzero health, negative attack damage and a death dispatch with selector zero below one. Attack processing then clears the attacker’s combat flag masks 0x01 and 0x02 and returns without scanning later candidates.

Unowned static weapon contact

After actor candidates, attack processing visits retained face-query models in candidate order. Each model receives the retained weapon tip followed by the base as segment endpoints, with query option zero. Results zero and minus one are misses; every other result admits the unowned-model impact response.

Query mode zero scans authored faces after model and face-group admission. Mode one returns zero when a face-group bound admits the segment, without scanning its faces. Mode two returns zero after model-radius admission, without visiting face groups. These modes are separate from the shared polygon-sidedness flag. Its initial stored value is enabled, and initialization also enables it. The temporary query scopes which disable it restore it to enabled before returning. The weapon contact caller does not assign the flag. With sidedness enabled, the face query rejects a segment whose start lies more than four map units behind the authored face plane.

A model without an actor owner uses installed [misc] sword_clank_1, with volume zero and pitch offset rnd(128) * 16 - 1024 Hz, positioned on the attacker. Candidate type exactly one repeats the impact sound with a separate random draw. Other candidate types request one sound. The scan continues to later candidates and leaves attack intent set. Models with actor owners use the actor-response path separately from this unowned-model response.

Actor-owned face contact

An actor-owned face candidate still receives the model segment query, but the result does not gate its actor contact test. A successful actor contact must also pass the target rejection check. For attackers with attribute 97 equal to zero, this admits the impact response directly. Other attackers require either the weapon-holding predicate or combat flag four.

The response requests the attacker’s attribute-86 effect at volume zero and pitch offset rnd(128) * 16 - 1024 Hz, then flushes the sound request. A target with nonzero health receives negative attack damage, followed by a health read. A result below one dispatches its death response with selector zero. Zero health skips damage and death dispatch. Processing continues to later face candidates and retains attack intent, including after a successful response.

Contact damage and nonplayer health

Contact damage reads the receiver’s retained attack slot and motion selector. A negative attack slot returns zero; otherwise the selected motion’s signed damage value is returned without additional arithmetic.

The nonplayer additive health routine first rejects a nonzero attribute 120. If attribute 97 is nonzero, it also requires either the weapon-holding predicate or combat flag four. These checks precede the health write. An admitted change adds the signed change to the unsigned health byte with signed 32-bit wrapping, then clamps the result to zero through 255. This additive routine does not dispatch death itself; the contact caller reads health and owns that dispatch.

Combat hit-reaction admission and animation

A nonplayer hit receiver requires either attribute 102 equal to zero or its value equal to the sender’s attribute 23. A mismatch skips displacement, animation and damage. The selected player bypasses this outer admission test.

An admitted reaction displaces the receiver relative to the sender using the same 3000-unit horizontal translation as the block-message response. It leaves the sender’s position unchanged. For the selected player, a nonzero retained death-animation override then returns before weapon queries, animation or damage.

A nonplayer reaction starts animation group 117 without querying weapon state. The selected player first tests weapon holding, then combat stance only when not holding a weapon. Either predicate selects group 117 on an even world-loop counter or 118 on an odd counter. Otherwise it queries availability of group 119. When available, the receiver-to-sender forward-orientation check selects 119 for a hit in front or 120 otherwise. When unavailable, world-loop parity selects group 132 or 133 instead. All these starters receive loop argument zero.

After animation, damage still requires attribute 102 to be zero or to match the sender’s attribute 23, including for the selected player. A selected-player reaction admitted only by identity therefore animates without applying this damage response. After admitted damage returns, sender attribute 23 equal to 75 requests the sender’s ordinary weapon-restoration service.

Combat direct-damage response

The 0xd005 response helper first displaces the receiver relative to the sender using the 3000-unit horizontal translation. For the selected player, a nonzero retained death-animation override then returns before weapon queries, animation or damage.

A nonplayer receiver starts animation group 117. The selected player tests weapon holding, then combat stance only when not holding a weapon. Either predicate selects group 117 on even world-loop parity or 118 on odd parity; otherwise parity selects group 132 or 133. All starters receive loop argument zero. This response does not query group 119 or forward orientation.

After animation, an enabled selected-player damage-suppression flag skips the health response for the selected player. Other receivers continue regardless of that flag. The response negates the sender’s unsigned attribute 96 and passes that signed change to generic additive health with mode zero, then reads the receiver’s health. Health below one requests receiver taunt category six only for a nonplayer receiver, then invokes the combat death service with selector zero for either identity. Nonfatal health skips taunt and death dispatch.

Combat hit-response damage scaling

The admitted combat hit response reads the attacker’s retained strength and current-motion damage, then the receiver’s retained armor. Compute the product (strength + 100) * damage, then divide it by 100 using signed truncation toward zero. Call that quotient scaled. The health change is -(scaled - (scaled * armor) / 100), with the armor division also truncating toward zero. Integer additions, multiplications, subtractions and negation wrap at 32 bits. No separate strength, damage or armor clamp occurs here.

The response passes this signed change to generic additive health with mode zero, then reads the receiver’s health. Health below one requests receiver taunt category six, followed by attacker taunt category seven. It then reads the attacker’s current motion kind and invokes the receiver’s combat death service with selector zero for kind zero, or selector one for any nonzero kind. Nonfatal health skips these taunts, the motion-kind read and death dispatch.

Health native routing

SetHealth(receiver, value) first raises the selected player’s shared HUD feedback timer to 25 when it is below 26. It computes value - current_health with signed 32-bit wrapping and passes that delta through the generic health-with-death admission service, including for the selected player.

AdjustHealth(receiver, change, mode) performs the same early selected-player feedback update. For the selected player, mode zero directly invokes additive health; every nonzero mode directly invokes death-owning health. These direct selected-player calls bypass generic attribute admission. Their source actor is the retained native-command source described below, except that a source equal to the health receiver is passed as absent.

For other receivers, only mode one selects generic health-with-death admission; all other mode values select generic additive-health admission. These generic services apply their attribute gates before forwarding selected receivers or changing nonplayer health. The early native feedback update remains visible when a later admission rejects the health change.

Both generic services reject nonzero attribute 120 before any weapon or combat query. With nonzero attribute 97, they first test weapon holding. Only when that is false do they read combat flag four. A missing combat record supplies a clear flag. The receiver is admitted when either test succeeds; otherwise it is left unchanged. An admitted selected receiver forwards to the corresponding selected health service with no source actor.

Retained health source context

The ordinary entry/task/main interpreter entry establishes its executing actor as the shared native-command source before entry continuation or the existing-task gate. It establishes this source even when an unpaused task prevents the main body. The separate task-actor update uses the same interpreter entry.

The alternate entry/main path selected by script-control mask 0x04 does not replace that source actor. It retains the source from the previous assigning entry while bypassing the existing-task pass. Both entry paths capture the current shell-execution context before interpreting entry work.

AdjustHealth reads this retained source independently of the receiving actor. For a selected-player receiver, identity equality converts the source to null; a different retained actor remains the source. The source is therefore not recomputed from an object-targeted health receiver or from the actor entering the alternate main path.

Selected-player additive health

Selected-player initialization clears hit inhibition, sets session maximum health to 100 and copies the actor’s current health byte into retained displayed health.

The selected-player additive routine returns immediately when hit inhibition is active. Otherwise it sets a feedback timer below 50 to 25, adds the signed change to current health with signed 32-bit wrapping, and clamps the result to zero through the session maximum health. It writes the health byte first. A negative change requests ordered taunt category two followed by the damage-reaction service, even when the resulting health is zero. Retained displayed health is written after these services return; both services observe the previous displayed-health value. Category two uses the in-order taunt scan and bypasses target-distance and clock-period gates.

The reaction service suppresses its work when either current or pending animation is group 73, 74, 117, 118, 132 or 133. Otherwise it draws random parity and tests the weapon-holding predicate. With that predicate false, even parity selects group 133 and odd parity selects 132. With it true, even selects 118 and odd selects 117. The selected animation starts before the reaction’s action and motion follow-up services.

The action follow-up runs only for the selected player in living state 15 with its inhibition flag clear. Before its transition service, it sets living state 17 and clears its retained ledge-support actor reference, including when the transition is subsequently blocked. If the transition leaves living state nonzero, it clears the three directional state bytes afterward. Other receivers and living states leave this state unchanged. The motion follow-up calls its destruction service only when the receiver has a rope attachment. Without that attachment it does nothing.

Player initialization clears the separate action-inhibition byte. Ledge entry from living state zero requests state 19 and runs the transition. If a nonzero living state remains, it clears the three directional bytes and sets action inhibition to 16. This byte is separate from hit rejection and combat-decision inhibition.

The state-17 transition requests group 56 and clears living state when the receiver is the selected player, attribute 105 is not one, the torch-burning counter is zero, and neither current group 149 nor 150 blocks it. Those groups block only while animation is enabled and shell context is clear. The animation request precedes the living-state clear. Other combinations retain state 17.

The admitted state-17 transition sets the retained action-transition counter to six. Ordinary actor updates leave a zero counter unchanged. For a nonzero counter, if either of the first two directional bytes is zero and the signed counter is less than three, the counter clears immediately. This test does not depend on living state. Otherwise the update clears the high bit of both bytes, subtracts the low byte of the shared tick count with byte wrapping, and clamps a negative signed-byte result to zero.

Replenishing health

ReplenishHealth takes no arguments. If the receiver’s health byte is at least 100, it returns zero without changing health or feedback. Otherwise it sets the health byte to 100 and returns one. For the selected player, the change first raises the shared HUD health-feedback timer to 25 when it is at most 25; larger timers remain unchanged. This command does not write retained displayed health or invoke additive-health inhibition, hurt reactions or death services.

Rope construction and swing

Loading a map builds one rope per MPRP record, only when SYSTEM.INI ropes_load is set. At most 255 ropes exist; another is a fatal error. A rope retains a link array and an attachment list and joins the head of the rope list.

Constructor inputs, from the record: the link model is rope_model and the optional end model static_model (an empty name is none); the base position; length links (an i16); the swing maximum amplitude; the speed rate, where a value below 1 becomes 199; and the type byte. An end model sets bit 0x10 of the type byte. Bit 0x20 starts the live amplitude at the maximum (otherwise 0). Heading angle_y and the three swing sound effects at 0x34–0x3C are stored on the rope. A nonzero word at 0x44 lowers the base Y by the link length times length, plus 256 times an engine constant. A link’s length is a fixed-point value taken from its model record. Link i records its position along the rope as (link length / 2 + i × link length) >> 8 and its extent as link length >> 8.

Each update, for ropes whose active word (set to 1 at construction) is 1, the amplitude is clamped to 0..maximum. With type bits 0x4 and 0x8 clear and a nonzero amplitude, the phase advances by speed × 0x40 × frame scale >> 8 and the step angle is sine[(phase >> 8) & 0x7FF] × amplitude >> 9. A zero amplitude gives step angle 0. Attached actors playing animation 0x52 move one node toward the base, and 0x53 one node down while the limit routine allows it; each such step also sets the amplitude to 2 and the phase to 0 when the amplitude and the rope’s word at offset 0x62 are zero. The integer sine table holds, for i in 0..1023, trunc(sin(i × π / 1024) × 65536), with the entry at 2048 − i negated and the entry at 1024 zero.

Placement runs from the map render list. Link 0 sits at the rope position, yawed by −angle_y & 0x7FF and pitched by −(amplitude >> 8) & 0x7FF. Link i ≥ 1 sits at the previous link position plus the previous link’s matrix applied to (0, link length, 0), and is yawed the same way and pitched by −(sum of the step angles of links 1..i−1 >> 8) & 0x7FF, so link 1 has pitch 0 and an unswinging rope hangs straight. Positions are stored as single-precision values divided by 256. An actor attached to node i is placed on that link position. Each placement then offsets the actor by its hand: the vector (0, −hand Y, −hand Z) of the same grip vertex, rotated by the actor’s own orientation (heading, pitch, roll 0), is added to the actor’s position, so the hand rests on the link. The Y component is skipped while the actor plays group 0x54 with the animation record byte +0x11 below 3.

Rope attachment

Each ordinary actor update of an actor whose movement profile enables the rope check runs an attachment test before ordinary movement. When the test reports true the ordinary movement and combat stages are skipped for that update. The test is false for every actor except the selected player, and false while the player is holding a weapon (see IsHoldingWeapon).

For the selected player the test returns true without further work when it already has an attachment. It returns false when its directional state bytes 0x1B2 and 0x1B3 are both zero, and when byte 0xC1 is zero while the actor has no animation record or that record’s word at offset 0x161 is zero. A nonzero rope countdown (byte 0x1B0) then decrements by the low byte of the shared tick count; when it would reach zero, the stored rope identifier (byte 0x1AF) and the countdown both clear. The rope identifier is the byte at rope offset 0xC, so a rope the player just left is skipped until the countdown expires.

Ropes are tried in list order, head first. A rope is a candidate when it is not skipped by the identifier rule, it has a link array and more than one link, and it has a contact sphere list. Contact is decided by one of two tests:

  • With type bit 0x1 clear, any overlap between the player’s body spheres and the rope’s contact spheres.
  • With type bit 0x1 set, the absolute heading difference (the smaller of the differences from the rope heading and from the rope heading plus 0x400, over the 0..0x7FF circle) must not exceed SYSTEM.INI rope_attach_angle masked with 0x3FF (512 as shipped), and the same sphere overlap must hold.

The player’s spheres are its RAVC records (flag 2 always, flag 4 only while the actor’s current animation group pair matches the record) followed, unless attribute 56 is nonzero, by its ordinary collision shape spheres; each center is rotated by the actor orientation and added to its position. At most 128 take part. The rope’s spheres are the records of its own sphere list (11 bytes each: flags, a 16-bit position triple and radius, each >> 16 << 8), translated by the rope position, at most 128. Two spheres overlap when the rounded three-axis distance between their centers is less than the sum of their radii. Contact also records the lowest rope sphere index that touched.

On contact the actor requests animation group 0x54, then attaches (below). For the selected player the rope’s type bit 0x4 clears afterwards and a retained flag is set to one.

Attach removes any attachment the actor already has (the removal above), allocates a 20-byte node, links it at the head of the rope’s attachment list, stores the actor in the node and the node in the actor, copies the rope identifier into the actor and clears the countdown. The requested link index is the lowest touching sphere index, clamped to [0, link count − 1], then replaced by the link nearest to the actor’s hand height: starting at index − 8 (floor 0), the link whose stored Y (a single-precision value) is at or below the target height and closest to it wins. The hand point is grip vertex 0 (the RAEX grip0 vertex) of the first ShowFrame of animation group 79, as the integer Q8 model vertex. The target is (hand Y + actor Y + 2 × link length − 1) >> 8, the link length in Q8 as stored on the rope. When its distance from the floor probe is less than the actor height limit plus the vertex’s absolute Y, it becomes the floor probe minus that limit. With no group 79 frame the requested index stands. The node stores that chosen link index.

node stores that chosen link index.

Then, with type bit 0x1 clear the rope heading becomes the actor heading; with it set the actor heading adds the signed heading difference selected above. When either of the actor’s directional bytes 0x1B2 and 0x1B3 exceeds one, the rope word at offset 0x6A becomes zero while actor byte 0x1CB is 3 or 7 and 0x40000 otherwise, and the rope amplitude becomes (d / 1000) × (link count / link index) rounded, with d the rounded planar distance of the actor’s last step in Q8 and the integer division of d by 1000 truncated, and the rope word at offset 0x62 clears. Finally bytes 0x1B1 through 0x1B4 of the actor clear, and animation group 0x54 is requested when it is not already current.

Rope control while attached

An actor attached to a rope skips the ordinary movement and combat stages (see Rope attachment). The selected player’s movement dispatch has a rope branch that runs while it is attached. Keys are the KEYS.INI bindings: Up, Down, Left, Right, A (key_a), B (key_b, the jump key) and C (key_c, the view key).

  • Idle. When the actor holds a weapon, or neither Up nor Down is held, the branch requests group 6 (the idle-rope entry of the named group table).
  • Jump release. B is latched on attach: the latch stays set while B is held and clears on an update with B up. With the latch clear and B held, the branch removes the attachment (the removal with its detach motion), runs the ordinary jump entry (which, with the rope countdown now nonzero, requests group 85 and sets the second directional-state byte to 24), clears the heading-turn rate below and sets the latch. Damage and a world change also remove the attachment.
  • Climb. Without a held weapon and with C up, Up runs the climb-up helper and otherwise Down runs the climb-down helper. Climb up does nothing unless the attachment’s node index is at least 2; it requests group 82 when the current group is not 82 and returns true, otherwise it requests group 82 again while the animation record’s byte +0x0a is zero and returns whether byte +0x0b is nonzero. Climb down asks the hand-height link choice for node index + 1; it does nothing unless the result is greater than the current index, requests group 83 and returns true when the group was not already 83, and otherwise returns whether byte +0x0b is nonzero. Each update the rope owner reads the current group: group 82 moves the attachment one node toward the base when the shared tick count is nonzero, and group 83 one node down while the limit routine allows it, and either step sets the amplitude to 2 and the phase to zero when both the amplitude and the pending push (the word at rope offset 0x62) are zero. The selected player’s ordinary update also requests group 83 for Down and else group 82 for Up while attached and C is up.
  • Turn. A nonzero heading-turn rate adds (rate >> 4) × tick scale >> 8 to the actor heading (mod 2048) each update and accumulates the step; the rate clears once the accumulated total exceeds the rate in magnitude. With a zero rate and A held, a rope whose amplitude is below 5 either (type bit 0x1 set) starts a turn of rate 1024 for Left or −1024 for Right with the accumulated total cleared, or (bit clear) adds Right × tick scale >> 8 − Left × tick scale >> 8 to the heading.
  • Pump. With C and A up, the pump service runs on the attached rope unless its type bit 0x8 is set. With neither Left nor Right held it clears the pending push. Otherwise, while the amplitude is zero it adds 3 to the pending push, sets the amplitude to 2 and, with d the absolute heading difference between the actor and the rope heading, sets the phase (rope offset 0x6A) to 0x40000 for Left or zero for Right when d is below 16, and the opposite when it is not. While the amplitude is nonzero it takes the rope’s direction byte (offset 0x38), flipped when type bit 0x1 is set and d exceeds 16, and adds 3 to the pending push for Left when the byte is 1 and for Right when it is 0; the other key subtracts 3 while the amplitude exceeds 2.

While an attachment is placed on its node during the chain update, a selected player whose pending group is unset (or is group 79) and who holds neither Up nor Down requests group 80 when the rope’s direction byte is nonzero. With that byte zero it requests group 81 when its pitch is nonzero.

Rope amplitude updates

Each chain update ends by passing the sum t of the link step angles to the amplitude service, which keeps the previous sum t'. A zero crossing (t ≥ 0 with t' < 0, t < 0 with t' ≥ 0, or both zero) runs two things. First, when the rope has attachments and L = maximum / 4 exceeds 2, it plays a swing sound by amplitude a: sound 3 when a ≥ 3L, else sound 2 when a ≥ 2L, else sound 1 when a ≥ L, each only when its effect number is nonzero. Second, with u = maximum / 5 and p the pending push (the word at offset 0x62), it adjusts the amplitude and the push by one step:

  • p > 0: the step is 5 when p ≥ 5 and p > 4u, else 4 when p ≥ 4 and p > 3u, else 2 when p ≥ 2 and p > 2u, else 1. The amplitude gains the step and the push loses it.
  • p < 0, with n = −p: the step is 1 when n ≤ 3u and (n > 2 or n ≤ 2u), 2 when n ≤ 3u otherwise, 4 when n > 3u and n ≤ 4u, and 5 when n > 4u. The amplitude loses the step and the push gains it.
  • p = 0 and t or t' nonzero: the amplitude falls by 5 when it exceeds 4u, else 4 above 3u, else 2 above 2u, else 1 while nonzero.

After either branch the direction byte (offset 0x38, copied to 0x39) is 0 when t ≠ 0 and t' < t, and 1 otherwise, and t' becomes t. The amplitude is then clamped to 0..maximum by the next update.

Rope update order

Each world-loop iteration builds the map render lists first, which places every rope’s links and attached actors and runs each rope’s amplitude service, then runs the rope update (swing step and attachment climbs), then the shell scripts, then the ordinary actors, whose update runs the attachment test and the attached controls.

Rope attachment removal

Ropes own doubly linked lists of attachment nodes. Each node retains its actor, rope position and motion value. The actor retains the node identity. Owner lookup scans the rope list and each attachment list by node identity; an absent owner prevents removal.

Removal reconnects both neighboring nodes and replaces the rope’s head when the removed node is the head. Removing the only attachment leaves the owner with an empty attachment list. With a retained actor whose attachment is either this node or null, removal applies detach motion, clears the actor’s attachment and pitch, and sets its rope countdown to 24 before releasing the node. If the actor instead names another attachment, those actor writes are skipped. The removed node is released after the list and eligible actor updates.

The detach motion is the actor’s forward speed word, which queued motion 24 turns into a horizontal move of |speed| × frame scale >> 8 Q8 units per update, forward at the actor heading for a nonnegative word and backward (heading plus 1024) for a negative one. With j the SYSTEM.INI rope_jump_add shifted left by eight (4608 as shipped) and m the node’s motion value (the planar speed the chain update measured between the node’s previous and new link position, in Q8, negated when the rope’s direction byte is zero): when the rope amplitude is below 6 and |m| is below frame scale × 0x1800 >> 8, the word is zero, except that for the selected player Up sets it to j and Down to −j. Otherwise, with the direction byte flipped when type bit 0x1 is set and the actor’s heading differs from the rope heading by more than 16, a byte of 1 sets the word to j + (|m| << 8) / frame scale and a byte of 0 sets it to −j − (|m| << 8) / frame scale.

Destroying an entire rope uses a separate path. It unlinks the rope from the rope list, walks and releases its attachment nodes, and clears each retained actor’s attachment link, even when that link names a different attachment. It does not invoke attachment detach motion or change actor pitch and rope countdown. Attachment nodes are released in list order, followed by the optional auxiliary record, optional end-model record and the rope itself. A null rope does nothing.

For the detach direction branch, the rope’s angle flag enables a heading test. The signed heading difference wraps over 2048 units. An absolute difference strictly greater than 16 flips the rope’s direction bit for that detach.

Selected-player death-owning health mode

The death-owning health service is separate from selected additive health. Hit inhibition rejects it before any service. Otherwise, a health-feedback timer below 50 is set to 25 before action cleanup or the health write. For a negative change, action reset and rope detach run before the actor health write. The service then clamps the wrapping sum to the session maximum and zero, and publishes actor and retained displayed health before later notification.

When health becomes zero and the session death-suppression flag is clear, it requests taunt category six, enables hit inhibition, clears the retained death-progress word, captures the selected actor’s local position and sends death notification, which sets its death selector to eight without changing other actor state. An existing controller animation override is preserved. If no override is set, a nonnull source actor’s nonzero attribute 109 supplies it before ordinary death animation selection.

When neither an existing override nor the source supplies a group, underwater state two or four sets the retained death mode to two. Attribute 105 equal to one skips the remaining animation choice. Otherwise, a nonzero fall_flag or current group 114, 116, 130 or 131 sets the override to group 74. With none of those conditions, an unarmed receiver force-starts group 134. A receiver holding a weapon starts group 122 when present, otherwise group 121, then stores death default 124 or 123 respectively and releases its held walk nodes, in that order.

The nonfatal or death-suppressed path instead clears the override, hit inhibition and the retained death-progress word. This word is separate from the controller’s pending action flag. A negative change then requests taunt category two and the damage reaction after health publication. These service orders differ from selected additive health and are not interchangeable.

Selected-player death admission state

IsDead returns true for a selected player with nonzero hit inhibition, or for any receiver whose death selector is eight. The retained death-animation group does not participate in this predicate. The same hit-inhibition flag gates selected-controller death execution, ordinary defence sampling and dead-receiver taunt rejection. It is separate from the retained death-animation group.

Selected-player death animation override

The selected player’s retained controller override stores an animation group identity, not only an active flag. When that override and selected hit inhibition are both nonzero, default-animation selection copies the override group into the actor’s default animation. If the current group already matches, it cancels the pending group, clears the current playback exit marker, and sets its finite loop countdown to 32. This replaces any previous loop countdown without restarting the current frame or resetting its command cursor. Otherwise it force-starts the override group. This branch bypasses ordinary default-animation selection.

Selected-player death controller

Hit inhibition admits the selected death controller after the ordinary preliminary controller countdowns. If the retained animation override is zero, the controller assigns group 122 while the actor holds a weapon, or group 134 otherwise. A nonzero retained group bypasses the weapon query.

Every admitted call force-requests the retained group with modifier zero before adding the nominal-tick increment to the retained death-progress word. The addition wraps at 32 bits; the starter observes the previous progress value. Only death modes one and two perform environmental effect updates. Zero and other mode values return after progress accumulation. The player initializer clears both death mode and progress to zero. These words are separate from the controller pending-action flag and preliminary countdowns.

For a selected player with hit inhibition, attribute 105 equal to one and death mode two, the world loop exits with outcome 5000 only when signed death progress is strictly greater than 12. Progress 12 does not exit. This branch bypasses the ordinary retained-group animation-completion comparison.

Otherwise, inhibited selected-player death completes only while the current animation group equals the retained override. For override groups 13 and 74, the signed command cursor must be less than or equal to the unsigned wrapping frame-progress byte, anim.real_frame. For other override groups, completion requires that cursor and progress byte differ. This compares command progress with frame progress, not the displayed model frame or finite loop countdown. Completion returns world-loop outcome 5000.

World-loop death exit ordering

The world loop checks death exits after map and separate-object updates, effects, scene and HUD presentation, and fade handling. A pending world transition returns its destination before the falling timeout or selected inhibition checks. The win request is checked after those death exits.

A selected player whose falling byte is zero clears the retained falling elapsed counter. A nonzero falling byte adds the shared nominal-tick increment to that counter, wrapping at 32 bits. When the resulting signed value is strictly greater than the configured falling-death limit, the loop returns outcome 5000. Equality does not exit. This check precedes, and does not require, selected-player hit inhibition. The player initializer clears this counter independently of selected death mode and progress.

The limit is max(player_fall_dead_time, 3) * 12, using signed configuration comparison and 32-bit multiplication. It is measured in nominal ticks, not rendered frames. A pending world transition bypasses the counter update as well as the death checks.

Death completion dispatch

After world-loop outcome 5000, the main dispatcher checks the retained last-save slot. An absent slot opens the book menu with entry context three. An available slot presents a Yes/No request to load the last game, with the retained save description appended to the prompt. No opens the same book-menu context. Yes copies that slot into the pending load selection and selects saved-game loading for the next dispatcher pass.

The dispatcher clears selected-player hit inhibition after the confirmation or book-menu call returns. The saved-game loading pass receives the retained slot, then clears the pending selection and returns the dispatcher to world execution.

Selected death effect admission

Death-controller environmental effects read progress after its nominal-tick increment. Mode one always emits its first effect. It then makes two independent bounded random requests, each with bound progress / 6 + 1 using signed progress and division truncating toward zero; a zero result emits the corresponding additional effect. These random requests remain ordered and independent. A final effect is emitted only when signed progress exceeds 12.

Mode two consumes one raw engine random value. It emits only when the bitwise AND of that value and wrapping progress + 1 is zero. An admitted emission uses one effect variant before signed progress 12 and another from 12 onward. It then requests actor sound 71 before 12 or sound 70 from 12 onward, after a bounded random request of 64 whose result is reduced by 32 for the sound’s signed variation argument. No effect or sound request occurs when the initial bitwise test rejects the call.

The packed descriptors passed to effect construction are:

EmissionDescriptor
Mode one, unconditional first effect0xb081
Mode one, first bounded-random effect0x22480
Mode one, second bounded-random effect0x2580
Mode one, final effect after progress 120x32480
Mode two, before progress 120x2500
Mode two, from progress 12 onward0x12500

The low sixteen bits identify the texture; the upper sixteen bits are effect flags. Every selected-death construction supplies zero spread and speed one.

Each emission first computes the camera-relative point described below, then consumes two bounded random requests in X-then-Z order. The unconditional mode-one image uses bound 32 and adds draw * 256 - 4096 to each horizontal coordinate. Every other selected-death image uses bound eight and adds draw * 256 - 1024. Y is the transformed point’s Y plus the receiver’s retained positive Y bounds extent multiplied by 256, plus 1536. These coordinate operations wrap at 32 bits. The extent is the stored bounds record’s positive Y extent, not the actor’s current origin, animation image height or effect texture height. These point and random operations still run when effect construction later finds a disabled or full pool.

The mode-two sound is positioned from the receiver’s ordinary sound query and uses zero volume offset. Its signed variation is passed directly as the playback-rate offset in Hz.

The effect-position helper copies the supplied integer point and preserves its Y coordinate. It subtracts the published current camera X/Z coordinates from the point using signed wrapping 32-bit subtraction, then computes the shared quantized horizontal bearing in 2048 units per turn. Camera height does not participate. With index = (bearing - 1024) & 2047, it adds offset * sine[index] to X and offset * sine[index + 512] to Z. The death controller supplies offset 2048.

Each original X/Z coordinate is converted to single precision before the displacement is added. Each sum is stored in single precision, then converted to an integer by truncating toward zero. The helper returns a shared scratch point and leaves the supplied point unchanged.

Environmental effect animation

World initialization tears down the previous environmental effect pool before creating a pool with [system] max_effects from SYSTEM.INI. Negative configured capacity is clamped to zero. A zero capacity or a nonzero disable_effects setting leaves the pool disabled. An enabled pool starts with every slot free.

Allocation scans the retained pool list from its head and takes the first free slot. It marks that slot active and decrements the free count without moving the slot in the list. Release marks an active slot free and restores the free count, without exceeding capacity. Releasing an already free slot has no effect. Update and drawing traverse the same retained list order.

The type-one effect constructor returns no effect when the pool is disabled or allocation fails. It separates the supplied packed descriptor into upper-16-bit flags and a lower-16-bit texture identity. The resolved texture supplies the target frame as its runtime frame count minus one. Current and reference frames start at zero, and the constructor retains the supplied animation speed.

For zero spread, the constructor subtracts texture_height * 128 from the supplied fixed-point Y coordinate with wrapping 32-bit arithmetic. Position publication then arithmetic-shifts each signed coordinate right by eight bits. This places the effect half its texture height above the supplied point in the engine’s downward-positive Y convention.

The world loop submits environmental effect billboards while building map draw lists, after actor model-position processing and before the object and code-object systems run. It updates effect lifetimes after those systems, before the rain-drop update and rendering the queued scene. Effects created by those later object updates miss the current loop’s billboard submission but participate in its lifetime update. Surviving effects can submit on the next loop. An effect already submitted can expire during the subsequent lifetime update; releasing its slot does not remove the submitted billboard.

The type-one environmental effect updater rejects a disabled effect pool, a null effect, a different effect type or a zero texture descriptor. Otherwise it leaves the current frame unchanged when that frame is -1 or the retained reference frame equals the target frame.

When the reference frame is below the target, the updater adds nominal ticks multiplied by animation speed to the current frame. It keeps the effect alive through equality with the target and expires it only above the target. When the reference frame is above the target, it subtracts the same product and expires only below the target. Multiplication and frame arithmetic wrap at 32 bits; reference, target and expiration comparisons are signed. The retained reference, rather than the current frame, chooses the direction.

Environmental effect frame submission

The enabled pool’s draw traversal runs only when at least one slot is active and walks the retained list in order. Before checking a record’s type or texture, packed flag 0x20000 subtracts nominal_ticks + 2 from its retained whole-map Y coordinate with wrapping 32-bit arithmetic. This changes retained state even when that record does not submit a draw. Disabled or entirely free pools skip the traversal and this position change.

For type-one records, a positive signed texture descriptor admits the draw wrapper. Construction zero-extends the lower sixteen-bit texture identity, so identities with bit fifteen set remain positive. Identity zero skips the wrapper; identity 65535 reaches the wrapper but submits no billboard. Packed flag 0x10000 selects caller scale 90; otherwise the caller scale is 256. The alternate drawing path retains its own fixed geometry scale.

Ordinary type-one effect drawing submits the resolved texture with automatic frame selection, independently of the effect’s retained animation frame. The retained frame still controls effect lifetime. Packed effect flag 0x20000 selects the alternate drawing path, which submits that retained frame explicitly instead. Both paths submit the retained integer position converted to single precision. The alternate path bypasses the ordinary effect metadata lookup.

The ordinary path submits face brightness 255 and geometry scale equal to the draw caller’s integer scale divided by 256. Its default constant alpha is 255. When texture metadata exists, metadata byte two plus one supplies alpha, and metadata byte one is ORed into drawing flags initially set to one. The alternate path submits geometry scale one half, constant alpha 140 and drawing flags 0x201.

The alternate path takes face brightness from the current world’s world_ambientfx value in WORLD.INI. World preparation stores that integer in sixteen bits and replaces a stored zero with 128. World entry publishes it as a signed sixteen-bit value before effect drawing. This scalar is separate from world_ambientrgb and the ordinary effect path’s fixed brightness 255.

The ordinary metadata lookup uses the current map’s FLAT texture attributes, shared with placed flats. It splits the texture identity into the archive and seven-bit image IDs and uses the first matching attribute record. Missing records leave the defaults unchanged.

Both paths use a centered camera-facing quad. Its half extents are the source image width and height multiplied by half the texture scale and geometry scale. Texture-coordinate scale is one. Alpha, face brightness and frame selection remain separate inputs to the shared billboard submission. The source bound uses the same quantized source-image diagonal as centered ordinary flats, multiplied by half the texture scale and geometry scale. Reduced texture allocation dimensions do not determine the bound.

Shared billboard submission transforms the retained center into camera space and tests its source bound before requesting a texture frame. A rejected bound neither requests the image nor appends a draw packet. An accepted bound requests the automatic or explicit frame, binds that frame’s face and vertex sources, and appends the packet in submission order. This image request precedes later polygon processing; it does not require raster coverage or the placed-flat spatial-cell selection.

Scene drawing submits ordinary spatial-list billboards before traversing the environmental effect pool. Accepted effect packets append to the same queue in retained pool order and participate in its shared alpha partition.

For centered billboard geometry, drawing flag 0x20 negates the local X half extent and flag 0x40 negates the local Y half extent before corner generation. These flags reverse the corresponding geometry axis while retaining the same source-image bound. Drawing flag 0x100 becomes queued packet flag 0x10.

Billboard drawing flag 0x200 becomes queued packet flag 0x20, which disables depth writes. Packets without that flag enable depth writes. The alternate effect path therefore tests depth without updating the depth buffer. Its depth comparison remains less-than, as on the ordinary path. Packet flag 0x10 selects an always-pass depth comparison instead.

Both effect paths select point texture filtering and constant alpha. Alpha values at least 254 select source-one/destination-zero blending; lower values select source-alpha/one-minus-source-alpha blending. The constant-color alpha channel retains the low byte of the converted alpha value.

Contact death animation dispatch

A null receiver does nothing. Selector zero first checks for animation group 122 and starts it when available. Otherwise the dispatcher checks group 121 and starts it when available. A nonzero selector goes directly to the group-121 check. Missing groups do not prevent the final death-selector assignment.

After a group starts, a receiver with combat state requests walk-node release and stores its death default as 124 for group 122 or 123 for group 121. Receivers without combat state skip those writes. Every nonnull receiver then receives death selector eight.

Combat death service

The direct-damage and scaled hit responses end a fatal hit with this service; the weapon-contact caller uses the contact death animation dispatch instead. A null receiver does nothing. A selected-player receiver does nothing while the session death-suppression flag is set or hit inhibition is active. The service takes a selector: zero prefers death group 122 when the receiver has it, any other selector or a missing group 121.

With attribute 69 equal to zero, the selected player stores the chosen group as the death-animation override when none is set; it does not start the animation here, the selected death controller does. A nonplayer receiver instead force-starts the group, releases its held walk nodes while storing death default 124 (group 122) or 123 (group 121), sends coordination message 0xd002 from itself to the active-state coordinator when one exists, and clears its close-distance pass counter and coordination selection state. A nonplayer without a combat record faults.

Every receiver then resets its combat action selector to -1. A receiver with death selector eight releases its held walk nodes; any other receiver takes the combat reset: lifecycle selector one (with its response byte cleared when the selector was not already one) and, when the killed flag is set, the script-control hook enabled. The service sets death selector eight, clears combat flag 0x04 and zeroes the close-distance pass counter and coordination selection state. The selected player finally applies health -256 through the death-owning health with no source actor, which enables hit inhibition and ends the world loop once the death animation completes. The death-owning armed branch and the nonplayer death admission also reset the combat action selector to -1 after storing the death default.

Hit-defence response

The candidate’s hit-defence query requires the attacker to have combat state and an action other than -1 or nine. The defender’s pending defence index, the word the attack executor resolves through the four defense slots (written by an ordinary counter and by the selected player’s defence stance), must equal the attacker’s current-motion counter-attack reference. The defender’s attack-slot selector does not take part. The attacker’s defence window must admit processing, and the defender must have combat flag 0x02 set. Only then does the query test contact from attacker to defender.

An admitted contact miss clears defender flag 0x08 and returns zero. Earlier admission failures leave this flag unchanged. A contact hit sets the attacker’s reverse-playback byte to one before playing the defender’s impact sound. It then emits message 0xd000 from defender to attacker, requests defender taunt category 4, clears intent masks 0x01 and 0x02 on the defender followed by the attacker, and toggles defender flag 0x08. It returns one. Other combat flag bits survive.

The impact cue comes from COMBAT.INI section [misc]: sword_clank_1 on an even world-loop counter and sword_clank_2 on an odd counter. It uses one random draw with bound 128 and pitch offset draw * 16 - 1024 Hz. The defender supplies the sound position. Sound dispatch and flushing precede the response message.

Defence contact window

The defence window compares the signed animation command cursor against the current motion’s first_defend_frame and defend_duration. It includes the start and excludes the end: start <= cursor < start + duration. The end uses signed 32-bit wrapping addition. A cursor before the start returns zero without reading the duration. Otherwise the query reads start again, then duration, then the cursor again before comparing the end. Zero and negative durations have no separate admission rule. This query does not read the attack-contact mark or playback direction.

Motion contact selection

A motion whose col_sphere_size is zero uses the range/arc contact path. A nonzero value selects sphere contact. Sphere contact resolves the current motion’s col_vertex through the actor’s model-point query, then subtracts the candidate actor’s local position component by component with signed 32-bit wrapping. The three differences feed the distance query. Contact succeeds only when its signed result is strictly less than the current motion’s col_sphere_size. Equality rejects contact.

Contact orientation

Contact orientation subtracts receiver local position from the supplied point with signed 32-bit wrapping, then shifts each component arithmetically right eight bits. The normalized vector’s Y angle is converted to heading by (1024 - angle) & 2047. The absolute wrapped difference from receiver yaw must be strictly less than the current attack motion’s arc + arc_center, with signed 32-bit wrapping in the sum. The current retained attack slot and motion selector supply both fields. Equality rejects orientation. This threshold differs from the first-motion defence-selection arc interval.

Range/arc motion contact

For a candidate with no combat record or a zero combat radius, the range/arc contact path checks orientation, then range, then elevation. A failed check skips the later checks. Orientation and range accept a nonzero result; elevation must return exactly one. Range uses three-dimensional query-position distance. Range and elevation use the receiver’s retained attack-slot selector.

For a candidate with nonzero combat radius and attribute 126 equal to zero, the path first resolves the candidate’s retained model vertex. It tests orientation against that point before querying horizontal query-position distance. The distance must be strictly between the minimum and maximum ranges of the retained attack slot’s first motion, and strictly less than the candidate’s combat radius. Equality at any of these boundaries rejects contact.

For a candidate with nonzero combat radius and attribute 126 nonzero, the range/arc contact path resolves its retained model vertex, then calls the sphere/segment query. The point coordinates and candidate radius shift arithmetically right eight bits for this query. Both segment endpoints use the same retained combat point of the receiver. The contact path returns the query’s result without converting it to a boolean.

With identical segment endpoints, the sphere/segment query tests the endpoint against the sphere. Each endpoint-minus-center coordinate wraps at signed 32 bits and stores as single precision. The squared components add in extended precision, then their sum stores as single precision and truncates to a signed 32-bit integer. An invalid integer conversion produces the signed minimum value. The radius square and its subtraction of that integer both wrap at 32 bits. A nonnegative signed residual returns one, including equality. A negative residual returns zero because the segment has zero length. Radius sign is not separately rejected.

Equipped-weapon combat endpoints

Drawn-weapon attachment requests use the signed RAEX grip0 and grip1 source vertex indices. Stowed-weapon attachment requests use scabbard0 and scabbard1. Both requests use the actor’s current animation handle and frame. The loader copies these four signed words into the actor before attachment queries.

After selecting an equipped-weapon attachment, an actor with combat state retains two endpoints and the attachment record. The base endpoint is the attachment’s floating position truncated component by component to signed integers. For the tip, the local vector (0, -(weapon_length << 8), 0) uses signed 32-bit wrapping and transforms through the attachment matrix. Each transformed integer component shifts arithmetically right eight bits. That integer adds to the corresponding floating attachment position in extended precision, then truncates to a signed integer without an intermediate single-precision sum store.

An absent attachment clears the retained attachment record and leaves both previous endpoints unchanged. An actor without combat state receives none of these writes. The attribute-126 contact path uses the retained tip for both of its segment endpoints.

Combat messages use 256 queues selected by attribute 125. Queue initialization clears each queue; startup and combat reset both allocate eight entries per queue. New Game and save restoration reset these queues. Actors retain separate byte read cursors. A message contains sender, receiver and code. Reading skips messages addressed to another actor, advancing and wrapping the read cursor. A receiver-zero message is accepted by any actor in that class. Sending a nonzero code writes at the class write cursor, advances and wraps it, then clears the next message code. A zero code does not send a message. The combat message stage consumes at most one addressed message per invocation.

Coordination message 0xd002 uses the receiver’s current combat target; 0xd003 uses the sender’s current combat target. Starting at the ordinary list head, they clear coordination state for each living actor whose target equals that target and whose coordination state is exactly one, excluding the target itself. Traversal continues from each matched actor’s successor without wrapping. A null target skips this scan. Clearing or assigning coordination state also resets the actor’s consecutive close-distance counter. After the scan, 0xd002 assigns the receiver coordination state one and aggression 50; 0xd003 assigns those values to the sender. These assignments still occur with a null target. Neither message changes the selected actor’s combat target. Unrecognized nonzero message codes are consumed without combat effects.

Message 0xd000 clears intent bits 0x01 and 0x02 on the receiver, then on the sender. It next displaces the sender horizontally relative to the receiver with a movement amount of 3000. This operation writes position, not actor heading. A null actor skips the displacement. The bearing uses the moving actor’s local X/Z minus the other actor’s local X/Z, with signed 32-bit wrapping. The translation heading is zero on positive Z, 1536 on positive X, 1024 on negative Z and 512 on negative X. The translation uses the original sine and cosine tables, stores the old coordinate and the final sum as single precision, and truncates the final sum toward zero. Y, actor angles and transform matrices are unchanged; this helper does not register a deferred map update.

After displacement, handoff runs only when the receiver’s coordination state is zero, the receiver is not the selected player, and the receiver’s death query returns zero. It searches from the ordinary list head for the first actor other than the sender that has combat state, a nonnull target, death selector other than eight and coordination state exactly one. A match receives message 0xd003 from the receiver. Without a match, the receiver’s coordination state becomes one, resetting its consecutive close-distance counter. This fallback does not assign aggression 50.

Message 0xd001 clears receiver intent bits before sender intent bits. If receiver attribute 97 is nonzero, it tests weapon holding, then combat stance only when not holding a weapon. When both tests are false, response processing returns after the intent clears.

An admitted response draws a random value with bound 128 and requests the receiver’s attribute-86 positional effect with volume zero and pitch draw * 16 - 1024. It completes the positional sound request, requests receiver taunt category two, and reads the sender’s combat action. Sender action eight requests receiver weapon cleanup before the hit-reaction service runs with receiver then sender.

After the reaction returns, receiver action other than minus one or nine resets the sender’s action to minus one. The receiver’s coordination state is then read. State zero, nonselected identity and a zero death query admit the same ordered coordinator search and fallback as the block response. The search excludes the sender. A match receives 0xd003 from the receiver; without a match, the receiver receives coordination state one without assigning aggression 50.

The ordinary 0xd005 response draws with bound 128, requests the attribute-86 positional effect with volume zero and pitch draw * 16 - 1024, completes the positional sound request, requests receiver taunt category two, then invokes the direct-damage response with receiver followed by sender. After that returns, coordination state zero and nonselected identity admit the ordinary coordinator search excluding the sender. Unlike block and hit messages, this tail does not query death. A match receives 0xd003 from the receiver; no match assigns receiver coordination one without assigning aggression 50. This message does not clear either actor’s intent bits.

Messages 0xd000, 0xd001 and 0xd005 consume their addressed message before performing response work. Message 0xd001 also clears the receiver’s intent bits before the sender’s. Message 0xd005 does not perform those intent clears.

Ordinary entry processing is suppressed by an unpaused blocking slot whose call operand address is at or before the saved entry cursor. This test is separate from the later main-body blocking test and from direct interrupt invocation.

Value Modes

The same opcode byte is interpreted differently depending on the calling context. There is no separate addressing-mode byte — the calling instruction determines how trailing bytes are consumed.

ModeContextEffect
MAINTop-level statementPerforms assignment (writes to flag/variable/property)
LHSLeft side of if comparisonReads value; consumes 1 extra operator byte
RHSRight side of if comparisonReads value; consumes 1 extra operator byte
PARAMETERArgument to a task/function callReads value; consumes mode-specific padding bytes
FORMULARight side of an assignment expressionReads value only, no extra bytes

The number of trailing bytes consumed after an opcode depends on both the opcode and the current value mode. See Operand Encoding for per-opcode details.

Bytecode Encoding

Opcode Table

All integers are little-endian. The VM reads a leading opcode byte and dispatches. Unrecognized bytes are fatal.

OpcodeNameEncoding (after opcode byte)Description
0x00Tasku16 func_id, u8 param_count, params…Call task on self
0x01Multitasksame as 0x00Async task on self (non-blocking)
0x02Functionsame as 0x00Call function on self (returns value)
0x03Ifcondition chain, u32 end_offset, blockConditional branch
0x04Gotou32 targetUnconditional jump
0x05Endu32 targetStore target and return from the current invocation
0x06Flagu16 flag_id, mode-dependentGlobal flag read/write
0x07Numerici32 valueImmediate 32-bit integer
0x0ALocalVaru8 var_index, mode-dependentLocal variable read/write
0x0FObjDot++object encoding, u16 ref_idIncrement object property
0x10ObjDot–object encoding, u16 ref_idDecrement object property
0x11Gosubu32 targetSubroutine call (overwrites actor return continuation)
0x12Return(none)Return from subroutine
0x13Endint(none)End secondary thread
0x14ObjectDotobject encoding, u16 ref_id, mode-dependentObject property read/write
0x15Stringu32 string_indexString literal from RASB/RAST table
0x16NumericAlti32 valueSame as 0x07; used for global flag function arguments
0x17Anchoru8 anchor_valueAnchor assignment
0x19ObjDotTaskobject encoding, task encodingTask call on named object
0x1AObjDotFuncobject encoding, task encodingFunction call on named object
0x18YieldnoneSave the following cursor and end the invocation
0x1BTaskStopu32 labelRemove matching actor task slots
0x1CTaskPauseu32 labelPause matching actor task slots
0x1DTaskResumeu32 labelResume matching actor task slots
0x1EScriptRVu8 expected, blockBranch on script return value

The typed decoder leaves unimplemented opcode encodings explicit rather than interpreting them as successful operations.

Operand Encoding

Flag (0x06) and LocalVar (0x0A) consume different trailing bytes depending on value mode:

Flag (0x06)

ModeBytes after u16 flag_id
MAINFormula (assignment to flag)
LHS, RHSu8 update byte: zero reads, 10 increments, 11 decrements
PARAMETERu16 padding (always 0x0000)
FORMULA(none)

LocalVar (0x0A)

ModeBytes after u8 var_index
MAINFormula (assignment to variable)
LHS, RHSu8 update byte: zero reads, 10 increments, 11 decrements
PARAMETER3 padding bytes (0x000000)
FORMULA(none)

ObjectDot (0x14)

ModeBytes after object encoding + u16 ref_id
MAINFormula (assignment to property)
LHS, RHSu8 update byte: zero reads, 10 increments, 11 decrements
PARAMETER, FORMULA(none)

Conditional updates write the adjusted value before the comparison and compare that adjusted value. Both sides of every comparison are evaluated, including their updates and function calls.

In PARAMETER mode, NumericAlt consumes four bytes but returns the unsigned low 16 bits. A String parameter consumes four bytes but uses the low byte as its actor-local string index.

Native parameters use numeric, global flag, local variable, string, or object-property operands. Native calls are value expressions outside PARAMETER mode; PARAMETER dispatch does not evaluate nested native calls.

Object-targeted native calls evaluate local-variable and property operands against the receiving actor. Native string parameters instead use the retained native-command source described under Retained health source context. Normal interpreter entry establishes that source before entry continuation and existing-task admission. The script-control mask 0x04 alternate path retains the previous source, including its string table. A string parameter therefore need not use either the native receiver’s table or the alternate path’s executing actor’s table.

A routed initial call preserves the retained source’s string table. A later normal interpreter entry on the receiving actor establishes that receiver as the source before reevaluating its active task’s string indices. The stored task operand location remains in the calling actor’s bytecode.

Object Name Encoding

Used by opcodes 0x0F, 0x10, 0x14, 0x19, 0x1A. A leading byte selects the object target:

ByteAdditionalObject
0x00u8 paddingMe — the script’s own actor
0x01u8 paddingPlayer — Cyrus
0x02u8 paddingCamera
0x04u8 string indexNamed object from per-script string table (RASB/RAST)
0x0Au8 var indexObject name from local variable

Named object lookup compares bytes with ASCII letters A–Z folded to lowercase. It searches registered object namespace names, rather than actor script names. The registry orders entries by their signed 16-bit runtime object identifier; lookup returns the first matching name. Registering an identifier already in that registry does not add another entry.

Runtime object identifiers

Runtime identifiers are separate from the MPOB record’s object id. The reusable actor pool has capacity max(10, SYSTEM.INI [system] max_active_objects). An allocation uses the first free pool slot and initially assigns its zero-based index plus three as the actor’s 16-bit identifier.

World object loading resets its identifier counter to the pool capacity plus three. It visits MPOB records in file order. Types two and six use separate object paths. Each other record creates an ordinary actor. A nonzero activation flag allocates from the reusable pool and increments the counter once; a zero flag allocates outside that pool. The ordinary actor path then increments the counter and assigns its low 16 bits as the actor identifier before loading its script and registering its namespace.

Objects created after world loading by shoot, shootPlayer or DragonBreath are allocated as standalone records rather than from the reusable actor pool. Their runtime identifier is zero. If the installed script supplies an object namespace, creation registers that namespace under identifier zero; repeated registrations of the same identifier retain the first entry.

CYRUS and GREMLIN player instances load independently of MPOB placements. Each uses identifier one; the initial player selector chooses CYRUS. The camera instance loads CAMERA independently of MPOB and uses identifier two. Fresh world loading creates and registers ordinary MPOB actors first, followed by CYRUS, GREMLIN and CAMERA. Each player role is temporarily selected during its own initialization. After GREMLIN initialization, world setup marks it excluded from ordinary object updates and restores CYRUS as the selected player.

Separate map object script state

MPOB types two and six use separate object records rather than ordinary actor records. Script binding uses the same authored instance allocator as ordinary objects: each matching load advances the instance counter and, after the first instance, advances the local-variable pointer by the variable count times four. These objects therefore consume their authored local-variable allocation even though they do not consume the ordinary actor identifier counter.

The separate-object update converts each record into a cleared temporary actor and clears its attribute table. It restores the object’s position, script continuations, local-variable and string pointers, and native task-slot state. After processing, it copies position, continuations and task state back to the separate record. Attribute writes in that temporary actor are not copied back. The separate-object traversal runs after ordinary actor traversal and retains its own list membership. Outside editor mode, it maintains the optional light record after script/task dispatch and before copying the temporary actor back to its separate record. This light maintenance also runs when task-system advancement is disabled. Separate records always belong to their position’s 512-unit map cell, regardless of the MPOB activation byte. Loading prepends each record to its cell’s separate list. The cached view-window rebuild appends those lists in the same cell order as ordinary traversal, skipping the four corners. It does not apply the ordinary outer-border attribute filter to separate records.

Initial ordinary motion state

Fresh ordinary allocation clears the complete actor record before applying loader defaults. Its sliding state, falling state, queued-motion state, body response flags and collision-transition flags therefore start at zero. These runtime bytes are separate from the installed attributes and current animation group. The ordinary update invokes queued motion when its state is nonzero, using that state before the falling state when both are present.

Reference Name Encoding

Object-property operands carry a little-endian u16 reference ID after the object encoding. Property reads use the full reference ID to index the global references table loaded from the [refs] section of SOUP386.DEF. The high byte is not discarded. With native validation enabled, a reference outside the table enters the invalid-reference error path.

Local pose properties

pos.vx, pos.vy and pos.vz access the resolved actor’s local position. angle.vx, angle.vy and angle.vz access its local angles. Each property reads or writes the complete 32-bit field selected by its installed descriptor. Player resolves the currently selected player before accessing the field.

These accesses do not substitute an attached pose, normalize angles, recompute matrices or update other actor fields. Each write changes only its selected field; subsequent actor processing performs the usual transform work. Ordinary heading values use 2048 units per turn.

Current animation property

anim.current reads the resolved actor’s current animation group as a signed 16-bit value, extended to the script integer width. It preserves negative values, including the no-current-group value of -1. If the actor has no animation association, the read returns zero. Reading this property neither requests nor advances an animation and does not change actor or animation state.

Torch counter property

torch_timer accesses the resolved actor’s torch-burning counter. Reads return the unsigned byte as a script integer. Writes retain only the low eight bits of the assigned value and change no other actor field. The property access itself does not run torch effects or decrement the counter.

Operators

Arithmetic Operators

Assignments use a terminated list of (value, operator) pairs. The formula loop reads a value (any value-producing opcode in FORMULA mode), then an operator byte, repeating until the terminator.

ByteOperatorArityOperation
0; (end)—Return result
1+binaryAddition
2-binarySubtraction
3*binarySigned multiplication
4/binaryUnsigned division
5<<binaryLeft shift
6>>binaryArithmetic right shift
7&binaryBitwise AND
8|binaryBitwise OR
9^binaryBitwise XOR

The formula evaluator accepts only zero and binary operator bytes 1–9. Other operator bytes enter the fatal error path. Division by zero is not checked in software — it raises a CPU divide-by-zero exception caught by the C runtime signal handler.

The ScriptReader and ScriptParser tools interchange multiplication and division bytes. Engine bytecode uses 3 for multiplication and 4 for division.

Comparison Operators

Used in if conditions. Each comparison pairs a LHS value, comparison byte, and RHS value. Ordered comparisons use signed 32-bit integers.

ByteOperator
0= (equal)
1!=
2<
3>
4<=
5>=

Conjunctions

Multiple comparisons in a single if are chained with conjunction bytes:

ByteMeaning
0End of condition list
1and
2or

Conditions are evaluated left-to-right with no operator precedence — each conjunction folds the running boolean with the next comparison result.

Control Flow

Conditional Branch (If — 0x03)

Evaluates one or more comparisons chained with and/or. If the condition is false, the PC jumps to end_offset (absolute). If true, execution falls through into the inline block.

[0x03]
  repeat:
    [value: LHS mode]
    [u8 comparison]
    [value: RHS mode]
    [u8 conjunction]       // 0 = end, 1 = and, 2 = or
  until conjunction == 0
[u32 end_offset LE]        // false-branch target (absolute)
[block of instructions]    // executed when true; ends at end_offset

Goto (0x04)

Unconditional jump. Sets PC to the u32 target address (absolute).

End (0x05)

Reads a u32 offset relative to the actor’s script base, stores that address as the main continuation, and returns from the current invocation. It also clears pending synchronization state for the actor’s configured group and user channels and releases the current activation reference when it refers to that actor. These notifications do not clear the stored continuation or disable the actor.

When the actor’s script remains eligible and has no blocking task, a later main script stage starts at that continuation. Target zero therefore restarts at the script base on that later invocation, rather than executing again immediately or stopping permanently.

The installed ISLAND FLAG2 script is 61 bytes: four blocking PushAnimation calls request groups/counts (1, 25), (10, 1), (1, 3), (10, 2), followed by End with target zero. Its finite task counts do not make the whole script finite. The authored sequence can repeat while the actor remains eligible.

Gosub / Return (0x11, 0x12)

Gosub stores the address following its target operand in the actor’s single return continuation, then jumps to the target. A later Gosub overwrites that continuation. Return resumes at the stored continuation and restores the actor’s saved script-return byte. It does not pop a stack or clear the saved continuation. Subroutines share actor-local variables.

A fresh actor’s return continuation is null. A Return executed while it is null (installed scripts reach this by entering a subroutine body with End, for example the VILEDOG actor) behaves like Endint: the invocation ends and the actor’s main continuation becomes the script base. The same holds when the Return runs from the entry continuation; the main continuation is reset to the script base there too, unlike Endint, which preserves it. The game continues running; nothing faults.

Endint (0x13)

Resets the active cursor to the script base and returns from the current invocation. Script-entry processing preserves the main continuation while advancing its separate entry cursor.

Function Dispatch

Call Types

Active tasks reevaluate their encoded operands on every task invocation. A task therefore observes changes to locals, global flags, and queried values while it is active. Literal arguments are a special case of this rule.

Native calls evaluate their parameters from the last authored argument to the first. The handler receives the resulting values in authored argument order. This evaluation order also applies when starting or revisiting a task; nested function side effects are observable by earlier arguments.

SOUP386 distinguishes three call types, encoded in the opcode byte:

TypeBehaviorScript syntax
TaskBlocking — script waits for completionFunctionName(...)
MultitaskAsynchronous — script continues immediately@FunctionName(...)
FunctionImmediate — returns a valueFunctionName(...) (context determines)

Self-calls use opcodes 0x00/0x01/0x02. Object-targeted calls use 0x19/0x1A with an additional dispatch-type byte (0x00 = task, 0x01 = multitask, 0x02 = function) when used as a top-level statement. In non-MAIN modes, the dispatch-type byte is absent and the call is always treated as a function.

The runtime function table keeps only each function’s handler; the task, function or multitask keyword in SOUP386.DEF is parsed and discarded. A call therefore runs the handler of whatever function it names, whichever call type the script uses, and a handler that returns zero completes a task or multitask call at once. Shipped scripts use this for FlatAnimate and FlatSound (both return zero) in multitask form.

Object-targeted task dispatch differs from a self task statement. The receiver owns the task slot, and the calling body continues immediately. The self task statement checks the active result and yields when blocking. Both encodings must remain distinguishable even when the explicit object selector resolves to the current actor.

Call Encoding

[u16 func_id LE]     // index into SOUP386.DEF function table
[u8 param_count]     // number of parameters (0 if func_id == 0)
[param_count × value in PARAMETER mode]

Function index 0 is always NullFunction (synthetic; prepended by the parser, not present in SOUP386.DEF). The func_id is multiplied by the function-table entry stride (49 bytes) to index the runtime table.

Parameter Type Overrides

When a Numeric (0x07) or NumericAlt (0x16) opcode appears in PARAMETER mode, the 4-byte value may be reinterpreted based on the calling function:

FunctionsTypeEncoding
ACTIVATE, AddLog, AmbientRtx, menuAddItem, RTX, rtxAnim, RTXp, RTXpAnim, TorchActivateDialogue key4-byte ASCII string (RTX lookup key)
LoadWorldMap IDi32 map identifier
AddItem, DropItem, HandItem, HaveItem, SelectItem, ShowItem, ShowItemNoRtxItem IDi32 item identifier
All othersIntegeri32 signed integer

ACTIVATE and TorchActivate receive the dialogue key as a packed 32-bit numeric value, not a string-table index. Its least significant byte is the first RTX key character. RTX lookup folds ASCII uppercase bytes to lowercase.

Ordinary entry gate

Ordinary entry processing uses the actor’s saved entry continuation, distinct from its main continuation. When the initial main entry offset is zero, the separate entry continuation is absent. A nonzero initial main offset starts main there and initializes the separate entry continuation at the script base. An absent entry continuation makes ordinary entry processing return immediately. Before running it, the engine checks occupied, unpaused blocking task slots. A slot suppresses entry when its stored operand address is less than or equal to the saved entry address. This is an address comparison, not a comparison of offsets relative to each task’s own script. For programs within the same RASC allocation, adding each script’s RASC offset to its local cursor preserves that ordering.

When entry runs, its saved cursor temporarily becomes the interpreter’s active cursor. The resulting cursor is saved back as the entry continuation, and the main continuation is restored. A yielding entry therefore resumes from its saved position. Endint resets that entry continuation to the script base.

TaskStop, TaskPause, and TaskResume

An actor has six task slots shared by its entry and main invocations. Existing-task processing traverses those slots in allocation order, skips paused slots, reevaluates encoded operands, and removes a slot when its handler reports completion. Unpaused blocking slots suppress the subsequent main-body invocation; multitask slots do not. Reissuing a call whose operand address is already in a slot does not execute its handler again. Task labels resolve against the receiving actor’s script base and match the byte immediately after the labelled dispatch opcode. Self task calls store the operand address immediately after their Task or Multitask opcode. Object task calls store the operand address immediately after the embedded dispatch byte following the two-byte object selector. Routing retains that encoded operand location; it does not rebase foreign bytecode into the receiver’s script. TaskStop removes every matching slot and clears its blocking and pause state. TaskPause and TaskResume set and clear the matching slots’ pause state.

The KillMyTasks function takes no arguments and returns zero. It clears all six of the receiver’s task slots at once, whatever their operand addresses, including their blocking and pause state and retained handler scratch, without invoking any handler. It acts immediately, so a task started by a later statement of the same invocation occupies a fresh slot.

The initial task call invokes its native handler, then allocates a slot independently of that handler’s return value. A self blocking task yields after this allocation, even when its first native invocation reports completion. Completion is applied by a later existing-task pass. An object-targeted task allocates on the receiver and the caller continues, including when the selector resolves to the caller itself.

Each active slot has a 16-bit invocation counter. Allocation sets it to one. An eligible existing-task pass computes its elapsed input as the low 32 bits of counter times the current frame scale, shifted right by eight, then increments the counter with 16-bit wrapping. Paused slots do not advance. The initial native call receives elapsed input zero.

Wait, WaitOnTasks, and WaitNonMulti

Wait(duration) stays active while the elapsed input is less than the wrapping 32-bit value duration - 1, compared as signed integers. WaitOnTasks stays active when more than one unpaused slot is occupied. WaitNonMulti stays active when more than one unpaused blocking slot is occupied. These count tests include the current wait slot when it has already been allocated.

Anchor, Yield, and ScriptRV

Anchor stores its operand byte as the actor’s anchor state. Yield retains the following cursor without issuing the End notifications.

ScriptRV reads an expected byte. On mismatch it skips the next five bytes. On a match, a following Return byte advances the cursor by four bytes; a following Gosub saves the current script-return byte before the control instruction runs. Other following instructions remain eligible. Return restores that saved byte.

Group synchronization channels

Actor data byte 29 names the actor’s group channel (1 through 255; zero means none), byte 30 its user channel, and a nonzero byte 43 excludes the actor from its group channel’s rendezvous. Actors join their channel’s member list when they are created. World initialization enables the system and clears every channel’s released value; with the system disabled, or for an actor without a channel or member entry, SyncWithGroup completes immediately.

Each member holds a posted value, initially zero. SyncWithGroup(group) is a task. Each invocation stores group | 0x80 (the group’s low eight bits with the posted mark) as the actor’s posted value, then compares the channel’s released value with that stored byte. When they are equal it clears the mark, keeping the group, and completes; otherwise it keeps waiting. ResetGroupSync and the End operation set the actor’s posted value to zero.

Once per world-loop iteration, after the family system update, every channel is updated. The channel carries the mark when every non-excluded member’s posted value has its mark. The channel then releases a group: it scans cyclically over 0 through 127 for a value that some non-excluded member holds (its posted value without the mark; a member that has not posted holds zero, so zero counts), starting at the previous released byte itself. Because a marked released byte is at least 0x80, a marked release starts the scan just after its group, while an unmarked release starts at its own group. The first value found, combined with the mark, becomes the released byte; when none is found the released byte is just the mark. A member that completed keeps its group but loses its mark, so the channel advances to the next posted group unmarked until that member posts again or ends.

User synchronization channels

User channels have separate member lists and released bytes from group channels. Actors register in the channel named by data byte 30 at creation, with a posted value of zero. Lookups use the actor’s current byte 30; changing that byte does not register a new membership. World initialization clears both channel systems and enables them. World teardown disables them, frees their member lists and clears their released bytes.

SyncWithUser(value) completes immediately when synchronization is disabled, the current user channel is zero, or the actor has no member entry in that channel. Otherwise each invocation stores the low byte of value OR 0x80 in its member entry. It then stays pending if any member of that user channel has data byte 43 equal to zero. If every member has nonzero byte 43, it compares the channel’s released byte, zero extended, with the full operand value. Equality clears bit 7 of the caller’s posted value and completes; inequality stays pending.

The world-loop channel update processes each user channel immediately after its group channel. It builds a presence table indexed by each full posted byte of members whose data byte 43 is zero. Starting at the previous released byte, it checks up to 256 candidates. After each unsuccessful check the candidate becomes (candidate + 1) & 0x7f. The first present candidate becomes the released byte; if no candidate is present, the released byte becomes zero. It does not add a mark or require all members to have posted. In particular, the initial candidate can be above 127, while every subsequent candidate is at most 127.

ResetUserSync and End clear the caller’s posted user value to zero without changing the released byte or removing membership. They use the current byte 30 and do nothing when synchronization is disabled, that channel is zero, or the caller has no member entry there. ResetGroupSync uses the equivalent guards and current byte 29 for its group member entry.

PushAnimation and TaskStop: animation ownership

Each task slot saves and restores its native handler state independently. Multiple PushAnimation slots therefore retain separate not-started/started phases while requesting and observing the same receiving actor’s animation. Each invocation sees animation changes made by earlier calls; the animation is not copied into the task slot.

TaskStop clears matching operand slots and their blocking and pause flags. It does not invoke the native handler or restore earlier animation state. Stopping a PushAnimation task therefore leaves its animation request and current playback state in place.

PushControlAnimation(group, count) is a task with the same two phases as PushAnimation. Not started, it requests the group through the ordinary request unless the receiver’s current group already equals it; in that case it sets the loop count and becomes started. Both outcomes keep the task pending. Started, it completes when the current group no longer equals the group. Otherwise it turns the receiver and stays pending: the heading becomes the heading minus the scaled right turn amount plus the scaled left turn amount, modulo 2048, using the ground-turn accumulators and frame scale. The accumulators update every input update, whether or not the player controller runs.

Player alignment ownership and targets

PlayerLineUp(angle, x_offset, z_offset) moves the selected player relative to its receiving actor. Both distance modes move the player; neither moves the receiver. Its return value is also stored in the shared player-lineup result used by activation admission.

The first invocation in a native handler state selects the distance mode. It compares the shared integer three-axis distance between the effective player and receiver positions against SYSTEM.INI lineup_distance * 256. A strictly greater distance selects approach mode; equality selects close alignment. Subsequent invocations retain that choice in the native state. The initialized marker, mode, fallback flag and retained close-alignment reference belong to that handler state. Active task slots save and restore them independently. They are separate from the shared activation-admission result.

For the normal target calculation, add angle to the reference actor’s heading and wrap to 2048. Rotate the supplied horizontal offsets by that heading and add the reference actor’s local X/Z. The final player heading is the rotated heading plus 1024, wrapped to 2048. Approach mode uses the current receiver as reference. Close alignment retains its first reference in native state and uses that actor on later invocations. The target position is recalculated on each invocation; it is not a captured destination.

In the normal path, approach mode faces the destination before forward movement. Close alignment faces the final heading first, then chooses forward, sideways or backward movement from the relative destination bearing. Reaching the destination does not by itself finish alignment. The player must finish turning to the final heading and request its default animation. A completed alignment clears the player’s alignment flag and returns zero; ongoing alignment returns one. In approach mode, a retained fallback flag or a nonzero packed collision-response word masked by 0x01e2 switches to facing the receiver’s current local X/Z. Completion in that branch also sets the native return-state byte to 6. Close alignment’s fallback instead turns to the final heading derived from its retained reference, requests the default animation, and sets that byte to 6. Both completion branches clear the player’s alignment flag.

Approach mode’s movement step runs after the player has finished facing the destination and the movement-distance check permits movement. It is one call of the player’s WalkForward helper with duration 1, preceded by a saved copy of the player’s position, step counter and animation state. If the bearing from the new position to the destination, relative to the player’s heading, then lies from 256 through 1792 (the destination is no longer ahead), the step is undone, the player’s X/Z are set to the destination and the retained fallback flag is set. After the movement, a nonzero collision-response word masked by 0x01e2 together with a collision counter above 8 also sets the fallback flag. Approach mode returns one on every call that does not complete.

Close alignment’s movement step runs when the player has finished turning to the final heading and the movement-distance check permits movement. Let b be the player’s heading minus the heading of the displacement to the target (the heading the facing step turns to), wrapped to 2048 (the same quantity approach mode tests). The helper is chosen by b: right for 257 through 768, backward for 769 through 1280, left for 1281 through 1792, forward otherwise. Each helper first saves the player’s position, packed step counter, animation state and the two animation words that follow it, then calls its stepper with duration 1: MoveRight, MoveLeft, WalkForward or the walking backward step. It keeps the step when its test passes, otherwise it restores everything it saved, clears that direction’s shared called flag, sets the player’s X/Z to the target and reports failure, which sets the retained fallback flag. With b' the bearing measured again after the step, the keep tests are: right, b' from 257 through 767; left, b' from 1281 through 1791; forward, b' above 1792 or below 256; backward, the horizontal distance to the target no greater than before the step. After the step, a nonzero collision-response word masked by 0x01e2 also sets the fallback flag. Close alignment returns one on every call that does not complete.

PlayerPickupLineUp and PlayerParallelLineUp

PlayerPickupLineUp(angle, x_offset, z_offset) and PlayerParallelLineUp(angle, x_offset, z_offset) are tasks that move the selected player relative to the receiving actor; ObjectPickupLineUp and ObjectParallelLineUp run the same two movers on another actor. They do not store the shared player-lineup result. Each invocation first pushes a collision query frame for the player (position, a radius from the player’s model record scaled by a constant, or 200 when it has none, height word) and pops it afterwards. Unlike PlayerLineUp the offsets are added to the receiver’s local X/Z unrotated: the target is the receiver’s position plus the offsets (Y from the receiver), and the target heading is the receiver’s heading plus angle, wrapped to 2048.

The pickup mover returns zero when done and one while continuing. On its first invocation (elapsed time zero) a blocked straight path to the target (a segment of at most 0x20000 units, tested against objects but not the receiver or the player) selects the parallel mover for the rest of the task; the choice is retained in the task’s native state. Otherwise each invocation, in order:

  1. A nonzero packed collision-response word with an age above 8 clears nothing but abandons the task: return state 6, return zero.
  2. The player’s roll is leveled and the player faces the target; while still turning it returns one.
  3. The facing arrival test snaps onto the target: all four called flags are cleared, the default animation is requested and the task returns zero.
  4. When the movement-distance check permits movement, one forward close step toward the target runs (as in close alignment); a failed step also clears the called flags and completes as in 3.
  5. Otherwise a stale collision response abandons the task as in 1, clearing the player’s alignment flag, and the task returns one.

The parallel mover works from the final heading angle + 1024 (wrapped): when the player’s heading is more than 768 from it the player turns to face angle + 2048, backs toward the target with a backward close step while the movement-distance check permits it, and completes once the backward step fails and the turn to the final heading has finished (called flags set); otherwise it turns to the final heading (returning one while turning), snaps on arrival (called flags set, default animation requested, return zero) and otherwise takes the close step that the relative bearing selects, as in close alignment, returning one unless the collision response is stale.

Alignment distance thresholds

Alignment position tests use local Q8 X/Z and the shared integer distance function with Y set to zero. They select a speed byte from the current animation group and actor attributes. Missing animation or attributes selects zero. Other groups also select zero.

Current animation groupSpeed attribute index
18, 30, 1428
19, 1439
20, 2112
22, 2313
24 through 2710
3119
92, 9317

Let speed be that byte and scale the Q8 frame scale. The alignment arrival test uses (((2 * speed - 1) << 8) * scale) >> 8. The facing helper’s arrival test instead uses (((speed + 1) << 8) * scale) >> 8. Products wrap to signed 32 bits and the final shifts are arithmetic. A horizontal distance less than or equal to the threshold snaps local X/Z to the target and registers a map update. Y remains unchanged. With speed zero and a positive ordinary scale, the first threshold is negative and cannot admit a nonnegative distance. The facing helper’s test can still snap in that case.

The movement-distance check is a third test. It uses ((speed * 512 - 1) * scale) >> 8, with the same wrapping and signed shift. It permits a movement attempt for actor state 7, speed zero, a nonpositive threshold, or a distance strictly greater than the threshold. It does not snap or register the actor.

Alignment turning uses the support-response turn rules, including selected-player camera updates. Returning to the default animation reports success on every normal return; it does not wait for playback to finish.

Player turn, speed, arctangent and location-distance queries

PlayerArctan() returns the arctangent angle (0 through 2047) of the horizontal displacement from the selected player to the receiver (or to the stored fallback position when no player is selected), the negation modulo 2048 of the bearing PlayerLooking uses.

PlayerTurned() returns 1 when any of the selected player’s three angles differs from the angles saved at the ordinary update’s entry, otherwise 0. PlayerTurnedDirection() returns the sign of the change of the player’s negated yaw ((2048 - yaw) & 2047) since the saved one: 1 when it grew, -1 when it shrank and 0 when unchanged, with the sign inverted when the change exceeds 1024. Both return 0 for an actor without a model handle.

PlayerMovementSpeed() returns an attribute byte of the selected player selected by its current animation group: groups 18 and 30 attribute 8, 19 attribute 9, 20 and 21 attribute 12, 22 and 23 attribute 13, 24 through 27 attribute 10. Other groups, and a player without animation state or attributes, return zero.

DistanceToLocation(location) returns the rounded Euclidean length, in Q8 units, from the receiver’s position (its linked position when it has one) to the location, selected as in MoveToLocation.

PlayerOnScape

PlayerOnScape() returns 1 when the selected player’s last ground-response record is a terrain contact and 0 otherwise. The ground update clears the record’s kind byte, sets it to 0x40 for a terrain contact and to 0x20 for a model or actor face, and retains the record for the selected player after its update.

PlayerStatus

PlayerStatus() classifies the selected player and returns the class of the first matching rule, or zero. The rules test, in order: the queued-motion byte (1 gives 1, 2 gives 2, 8 gives 3, 3 gives 4), the falling byte (2 gives 5, 8 gives 6, 3 gives 7), a nonzero sliding byte (8), the living-state byte (10 gives 9, 11 gives 10, 20 gives 11, 21 gives 12), the current animation group (18 or 30 gives 15, 19 or 23 gives 16, 24 or 25 gives 17, 26 or 27 gives 18, 20 or 21 gives 19, 22 gives 20), and last whether the player’s local position differs from its position saved at the update’s entry (21). Classes 13 and 14 repeat the living-state tests of 9 and 10 and are never returned.

BounceObject

BounceObject(power, speed, steer) is a task that launches its object (the selected player in installed content: BounceObject(160, 40, 1)) up and forward, then leaves the descent to the ordinary falling controller. It reports one while it runs and zero when done. The lifecycle byte moves through 30 (entry requested), 31 (rising) and 32 (falling). The first invocation refuses, ending the task with no effect, when the item system is not ready, the lifecycle byte is 30 or 31 or in 10 to 19, the surface is deep water (2 or 4), or power is zero. Otherwise it clears the falling, queued-motion and sliding bytes and the first two motion-vector words, sets lifecycle 30 and requests animation group 114 with a weapon held, 66 with a burning torch, otherwise 65.

Every invocation then runs, in order:

  1. While the lifecycle byte is 30: if the current animation group is not 114, 66 or 65, clear the same motion bytes and words and report one. Otherwise set lifecycle 31 and set the lift to attribute 32 (jump height in map units) times 256.
  2. If the object is the selected player and steer is nonzero, subtract the ground-turn delta (scaled right amount minus scaled left amount) from the heading, modulo 2048.
  3. Move forward along the heading by ((128 - speed) << 8) / 3 (truncating division) times the frame scale, shifted right by 8, in Q8 units.
  4. While the lifecycle byte is 31: subtract lift * scale >> 8 from Y and ((256 - power) << 4) * scale >> 8 from the lift. A lift above zero requests group 112 with a weapon held or the stance bit 0x04 set, 38 with a burning torch, otherwise 39, and clears the motion bytes and words as above. A lift of zero or less starts an ordinary fall (fall origin Y plus attribute 32 times 256, timer 30, falling byte 1), requests group 113 (forced) with a weapon held or the stance bit set unless the current group is already 115, otherwise group 57 with a burning torch or 56 (forced), and sets lifecycle 32. Either way the call reports one.
  5. Otherwise, when the falling byte is zero set lifecycle 0 and report zero; else report one.

The lift shares the fall-origin word. “Weapon held” is the ordinary holding-weapon predicate.

The ordinary update’s ground response begins with a handler for the actor’s lifecycle states 27 through 32. For states 30 and 31 it reports the update handled, so the ground response does nothing (no support query result is applied, no fall starts). State 32 is not handled: the ordinary falling and landing response runs, and the falling byte it clears ends the task as above.

PlayerFaceObj

PlayerFaceObj is a task that turns the selected player to face its receiving actor. It reports one while the player is still turning and zero when done, and each invocation sets or clears the player’s alignment flag accordingly. The alignment flag is the hook-disabled bit that DisableHook sets, so the player’s native hook (its controller) does not run while the player is being aligned.

An invocation first checks the player’s packed collision-response word (the body-response byte, the transition byte and the two auxiliary bytes). When the word is nonzero and the collision-response age is above 8, it sets the native return-state byte to 6, clears the alignment flag and reports zero without turning.

Otherwise it applies the alignment roll leveling, then the facing step. Using the player’s alignment speed, a horizontal distance (Y zero, local Q8 X/Z) to the receiver at or below the facing arrival threshold snaps the player’s X/Z to the receiver’s, registers a map update and reports zero. Farther away, the target heading is the negated arctangent angle of the horizontal displacement from the player to the receiver (the heading the PlayerLooking bearing reports), wrapped to 2048, and the player turns to it by the support-response turn rules: zero when the heading already matches or the turn snaps to it, otherwise nonzero. A zero result clears the alignment flag and a nonzero one sets it, and the task reports that result.

GetAttribute, SetAttribute, GetMyAttr, and SetMyAttr

GetAttribute reads an unsigned byte from the receiving actor’s attribute table and returns zero when the table is absent. SetAttribute returns zero. When the table exists, it writes the low byte of the supplied value. Writing attribute 6 also copies that byte to attribute 115; writing attribute 1 also copies it to attribute 119. These two handlers do not check the attribute index range.

GetMyAttr reads an unsigned byte from the receiving actor’s attribute table. It returns zero when the table is absent or the index is outside 0–255. SetMyAttr returns zero and ignores an absent table or an out-of-range index. A valid write truncates the supplied value to its low byte. Attribute 44 also stores that truncated byte as the combat death-default group when the actor has a combat record and its object-update exclusion is nonzero. No other index has a write-time effect: attachment, rotation, family and model attributes are read where they are used, and a write neither rebinds the family nor refreshes the model.

Initial attribute copy and defaults

Loading an actor creates an independent 256-byte copy of its definition’s RAAT attributes, then applies these adjustments before registering its groups:

AttributeInitial adjustment
31, attr_jump_timeA signed byte value at or below zero is replaced by the low byte of the effective system jump time. Thus zero and byte values 128–255 use the fallback.
32, attr_jump_heightZero is replaced by the low byte of the effective system jump height.
35, attr_draw_frameZero becomes 2.
34, attr_sheath_frameZero becomes 10.
25 and 26, attr_master and attr_slaveBoth become zero when [debug] disable_family is exactly 1.
115, attr_reserved_weightCopies attribute 6, attr_weight.
119, attr_reserved_collideCopies attribute 1, attr_collide.

The effective jump settings come from [system] jump_time and jump_height in SYSTEM.INI. Values below 1 use 6 and 80 respectively. These load-time defaults do not run again on ordinary attribute writes.

Actors loaded through the animation model-table path also replace attribute 125, attr_mess_group, with the next value from a shared counter. The counter returns its current value, then increments modulo 256. Opening an actor-definition map resets this shared counter to zero before reading the map records. The counter is shared across actor definitions and instances, rather than restarting for each definition. The static-model shortcut and actors without models do not take this assignment path.

A type-1 MPOB placement has a subsequent model fallback. It runs only when actor-definition loading left both the animation model table and the static model absent, and the placement’s model name is nonempty. If the placement’s is_static byte is exactly one, it loads a static model without assigning a message group. Any other byte value builds an animation model table, using that byte as its frame count. When the actor has an attribute table, this fallback replaces attribute 125 with the next shared counter value. A zero frame count still takes the animation-table branch.

SetAttribute and SetMyAttr: default-group side effects

SetAttribute first writes the low byte to attribute 44. Only when IsDead returns true does it release the actor’s two held walk-node reservations and store the full supplied value as the combat death-default group. A node’s ownership byte is cleared only when it matches the low byte of the actor identifier; both actor-held node indices are then cleared. This operation does not reset the animation cursor, current group, or loop countdown.

SetMyAttr writes the combat death-default group only when a combat record exists and the object-update exclusion is nonzero. It stores the truncated attribute byte and does not release walk-node reservations. This exclusion check is distinct from the IsDead predicate used by SetAttribute.

The combat death-default group and the animation playback default are separate state. Ordinary actor updates select the playback default using actor state; these attribute writes do not directly replace that selection step. See ordinary default selection.

PlayerDistance and PlayerFacing

PlayerDistance() returns the sum of the absolute X, Y and Z differences between the selected player’s current position and the receiver’s effective position. Positions and the result use the runtime coordinate scale of 256 units per world unit. Without a selected player, it uses the global fallback position. A global override selects the fixed result 9999999 instead of calculating distance. The override is the nonzero neversaydie cheat state. Cheat initialization clears it before loading the optional REDGUARD.CHT file; without that file it starts disabled.

Fresh ordinary actor allocation starts without a linked-position record. This record is separate from the attribute-based master/slave attachment.

Effective receiver position follows the same selection used by positional sound: a nonzero attr_slave selects attached position; otherwise a valid linked positioned record supplies position, with the receiver’s ordinary position as the final fallback.

AcuratePlayerDistance() is PlayerDistance with the rounded Euclidean length of the same three-axis difference instead of the sum of absolute differences. It uses the same positions, the same fallback position without a selected player, and the same fixed 9999999 result under the neversaydie override. The length follows the node-marker distance arithmetic.

PlayerFacing(offset, tolerance) compares orientations. It adds offset to the receiver’s effective yaw, wraps the sum modulo 2048, and compares it with the selected player’s current yaw. The signed difference is wrapped into [-1024, 1024]; the result is one when its absolute value is less than or equal to the signed tolerance, otherwise zero. The offset and tolerance are full signed 32-bit arguments. The receiver’s attached yaw is used when attr_slave is nonzero; otherwise its ordinary yaw is used. This function requires a selected player. See coordinate and heading units.

PlayerLooking(tolerance) tests the selected player’s horizontal orientation relative to the receiver. Subtract the receiver’s effective X/Z position from the selected player’s ordinary X/Z position, retaining signed 32-bit differences. Convert that displacement to the quantized actor heading. This query retains signed 32-bit wrapping absolute values and signed comparisons during bearing reduction. The minimum signed coordinate difference therefore does not behave like a widened positive magnitude. Compare it with the selected player’s current yaw plus 1024, wrapped modulo 2048. The result is one when the absolute wrapped angular difference is less than or equal to the signed 32-bit tolerance, otherwise zero. A negative tolerance always rejects. The query requires a selected player and uses the same effective receiver position selection described above. It does not perform a visibility or line-of-sight query.

PrintSingleParm(value) formats the receiving script’s name (or Unknown script when the actor has none) and the signed integer as <name> <value> and writes the text to the first free of the console’s 66 text lines. It drops the text when no line is free and returns zero.

PlayerInSight() is true when the selected player is within 262144 units of the receiver and nothing blocks the line between them. The distance is the rounded Euclidean length of the difference between the two actors’ local positions, with no effective or attached position substitution; a longer distance is false and exactly 262144 passes. The segment between the two local positions, in whole map units, is then tested against each entry of the retained candidate model list, in order, exactly as the combat “In sight” test described under the combat decision rules does. An entry that is not hit, or whose owner is the selected player, does not block; any other hit makes the result false.

The candidate model list is one engine-wide list that every candidate gather replaces. A receiver that gathers no candidates of its own (an actor without collision) tests against the list the most recent gather by any actor left, which is empty before the first gather.

AtNodeMarker: node-marker distance

AtNodeMarker(marker, distance) returns one when the receiver’s ordinary local position is within the supplied distance of the indexed marker, otherwise zero. It uses all three axes and does not select attached or linked positions. Marker coordinates are converted from map units to runtime units by a left shift of eight bits; coordinate subtraction retains the low 32 bits.

The distance is Euclidean. Each signed difference is first stored as a single-precision float. The sum of squares passes through a double-precision store before an extended-precision square root; the root is stored at single precision and converted to a signed integer with nearest-even rounding. Rounding the root to double precision before the single-precision store can change the result at a single-precision midpoint. The result is compared with the signed distance argument using an inclusive bound. The distance argument therefore uses 256 units per map unit.

Marker lookup is fatal for an out-of-range or absent marker. While a world is loaded, the lookup reads that map’s own marker table: the index must be below the map’s marker count and the presence byte must equal one. A fixed 128-slot table that accepts any nonzero presence byte is read only when no loaded map is active. The marker argument is an unscaled signed index, distinct from the distance units.

Walk-map construction clears its runtime disabled byte, so newly loaded maps are enabled. This byte is separate from installed node reservation bytes.

Common actor initialization clears the current walk map and sets the held current-node, next-node and final-destination indices to -1. Later actor loading or navigation can assign a map and node; raw allocation zeroes do not describe these initialized navigation indices. The previous-next record starts at allocation zero; common initialization does not overwrite it.

Map placement loading supplies the authored local position before loading the actor. Actor loading then assigns its current node and map through the general nearest-node query, using each local coordinate shifted right by eight. This initial association does not add the actor’s Y extent and does not filter node reservations. It is separate from the combat nearest-free-node search.

An actor without a current walk map clears its current-node, next-node and final-destination indices to -1. An enabled map remains valid when each of those indices is below its node count; the -1 unset sentinel is allowed.

An index at or above the node count invalidates the map. Validation releases held current/next reservations, clears all three indices, and removes the map. A disabled map also releases held current/next reservations and removes the map, but retains the final-destination index until the next validation observes the absent map.

Reservation release clears a node’s ownership byte only when it matches the low byte of the actor’s runtime identifier. It clears the actor’s current and next indices even when another actor owns the node. An index at or above the node count does not address a node during release.

Current-node assignment releases the held next node before the held current node. When a next node was held, it first copies that index to the actor’s previous-next record. Next-node assignment instead releases current before next and leaves the previous-next record unchanged. Both operations clear the released indices even when another actor owns their nodes.

After releasing, assignment claims the requested node only when its ownership byte is zero or matches the low byte of the actor identifier. A successful claim writes that low byte and the corresponding current or next index, and returns one. A rejected claim returns zero with both held indices cleared. With no map, both held indices are cleared and assignment returns zero without changing the previous-next record. Neither assignment changes the final destination.

Validation and held-node release preserve the previous-next record, including when they invalidate or remove the map.

Nearest free walk node

Combat perception can search all loaded walk maps for a free node before navigation begins. This differs from the general node-selection query because only nodes with a zero reservation byte qualify. The search reads the actor’s query position, shifts each coordinate right by eight, and adds the actor’s positive Y extent to the shifted Y coordinate. Node X/Z are unsigned 16-bit coordinates and node Y is signed 16-bit.

Maps and nodes retain their loaded order. The search minimizes Manhattan distance with an initial exclusive bound of 4096. Equal distances retain the first candidate. An improving candidate below distance 12 returns immediately, even if a later node would be closer. The shared winning map is cleared before searching. A miss leaves it absent and returns node index -1.

Nearest node within one walk map

Point navigation can search its current walk map for the destination node. The search takes map-unit coordinates, ignores reservation bytes, and rejects an absent or disabled map. It minimizes Manhattan distance with an initial exclusive bound of 4096. Equal distances retain the first node, and an improving candidate below distance 12 returns immediately. The shared selected map is cleared first. A hit sets it to the supplied map; a miss leaves it absent and returns -1. This search does not select a different map.

Walk-route search and next-hop selection

Walk-map loading sizes the shared route queue and visited array to the largest loaded map’s node count plus eight. Search starts with the current node at depth one. An unset current node returns -1; an equal current and destination node returns that node before testing map availability. Other searches reject an absent or disabled map.

The forward search processes its queue in order and visits each node’s links in authored order. A link qualifies when its unsigned cost is at most 2048, its target passes node admission and has not been visited, and the expanded node’s reservation byte is either zero or equal to the requesting identifier. The reservation test belongs to the expanded node, not the linked destination. Qualifying targets are marked visited and queued with the parent’s depth plus one. Finding the destination starts backtracking immediately. Exhausting the queue or its capacity returns -1. Costs filter forward traversal; they are not accumulated as a shortest-path distance.

Backtracking does not retain the parent that discovered a node. For each node, it scans earlier queue entries in reverse order for depth one lower. It looks up the first authored link from each candidate to the current node. Zero cost is not a predecessor. Among nonzero links, the smallest low fourteen cost bits wins; equal costs retain the first reverse-scan candidate. Backtracking repeats until reaching the initial queue entry and returns the next node after it. Failure to find a predecessor returns -1. The forward admission filters are not reapplied during this predecessor scan. Duplicate links can therefore affect backtracking through their first authored cost even when another duplicate caused forward admission.

Each predecessor scan clears two shared link-result flags. An improving link sets the first flag when cost bit 14 is set and the second when bit 15 is set. These flags are not cleared by a later improving link within that same scan. The final scan’s flags accompany the selected next hop. A shared backtracking-inhibition word equal to one returns -1 and clears both flags before scanning. Other values allow backtracking.

When the shared player-proximity exclusion switch is zero, node admission returns true without reading the player. When enabled, a valid node in a present map is rejected only when its rounded three-dimensional distance is strictly below the shared signed threshold. Node X/Z are unsigned and node Y is signed. The player coordinates are the local actor position shifted right by eight. An absent map or an index outside its node range returns true without a distance calculation.

Point-navigation command state

The point-navigation wrapper copies four retained actor values into shared command scratch before the navigation core runs and copies them back afterwards: a 32-bit command value, a 16-bit command word, a phase byte and a counter byte. The copy-back occurs for either navigation-core return value. Alternating actors therefore retain each actor’s own four values rather than inheriting the last actor’s scratch contents.

After copying command state back, the wrapper measures rounded horizontal Q8 distance between the local position and the retained previous local position. It compares that distance with the frame scale shifted left by 13 with 32-bit wrapping, interpreted as signed and arithmetically shifted right by eight. A strictly greater distance restores all three local coordinates from the previous position. Equality retains the new position. This rollback does not undo command-state copy-back or change the navigation core’s return value.

Common actor initialization sets the command word to 0xFFFF. It leaves the 32-bit command value, phase and counter unchanged; fresh allocation clears those fields before common initialization. A separate shared 32-bit pause delay is outside these copies. Loading or saving an actor’s command values does not reset that delay.

Native task resumption separately loads command scratch from the actor’s six native task slots. Each slot retains four 32-bit values, including the pause delay and packed command word/phase/counter. Saving a task copies those values back to the same slot. The point-navigation actor fields and the native task continuation are therefore distinct retained owners of values used during the same command invocation.

Before evaluating native operands, a statement call clears all four retained scratch words. A direct function expression also clears all four. An object-targeted function expression clears the first two words and the packed word/phase/counter, while retaining the point command’s 32-bit value. This encoding distinction applies even when the explicit object target is Me. The direct native-hook dispatcher performs neither setup reset. A newly allocated task slot saves the scratch resulting from its first native invocation.

The six-slot resume pass visits slots in order. An empty or paused slot saves the current shared scratch into that slot without invoking its native call. An active slot loads its retained scratch before invoking the native call. A still-pending call saves the resulting scratch. A completed call clears its call pointer and blocking flags without saving the resulting scratch back to its slot. Its resulting shared scratch remains available to later slots and actors. Each invoked slot increments its unsigned 16-bit call count once. The pass sums the blocking flags of still-pending calls with byte wrapping.

The ordinary actor main stage performs native-hook and combat maintenance before its body/task processing. Task resumption can therefore replace command scratch for a later actor even when that later actor has no active task of its own. The direct native-call dispatcher does not clear the shared pause delay.

Point navigation validates the actor’s map and held-node indices before checking the pause delay. A nonzero unsigned 32-bit delay consumes the shared nominal tick count with saturation at zero and returns pending for that invocation, including when the subtraction reaches zero. Routing resumes on a later invocation. The delay is shared across actor invocations, so another actor can consume the remaining delay. This delay is distinct from the signed combat lost-sight timer.

Point-navigation completion stores the low byte of its result code in the shared navigation result byte and releases the actor’s held current and next walk-node reservations. The map and final destination remain retained. It changes lifecycle selector seven to zero, leaves other lifecycle selectors unchanged, assigns attribute 1 to 13, and returns zero. This completion helper leaves the actor’s four retained point-command fields and shared command words unchanged; the enclosing wrapper still performs its command copy-back.

Before ordinary point movement, the blocked-route counter increments with unsigned byte wrapping when the collision-response auxiliary byte has bit 7 set, a map is present, and a next node is held. A resulting counter greater than eight selects phase 24. Otherwise the counter resets to zero.

Before the blocked-route counter, a body-response mark of bit 2 (a contact with another actor) whose overlap contact identifier is not one, outside phase 27, draws one raw engine random value. Its low two bits select: 1, the held next node becomes the previous next node and phase 27 is selected; 2, the shared pause delay is set to 36 and the call returns pending; otherwise nothing changes.

Collision response marks are then read. When the collision-transition byte’s bit 0 is clear, any of auxiliary-byte bits 1 or 7, or body-response bits 1 or 3, releases the actor’s held walk nodes and selects phase zero, whatever phase the blocked-route counter selected. When the transition bit is set, the held nodes are released too; a collision-response age below 16 then restores the three local coordinates from the actor’s retained stable position, and an older response selects phase 24 unless the phase is already 24 or 25.

Phase 24 is the back-off after a blocked route. It releases the actor’s held walk nodes, then steps backward for one update with WalkBackward when attribute 93 is zero and with MoveBackward otherwise (both with a frame count of one, and WalkBackward is MoveBackward in deep water), selects phase 25 and stays pending. Phase 25 changes nothing until the actor’s current animation group equals its default group, then selects phase zero. Both phases stay pending (lifecycle selector seven, attribute 1 unchanged) and register the actor once for a deferred map update.

The shared player-exclusion switch starts disabled during player setup and nothing in the executable ever enables it, so walk-node admission and held-target admission never reject a node on its account. Point movement consults this switch before falling/queued-motion handling. It is the same switch used by walk-node admission; held-target admission has its own position quantization and angular checks.

A falling actor or one with queued motion assigns attribute 1 to 13, selects phase one when a next node is held or phase zero otherwise, sets lifecycle selector seven, and returns pending. This path precedes immediate arrival and default-animation admission.

A motion direction of 15 takes the same path after first calling a ledge update that acts only on the selected player (and only while its attribute 105 is not one); for every other actor that call changes nothing.

Phases 11 and 22 skip the immediate-arrival test. For other phases, a successful immediate-arrival test copies the destination’s local X and Z to the actor while preserving local Y, admits the default animation, and completes with result zero. Default-animation admission always succeeds. It requests the signed default group with modifier zero through the forced animation-request path only when SYSTEM.INI animation processing is enabled, animation state exists, the actor is not excluded from object updates, and its current group differs from its default group. It does not change the actor’s default group.

After immediate destination arrival is rejected and collision response is resolved, point phases 1 and 27 process the held next node. With no next node, they release held reservations, select phase zero and remain pending. On arrival at the held next node, default-animation admission runs before current-node assignment. The phase then becomes eight regardless of whether the claim succeeds. These pending paths set lifecycle selector seven and register the actor once for a deferred map update. Attribute 1 remains 12.

When the held next node has not been reached, phases 1 and 27 face that node. A nonzero facing result retains the phase. A zero result selects phase two. Only after that zero result, nonzero attribute 90 calls Rnd(attribute90). A zero random result selects phase nine and stores (draw & 127) + 16 in the point-command word using another shared random draw. Other outcomes preserve the command word. These paths retain held nodes and history, set lifecycle selector seven and register one deferred map update.

Phase nine updates the point-command word using nominal ticks. It sign-extends the 16-bit word to 32 bits, compares that value as unsigned with the tick count, and clears the word when it is smaller. Otherwise subtraction wraps into the 16-bit word. A zero result selects phase two. A held weapon also selects phase two, preserving the updated word.

An unarmed actor with a nonzero remaining word stays in phase nine. If its current animation group equals its retained default group, it consumes one shared draw. When the low five bits are all set, it draws again and masks to two bits, rejecting three until a value from zero through two is obtained. It requests animation group one plus that value with modifier zero. Other animation groups consume no idle draws. These paths retain navigation indices, set lifecycle selector seven and register the actor for a deferred map update.

Animation-stop calls in point navigation return without changing playback, actor motion or navigation state.

Held-node arrival validates the actor’s navigation and tests local horizontal Q8 distance against ((speed + 1) * 256 * frame_scale) >> 8. Equality is accepted; products wrap at 32 bits and the shift is signed. Speed is the current animation group’s movement speed without the immediate-destination fallback. On success, local X/Z snap to the node’s unsigned X/Z coordinates scaled by 256, local Y is preserved, and the actor is registered for a deferred map update. Registration deduplicates the actor, including when the enclosing pending path also registers it. A missing map reports held-node arrival before reading a node.

Phase two releases held nodes and selects phase zero when no next node is held. Otherwise it faces the next node when the animation exit marker is clear, ignoring that facing result, then invokes coordinate walking toward the node with tolerance zero. A pending walk retains phase two. A completed walk performs default-animation admission again and the held-node arrival test with tolerance zero. A failed arrival selects phase zero without releasing held indices. Successful arrival assigns the next node as current and selects phase eight even when the claim fails. These pending paths set lifecycle selector seven, leave attribute 1 at 12 and register one deferred map update.

Point direct visibility

Point direct visibility reads the receiver’s query position and compares the rounded three-dimensional Q8 distance to the destination with an inclusive limit of 131072. A larger distance rejects before model tests. The segment endpoints are each shifted right by eight to integer map coordinates.

The query visits the prepared mixed-model candidates in order. A type-16 candidate is skipped before geometry when its actor is the receiver or selected player, or its model is the receiver’s own model instance. Other candidate types do not receive that early exclusion. Model segment tests disable early return after subobject admission; that argument does not set polygon sidedness. Point direct visibility leaves the shared polygon-sidedness flag unchanged. Scene initialization enables that flag, and temporary bounds queries restore it to enabled before returning. A zero or failure result does not block. A successful model result blocks unless the candidate actor is the receiver; that receiver exception occurs after the geometry call. The first blocking result rejects immediately.

Point route initialization

Phase zero releases held nodes and admits the default animation before trying to initialize a new route. Initialization releases held nodes, performs the ordinary nearest-free-node search and copies the shared selected map into the receiver, including an absent map on a miss. A missing map or node returns zero. Otherwise it assigns the found node as next and returns one after the assignment; the assignment’s claim result does not change that return value.

A nonzero initialization result selects phase one. A zero result retains phase zero. The pending tail sets lifecycle seven and attribute 1 to 12 and registers a deferred map update. Ordered release and assignment preserve previous-next history.

Phase-eight route monitoring

An unset current node releases held nodes and selects phase zero. Otherwise phase eight searches the current map for the destination’s XYZ coordinates, each shifted right by eight. A missing destination completes point navigation with result byte two. When the destination equals the current node, held nodes are released. Nonzero attribute 95 selects phase 21. With attribute 95 zero, a failed direct-visibility check completes with result byte four; an admitted check selects phase 22.

For a different destination, route search receives the current node, destination node and low identifier byte, followed by attributes 92 and 91. A missing next hop completes with result byte three. A next-node claim uses the ordinary ordered release and reservation owner. A rejected claim completes with result byte seven. An accepted claim selects phase one when the shared first-link 0x4000 flag is zero, or phase 12 when it is nonzero.

The pending tail sets lifecycle selector seven, leaves attribute 1 at 12 and registers a deferred map update. Completion stores its result byte, releases held nodes, changes lifecycle seven to zero, sets attribute 1 to 13 and returns zero before pending registration. Completion retains the phase-eight command phase and previous-next history.

Direct-route phases 11, 21 and 22

Phases 11 and 22 bypass the point entry’s immediate destination-arrival test. Phase 21 admits the default animation and completes with result byte zero on its ordinary return.

Phase 22 releases held nodes first. Nonzero attribute 95 selects phase 21. Otherwise it faces the original destination’s X/Z coordinates. A completed turn selects phase 11; a pending turn retains phase 22. The pending tail sets lifecycle seven and registers movement, with attribute 1 remaining at 12.

Phase 11 also releases held nodes first. Nonzero attribute 95 selects phase 21. Otherwise a failed direct-visibility check selects phase zero. An admitted check writes attribute 1 to 13, then invokes coordinate walking toward the original destination with the caller’s tolerance. Nonzero sliding state selects phase zero before that call but does not skip walking. Completed walking completes the point call with result byte zero.

Pending direct walking faces the original destination when the animation exit marker is clear, ignoring the facing return, then registers a map update and rechecks direct visibility. A failed recheck selects phase zero. The common pending tail sets lifecycle seven and repeats deduplicating registration; attribute 1 remains 13 on this path. The initial visibility rejection and the attribute-95 transition retain attribute 1 at 12 instead.

Phase twelve is selected when the claimed first link carries the 0x4000 flag. An unset next node releases held nodes and selects phase zero. Otherwise the stage runs the coordinate arrival test at the next node’s X/Z with the caller’s tolerance. An arrival assigns that node as the current node through the ordinary claim and selects phase eight. Without arrival, facing the node (the face-node turn used by phase one) that returns zero starts the leap: the receiver is given queued motion 2 and its animation requests group 32, or 33 with a burning torch. The pending tail is the common one, with attribute 1 at 12. Its start is refused, leaving the phase unchanged, while the receiver is the selected player in its post-jump cooldown, its group is 114, 116, 130 or 131, its falling, queued or sliding byte is nonzero, its stored surface is 2 or 4, it is attached to a rope, or its living state is outside zero and 15. State 15 runs the hang release instead of starting the leap. A started leap clears the stable-position-valid flag, records the current Y as fall origin and zeroes the fall timer and sliding distance.

Coordinate walking and rollback

Coordinate walking saves local position, the packed movement byte and retained animation group/frame words before testing destination arrival. When arrival fails, it also saves the animation receiver. Attribute 93 equal to zero selects WalkForward; a nonzero value selects MoveForward, with duration one in both cases. The position-query owner is selected before movement and its coordinates are read after movement for destination bearing. That owner can supply alternate or linked coordinates rather than local position.

If the masked difference between bearing and local heading lies from 256 through 1792 inclusive, walking clears the shared forward-movement-called flag and restores the saved local position, movement byte, animation receiver and retained group/frame words, then snaps local X/Z to the destination. Local Y remains the saved Y. Otherwise it retains the movement result and returns one.

An initial arrival also snaps local X/Z and retains local Y. After either snap, default-animation admission runs and the coordinate walker returns zero. Default-animation admission returns one on every ordinary return, whether it issues a forced request or skips it. Its result remains one after a forced request. The empty animation-stop call changes no playback state.

Walk-node arrival distance

Node arrival compares horizontal distance from the actor’s local position to the destination, using the same rounded Euclidean distance as node markers. It accepts equality in:

distance - tolerance <= (((speed + 2) * 256 * frame_scale) >> 8)

Coordinates and tolerance use runtime Q8 units. Multiplication and subtraction wrap at 32 bits, and the final right shift is signed. Vertical distance does not participate. A missing navigation map reports arrival before reading a node.

Speed comes from the actor’s current animation group when it provides a nonzero movement speed. Otherwise it is the minimum nonzero attribute among indices 8, 19, 17, 12, 9, 13 and 10. When all seven are zero, the fallback speed is 8.

Wander: destination selection and movement limits

Wander(radius, tolerance) validates the actor’s current navigation-map state and sets attribute 94, attr_node_in_use, to one. With no current map, validation resets the held current-node, next-node and final-destination indices to -1.

Ordinary map loading copies the authored runtime position into the stored home position before actor setup and attachment transforms. Actor setup selects its initial navigation map and current node through the global nearest-node query.

When the final destination is unset, Wander clears the actor’s saved navigation scratch state and chooses a candidate around its stored home position. The positive radius is converted from runtime units to map units by shifting right eight bits. Home and effective current-position coordinates are converted by integer division by 256, truncating toward zero. Candidate X and Z each equal home + radius - Rnd(2 * radius); candidate Y is the home Y. It repeats both random draws while the rounded horizontal Euclidean distance from the effective current position is at most half the integer radius. Distance rounding follows the node-marker distance arithmetic.

The candidate then goes through the global walk-node selection query. An empty loaded map list leaves the final destination unset. It does not bypass candidate selection or its random draws, and the next invocation tries again.

Wander finishes by measuring horizontal displacement from the actor’s saved previous local position. Its limit in runtime coordinate units is (frame_scale << 13) >> 8, with a wrapping 32-bit left shift followed by a signed right shift. If the rounded displacement exceeds the limit, it restores all three previous local coordinates. Equality retains the current position. The function returns the measured displacement before any restoration.

MoveToLocation: authored locations

Ordinary actor setup creates location 0 from the saved original home position, then appends the actor header’s RALC entries relative to that home. These stored locations remain unchanged when the actor moves or becomes family-local. Negative selectors or selectors greater than the stored location count use the home position. A selector equal to the stored count falls immediately beyond the allocated entries; ordinary valid selectors run from zero through count minus one.

MoveToLocation(location, duration) compares the shared signed task elapsed value with the signed duration. When elapsed is strictly greater than duration, it assigns the stored target to all three local position coordinates, queues the actor’s map update, and returns zero. Equality still performs a movement step.

Otherwise its source is the attached effective position when attr_slave is nonzero, or the local position when that attribute is zero. It subtracts source from target with wrapping 32-bit arithmetic and normalizes the resulting vector to signed Q16 components. Normalization converts each component to single precision, sums the squared components with extended intermediates, stores the sum to double precision, and takes its square root. The divisor is that length multiplied by 1/65536 and stored to single precision. A zero divisor produces three zero components. Each other component is divided by the divisor, stored to single precision, and converted to an integer with nearest-even rounding.

It separately measures the rounded three-dimensional distance from source to target using the node-marker distance arithmetic. Movement distance is signed integer division of that distance by duration + 1 - elapsed, truncating toward zero. It then multiplies by frame_scale with wrapping 32-bit arithmetic and shifts arithmetically right by eight bits. Each displacement component is ((normalized_component >> 8) * movement_distance) >> 8, again with wrapping multiplication and signed shifts. Displacements are added to the actor’s local position with wrapping arithmetic. The operation queues a map update and returns one, including when all three displacements are zero.

WanderToLocation(location, duration) selects its target and source as MoveToLocation does and normalizes the direction the same way. Its first invocation in a task slot sets a retained speed to the signed integer division of the rounded source-to-target distance by duration, truncating toward zero; the slot keeps that speed and ignores the elapsed input afterwards. Each invocation computes the step as the speed times frame_scale shifted arithmetically right by eight. It queues the actor’s map update. When the distance, measured again before moving, is greater than the step, each displacement component is ((normalized_component >> 8) * step) >> 8, added to the local position, and the task returns one. Otherwise the local position is assigned the target and the task returns zero.

Actor families and attached transforms

attr_master and attr_slave are byte-sized group identities. A nonzero slave identity attaches an actor to the matching master group. An actor can be both a slave of one group and the master of another, forming a nested family.

Family initialization scans identities 1 through 255. For each identity it selects the first matching master without a slave identity from the actor traversal list. It collects attached child masters separately from attached actors without a master identity. Each collection prepends matching actors, so its traversal reverses their encounter order.

The initialization traversal visits allocated map-cell registry identities in increasing order, preserving each cell’s actor list, then appends the persistent actor list. Registry identities are assigned to cells as they are allocated; sorting cell coordinates does not define this traversal. Fresh actor allocations prepend to their cell or persistent list. Duplicate root masters are permitted: the first matching root is selected, and the other roots remain independent.

Initialization saves each master’s original position and angles before processing its descendants. Descendants are initialized before the child master’s own coordinates become local. For each attached actor:

  1. Subtract the parent’s saved original position from the actor’s position.
  2. Multiply that displacement by the transpose of the parent’s orientation matrix to obtain the local offset.
  3. If the parent’s attr_no_slave_rot is zero, subtract the parent’s saved original angles from the actor’s angles, wrapping each component modulo 2048.
  4. Initialize the attached-position storage with the resulting local offset.

The angle subtraction tests the parent’s attribute. The later composition branch tests the attached actor’s own attribute.

Family refresh

Each family refresh caches the root master’s current position and angles. It composes each child master before visiting that child’s descendants, then processes the remaining attached actors. Attached positions use the runtime coordinate scale of 256 units per world unit:

effective_position = parent_effective_position + parent_matrix * local_offset

Refresh preserves the previous attached position before storing the new one. Render position components use the effective integer coordinate shifted arithmetically right by eight bits, then converted to single precision.

When the attached actor’s attr_no_slave_rot is zero, refresh copies the parent matrix and applies negative local yaw, pitch and roll in that order. Its effective angle fields separately add the parent’s effective angles and local angles, wrapping each sum modulo 2048. A child master publishes its effective position and angles for descendants. Matrix composition and effective Euler angle addition are separate operations.

When the attached actor’s attr_no_slave_rot is nonzero, position still uses the parent matrix and translation. Its existing orientation matrix instead receives negative local yaw, pitch and roll changes relative to the saved previous local angles. Its effective angle fields use the local angles modulo 2048 without adding parent angles.

Ordinary axis locks

Near the end of an ordinary actor update, after script and movement handling, nonzero position-lock attributes 40, 41 and 42 restore X, Y and Z respectively from that update’s saved position. Rotation-lock attributes 38, 37 and 39 restore pitch, yaw and roll respectively from the saved angles. Each axis is independent, and the current attribute values are read when this step runs. Actors with nonzero attr_slave bypass all six restorations. The step restores coordinate and angle fields; it does not rebuild the orientation matrix.

Integer matrix arithmetic

Both local-offset initialization and position composition convert each signed integer input to single precision first. Matrix elements are single precision. Products and additions use x87 intermediates; each completed component is stored to single precision before conversion to an integer. Single-precision stores and integer conversion use the ordinary nearest-even rounding mode, as in the forward-probe transform. Parent translation is integer addition after conversion.

For row-major matrix entries m00 through m22, ordinary composition evaluates:

X = (y * m01 + x * m00) + z * m02
Y = (x * m10 + y * m11) + z * m12
Z = (x * m20 + y * m21) + z * m22

The transpose used during initialization evaluates:

X = (y * m10 + x * m00) + z * m20
Y = (x * m01 + y * m11) + z * m21
Z = (x * m02 + y * m12) + z * m22

Matrix axis updates

Axis rotations use the shared rotation table. For the supplied wrapped angle a, s is table entry a and c is entry a + 512. For each existing matrix row (x, y, z), the helpers write:

Axis operationTemporary single-precision resultOther single-precision resultUnchanged component
Yawx_new = x * c - z * sz_new = z * c + x * sy
Pitchy_new = y * c + z * sz_new = z * c - y * sx
Rollx_new = x * c + y * sy_new = y * c - x * sz

Both expressions use the row values from before that axis operation. The helper rounds the temporary result first, stores the other result in the matrix, then copies the temporary into the matrix. Each result is single precision before the next axis operation. Products and sums use x87 intermediates. Family composition applies these operations to the copied parent matrix with negative local yaw, negative local pitch and negative local roll, each wrapped modulo 2048.

Angle snapshots and script ordering

Explicit orientation assignment initializes the previous-angle fields from the assigned angles. The ordinary actor update copies current local angles into those fields before animation, movement and main script processing. Actors excluded from that update do not take this snapshot.

The ordinary family-composition branch reuses these fields for propagated angle deltas. Each component becomes (local_angle - saved_local_angle + parent_delta) & 2047 and supplies the delta for descendant processing. The attr_no_slave_rot branch leaves these fields unchanged and passes their stored values onward.

In the normal main loop, family refresh precedes map-list rendering and the ordinary actor update. A separate ground-settling path also invokes family refresh. A local-angle write does not itself refresh attached position, matrix or effective angles. Consequently, an ordinary script’s RotateByAxis followed by PlayerFacing reads the previously composed attached yaw until another family refresh occurs.

RotateByAxis: relative rotation

RotateByAxis(axis, delta, duration) modifies the receiver’s local angles. Axis zero selects X, axis one selects Y, and every other axis value selects Z. Angles wrap modulo 2048. A zero delta or zero duration completes without changing an angle.

The task keeps a target and accumulator with eight fractional bits. When the saved target and the task elapsed input are both zero, it initializes the target to ((current_angle + delta) & 2047) << 8 and the accumulator to current_angle << 8.

Each invocation computes a fixed-point step by shifting delta left eight bits, dividing by duration with signed truncation toward zero, multiplying by the current shared frame scale, then arithmetic-shifting right eight bits. The intermediate shifts and multiplication retain their low 32 bits. If this step is zero and the shared whole nominal-tick increment is nonzero, that tick increment becomes the step, negated only when the saved target is negative.

The task compares the absolute shortest wrapped angle difference between the current angle and target >> 8 with abs(step >> 8). If the difference is larger, it adds the step to the accumulator, writes (accumulator >> 8) & 2047, and remains active. Otherwise it writes target >> 8 and completes. The initial invocation can change the angle. Arguments are reevaluated on later invocations, while the saved target and accumulator persist unless the initialization condition is met again.

Each task slot owns its target and accumulator; the receiver’s angle is shared. Stopping the task removes its slot without restoring an earlier angle. Transform and attachment updates consume the changed local angles separately; the handler does not update their matrices itself. Frame scale and nominal ticks are distinct inputs; see animation timing.

sRotateByAxis: elapsed relative rotation

sRotateByAxis(axis, delta, duration) stores the selected angle as its origin whenever elapsed input is zero. Only axes zero through two select and write an angle. The origin remains task-local on later invocations.

For a nonnegative delta, the offset is ((delta << 8) / duration * elapsed) >> 8. For a negative delta, it computes that expression using the absolute delta, then negates the shifted result. Division truncates toward zero and the right shift is arithmetic. Intermediate shifts, multiplication and negation retain their low 32 bits. The handler writes (origin + offset) & 2047.

When elapsed is at least duration - 1, it overwrites that result with (origin + delta) & 2047 and completes. Otherwise it remains active. Thus the last invocation snaps to the full delta rather than the interpolated offset. Duration one completes on the initial invocation. Duration zero produces a division-by-zero fault before the completion check. This task uses elapsed input, not shared frame scale or nominal ticks, and does not refresh composed transforms.

RotateToAxis: absolute rotation

RotateToAxis(axis, target, duration) modifies the receiver’s local angle. Axis zero selects X, axis one selects Y, and every other value selects Z. The target is masked to 2047. A zero duration completes without changing an angle.

Let difference be the masked current angle minus the masked target. The signed movement toward the target is -(difference & 2047) when the difference is below -1024, -difference when it lies between -1024 and 1024 inclusive, and 2048 - difference when it exceeds 1024. Thus the two half-turn ties retain the direction determined by the subtraction.

Each task slot stores this movement with eight fractional bits and a separate angle accumulator. When the saved movement and elapsed input are both zero, it initializes them to movement << 8 and current_angle << 8. Later argument reevaluation changes the destination used for completion, but does not reinitialize a nonzero saved movement.

Each invocation divides the saved movement by the current duration with signed truncation toward zero, multiplies by shared frame scale, then arithmetic-shifts right eight bits. Shifts and multiplication retain their low 32 bits. If the result is zero and the whole nominal-tick increment is nonzero, the step is that increment shifted left eight bits, negated when the saved movement is negative.

The handler compares the absolute movement from the current angle to the current target with abs(step >> 8). If it is larger, the handler adds the step to its accumulator, writes (accumulator >> 8) & 2047, and remains active. Otherwise it writes the masked target and completes. The initial invocation can change the angle. The handler does not refresh the receiver’s composed transform or attachment matrix.

sRotateToAxis: elapsed absolute rotation

sRotateToAxis(axis, target, duration) stores the selected angle as its origin whenever the elapsed input is zero. Only axes zero through two select and write an angle. The origin remains task-local on later invocations.

It subtracts the stored origin from the target before masking the target. When this signed difference is below -1024, it replaces it with difference & 2047. When it exceeds 1024, it replaces it with -(difference & 1023). Other differences remain unchanged.

The interpolated angle is the origin plus ((difference << 8) / (duration - 1) * elapsed) >> 8, masked to 2047. Division truncates toward zero, the right shift is arithmetic, and intermediate arithmetic retains its low 32 bits. The interpolation executes before the completion check. A duration of one therefore produces a division-by-zero fault even at elapsed zero.

When elapsed is at least duration - 1, the handler overwrites the interpolated angle with target & 2047 and completes. Otherwise it remains active. The positive-difference mask can make the interpolated path approach a different angle before this final snap. This task uses elapsed input rather than shared frame scale or nominal ticks.

MoveObjectAxis: actor-local movement

MoveObjectAxis(axis, delta, duration) moves along the receiver’s orientation, using its current stored matrix or the upright forward shortcut. Delta and position use eight fractional bits. Zero delta or duration completes immediately. At elapsed zero, the task stores delta as its target and resets its traveled accumulator. Each invocation computes (delta / duration >> 8) * frame_scale with signed division, arithmetic shift and wrapping 32-bit multiplication, then adds that step to the wrapping accumulator. A negative step completes when the accumulator is at or below the target; a positive step completes when it is at or above the target. These completion paths perform no movement and do not snap the receiver to the target.

Otherwise, axis 0, 1 or 2 selects a local X, Y or Z displacement; other axes select a zero vector. For axis 2, a receiver with zero slave attribute, pitch and roll uses the upright forward translation rule, including single-precision coordinate addition and truncation. Other cases transform the displacement through the stored actor matrix, round the transformed components to nearest-even integers, and add them to the receiver’s coordinates with wrapping arithmetic.

After movement, the receiver is registered once in the deferred map-update list. The task remains active only while signed elapsed is less than the wrapping value duration - 1. Later invocations reevaluate arguments while retaining target and accumulator unless elapsed is zero again. The task does not perform collision or restore position when stopped.

MoveByAxis and sMoveByAxis: relative movement

MoveByAxis(axis, delta, duration) changes a receiver’s local position in the same eight-fractional-bit units as the position fields. Axis zero selects X, one selects Y, and every other value selects Z. A zero delta or zero duration completes without changing position.

Each task slot retains a target, initially zero. Whenever that saved target is zero, the handler replaces it with current_position + delta; this test does not depend on elapsed time. Each invocation divides delta by duration using signed truncation toward zero, arithmetic-shifts that quotient right eight, then multiplies by the shared frame scale, keeping the low 32 bits. This order quantizes the step before multiplication.

For a negative step, a proposed position at or below the target snaps to the target and completes. For a positive step, a proposed position at or above the target does the same. Otherwise the step is added to the current position. A zero step leaves position unchanged at this point. The handler then compares the signed task elapsed input against duration - 1: reaching that value snaps to the saved target and completes; otherwise the task remains active. Additions and subtraction wrap to 32 bits. The initial invocation can move the actor.

sMoveByAxis(axis, delta, duration) is a separate elapsed-position task. Only axes zero, one and two read or write a coordinate. Its saved origin starts at zero; when both origin and elapsed input are zero, it captures the selected current coordinate. Each invocation writes origin plus (((delta << 8) / duration) * elapsed) >> 8, using signed division, an arithmetic right shift and low-32-bit intermediate results. When signed elapsed is at least duration - 1, it instead writes origin + delta and completes. Other axis values still perform arithmetic and completion testing but do not write position. This handler has no zero-duration shortcut.

MoveAlongAxis(axis, delta, duration) is a task that moves along an axis of the receiver’s own orientation. A zero delta or zero duration completes without change. The slot retains the delta and a running sum, both reset when the signed elapsed input is zero. Each invocation computes the step as for MoveByAxis (signed delta / duration, arithmetic shift right eight, times the frame scale, low 32 bits) and adds it to the running sum. A negative step completes when the sum is at or below the delta, and a positive step when it is at or above it; that invocation does not move the actor. Otherwise the step becomes a vector on the selected axis (zero X, one Y, any other value Z), is rotated and added to the local position, and the actor registers a map update. With attribute 36 nonzero, or while the receiver’s per-update matrix-use byte is zero (it is cleared at the start of every ordinary update), the rotation is built from the receiver’s current pitch, yaw and roll; that sense is the inverse of the stored matrix’s transform, so a quarter turn of heading sends a positive X step onto negative Z. Only with attribute 36 zero and the matrix-use byte set does the stored matrix rotate the vector in the stored matrix’s own sense. The task then completes when duration - 1 is not greater than the elapsed input. It never snaps to a target position.

Both tasks reevaluate their arguments on subsequent invocations and retain slot state under their respective initialization conditions. Neither handler performs collision, matrix, or attachment refresh. Stopping a task does not restore position. Signed division overflow, including division by zero in sMoveByAxis, has no successful movement result.

Rnd and QuickRnd

Rnd(bound) and QuickRnd(mask) each consume one draw from the shared engine random stream, also used by sky scroll initialization. The generator updates an unsigned 32-bit state with wrapping arithmetic:

state = state * 1103515245 + 12345
draw = (state >> 16) & 32767

The executable’s stored initial state is 1. The state belongs to the shared generator, not to an individual script or actor.

QuickRnd(mask) returns draw & mask, using the complete 32-bit argument. The argument is a bit mask rather than an exclusive upper bound. A zero mask still consumes a draw; a negative mask is accepted.

For a positive bound, Rnd(bound) first masks the draw with the smallest mask in 1, 3, 7, ..., 16383 whose range can contain bound values. Bounds greater than 16384 leave the draw unchanged. It then repeatedly subtracts the bound until the result is less than the bound. Equivalently, apply that mask and take the remainder modulo the bound. The result is not uniformly distributed for every bound. Zero and negative bounds do not define a valid bounded draw.

HideMe and ShowMe

HideMe() sets the receiver’s hidden flag and clears its current presentation record. ShowMe() clears that flag. For a static-model receiver, showing it also restores its model presentation record and refreshes its transformed geometry. Both calls return zero.

The hidden flag does not exclude the receiver from ordinary script or animation updates. It suppresses the ordinary actor’s optional sound and light updates. Player selection also uses this flag to hide the unselected player model.

Current model presentation

A retained model resource and an actor’s current model presentation record are distinct. For an actor admitted to the ordinary presentation traversal, the current record is cleared before hidden and update-excluded state are checked. Either exclusion therefore leaves that actor without a current model record. The PVO actor predicate runs earlier: an actor rejected there retains its prior current record as well as its stored coordinates. Stored floating-point model coordinates have a separate lifetime. Actor default initialization clears them to zero. Clearing the current record, hidden or update exclusion, and PVO rejection preserve those coordinates until model-position processing runs again. An absent animation frame or unavailable selected resource also preserves the previous coordinates when position processing is skipped. A static-model actor that passes those checks restores its retained resource and refreshes its model position and orientation, even when the retained resource is null. Drawing exclusion suppresses submission without clearing the restored record.

For an animation-table actor, an unavailable selected model or an absent frame selection clears both the selected resource and the current presentation record. Collision candidate construction consumes the current record and its stored model transform. A logical position change does not itself refresh that transform. In normal main-loop order, model presentation runs before the ordinary actor update. ShowMe() provides the separate immediate static-model refresh described above.

The ordinary model-position path uses the actor’s logical Y shifted right by eight when the collision attribute mask 0x04 is clear. With that mask set, water processing can adjust model Y for stored surface classes 1 through 5 and 11. Other stored surface classes retain the shifted logical Y. A nonzero collision attribute by itself therefore does not establish water displacement.

The normal world loop enables water-position processing before its frame loop and clears that enable when it leaves the loop. A nonzero attribute 26 bypasses this model-position path before water processing; family refresh owns the attached actor’s model coordinates.

For other actors, a linked-position record with a nonzero owner reference selects a separate model-position calculation before water processing. Copy the record’s local offset, convert its components to single precision, and transform it by the owner’s stored orientation matrix. Each resulting component is converted to an integer using the active floating-point rounding mode. The default mode rounds to nearest, with ties to even.

Select the owner’s effective position, add the transformed offset and the actor’s own local logical position, then shift each signed component arithmetically right by eight and store it as a float. Both integer additions wrap at 32 bits before the shift. The actor’s logical position is unchanged. This linked calculation returns before water displacement, health prepasses or environmental effects. A missing linked record or zero owner reference instead falls through to ordinary model positioning. The linked record’s cached position used by effective-position queries is a separate value from this calculated model position.

For the selected player with attribute 105 equal to one, enabled water-position processing and collision attribute mask 0x04 run an earlier surface prepass. Stored surface classes 2 and 4 clear both directional-state words before a health change of -255 through the selected death-owning health service, with no source actor. Classes 1 and 3 clear those words without that health call. Other surface classes do neither in this prepass. The later surface-position processing still follows; this prepass does not replace the surface-5 and surface-11 route.

With water-position processing enabled and collision attribute mask 0x04 set, stored surface classes 5 and 11 place the model Y at the arithmetic-shifted logical Y plus 64. For the selected player, the retained death-progress word is also added. These integer additions wrap at 32 bits before conversion to the floating-point model position; the logical position is unchanged.

Stored surface class 1 places model Y at the arithmetic-shifted logical Y plus 64. Surface classes 2, 3 and 4 first check the selected player’s retained hit inhibition. An inhibited selected player uses shifted logical Y plus 64 plus retained death progress, then returns without coverage sampling or the height-change effect check.

Otherwise, surface 2 uses coverage 256. Surfaces 3 and 4 sample terrain material blend coverage at the stored model X and Z, each truncated toward zero to integer map units. Coverage zero and 256 remain unchanged. Other coverage values are doubled and capped at 256. Model Y becomes shifted logical Y plus one quarter of that coverage, using an arithmetic right shift by two.

Animation groups 141 through 143 then add [game] swim_depth to the stored model Y. This setting replaces zero with 40 during initialization; other values are retained. The shifted-position result is stored as a float before the swim-depth addition, whose result is also stored as a float. Group 140 does not receive that offset.

For the non-inhibited surface-2/3/4 path, the prior stored model Y is truncated toward zero. The new stored Y is subtracted, and the difference is truncated toward zero before taking its integer absolute value. A magnitude strictly greater than 16 requests environmental effect descriptor 0x2500; equality does not. Surface 1 and the inhibited selected-player path skip this check.

This environmental effect starts from the actor’s current logical Q8 position. Its horizontal point is displaced 2048 Q8 units toward the camera using the camera-relative effect-point rules. Its vertical point is logical Y plus the actor’s positive vertical extent times 256 plus 1536, with signed 32-bit wrapping arithmetic. The effect constructor applies texture-height centering and publishes map-unit coordinates, descriptor flags, the texture’s last frame as the target frame, and speed one. This path consumes no random numbers. Disabled effects or refused allocation produce no effect.

The selected player’s surface-5 path sets retained death mode one after publishing model Y. Surface 11 leaves that mode unchanged. Both paths then test queued motion and the low two bits of each directional-state byte. A nonzero queued-motion state or either nonzero bit pair suppresses the health call; it does not undo the model position or death-mode write. Otherwise the receiver gets a health change of -255 through the death-owning health route. The selected player’s mode write therefore precedes any death initialization performed by that health service.

Model admission and support ownership

Both standalone player roles are allocated into the persistent actor list. The initially selected player is allocated first and the alternate second; insertion at the front leaves the alternate before the selected player in that list. Model-list assembly appends this persistent list after the collected cell actors, so standalone players participate without an MPOB placement. Player setup hides the alternate. It remains linked but hidden-state exclusion prevents its model position processing.

The current map’s PVO file supplies a camera-centered selected-object list. An empty selected list leaves ordinary model admission unrestricted. With a nonempty list, the ordinary presentation traversal excludes actors with attr_non_moving set. This predicate also applies to standalone players.

With a nonempty selected list, animation-model admission also reads the actor’s retained support owner. A static-placement support must occur in the selected MPSO IDs. Support from an actor with attr_non_moving set must occur in the selected secondary object IDs. Other support cases pass this admission check. Rejected animation-model admission still runs model-position processing when a frame is selected, then clears the selected resource and current model record. An absent frame skips position processing. Thus rejected support can still produce model-position health changes and environmental effects without publishing geometry.

When loading a world with a PVO file, the secondary object table is built from the complete map actor traversal. Map cells are scanned in increasing Z, then increasing X, preserving each cell’s actor list. The persistent actor list follows the cells. Only actors with attr_non_moving set are appended to the secondary table, in that traversal order. This cell-coordinate scan is distinct from the registry-identity traversal used for family initialization.

Ordinary actor updates clear the retained actor and static-placement support owners before ground processing. A selected model face assigns its candidate’s actor and static-placement owners. Model presentation precedes that ordinary update, so its admission reads support retained from earlier ground processing. Actor-following also consumes the retained actor support owner.

Global Flags

369 global flags (indices 0–368), shared across all scripts. Each flag has a declared type:

TypeSemantics
BOOLBinary state (0 or 1)
NUMBERInteger counter or timer
FLIPFLOPToggled state (doors, switches, puzzle elements)

The loader maps BOOL, FLIPFLOP, COUNTER, and NUMBER to runtime kinds zero through three. Initializing a flag stores its authored numeric value and clears the latch. A BOOL set toggles its numeric value only when unlatched, then latches it. FLIPFLOP toggles on every set. COUNTER decrements a nonzero value and latches it; a zero value remains unchanged. NUMBER sets the latch without changing the numeric value. The SOUP SetGlobalFlag and ResetGlobalFlag wrappers return zero. TestGlobalFlag returns one or zero according to the latch.

Native flag functions maintain a separate latch in addition to the numeric flag value. TestGlobalFlag reads that latch; ResetGlobalFlag clears it. SetGlobalFlag dispatches according to the runtime type bits and can toggle, decrement, or latch a flag. It is not a generic assignment of one to the numeric flag.

Flags are declared in the [flags] section of SOUP386.DEF and accessed by bytecode via SetGlobalFlag, TestGlobalFlag, and ResetGlobalFlag (which use the NumericAlt opcode 0x16 for their flag-ID parameter).

Six flags have non-zero defaults: TimeOfDay (1), OB_TelV (1), OB_TelH (12), At_Shoals (1), Rock_1_Down (1), Rock_2_Down (1).

Flag categories span narrative progression (acts 1–8, for example After_Catacombs, After_League, Won_Game), inventory state (HaveAmulet, HaveGem, Equipped_Torch), NPC dialogue tracking (DreekiusTalk, TobiasTalk, SionaFriend), puzzle mechanics for catacombs (CTDoor*, CTWeight), caverns (CV_Lock*, CV_Pillar*), observatory (OB_TelV, OB_Platform), palace (PI_Door*, PI_Throne*), dwarven ruins (DR_Steam, DR_Boiler, DR_Pipe*), and the scarab (SCB_Position, SCB_ArmL, SCB_ArmR), as well as runtime control (Talking, MenuRet, StrengthTimer, MapTimer).

Relationship to RGM Sections

  • RAHD stores per-actor script pointers, variable counts, and function-table indices.
  • RASC stores compiled script bytecode as a contiguous blob.
  • RAST/RASB store script string literal data and offset tables.
  • RAVA stores initial local variable values (i32 array).
  • RAHK stores per-actor native call records addressed by RAHD section offsets.
  • RAAT stores per-actor attribute tables (256 bytes each), addressed by names from SOUP386.DEF.

See RGM.md for record-level layouts and offsets.

External References

Selected-player location camera task

showCyrusLoc is a three-argument task. It tests IsHoldingWeapon on the selected player, independently of the receiving actor. While that predicate is true, the task returns zero without invoking its camera-location handler.

Otherwise it passes the selected player and all three full-width arguments to the camera-location handler and returns that handler’s result. The wrapper does not narrow or transform the arguments. Task-slot scheduling and operand reevaluation follow the ordinary native-task rules.

Player camera task state

showPlayer is a task with no arguments. Each invocation asks the player camera selector for a slot, falling back to slot zero when the selector reports no selection. It updates the shared camera selection to that slot.

The task increments its first private word with 32-bit wrapping. When the result is one and elapsed input is zero, it sets bit 0x01 in the selected camera record’s flags and returns one. Otherwise it clears bits 0x01 and 0x20 in that record and returns zero. Other bits in the record’s flag byte are retained. The private word belongs to the task continuation and is distinct from the shared camera selection.

A nonzero task result keeps the task slot active and zero completes it. The initial invocation therefore leaves showPlayer active with bit 0x01 set, and the next task pass completes it after clearing bits 0x01 and 0x20.

Player camera slot selection

The slot requested for the selected player is the first that applies:

ConditionSlot
The selected player holds a weapon (IsHoldingWeapon)3
The shared debug word is nonzero (zero at program start)8
The selected player’s living state is 154
The selected player has a rope association5

When none applies, no slot is requested.

A request for a different camera slot changes the selection only when the shared transition word is zero or the current record has flag 0x01. Otherwise the current slot remains selected. Requesting the current slot leaves selection unchanged. The pose stage clears this word according to its correction and movement-limiting results.

Actor camera offsets

Location-camera setup reads the actor’s attr_camera_target_offset_x, attr_camera_target_offset_y, attr_camera_target_offset_z, attr_camera_offset_x, attr_camera_offset_y, and attr_camera_offset_z attributes as unsigned bytes. Each byte independently becomes zero when it is zero, or (value - 127) * 500 otherwise. The signed results replace the selected camera record’s target-offset and camera-offset vectors. This conversion does not change the actor attributes or the other fields in the camera record.

Selected record and selected index

The engine keeps the selected camera record and a separate selected-index word. Camera record selection sets both. The movement limiter’s slot-one test, the orientation stage and the distance-height stage read the index word; every other stage reads the selected record. A pan leaves the index on the slot being panned while the selected record is record two.

showPlayerPan

showPlayerPan(duration) is a task with one argument. It increments the same private word as showPlayer. A negative duration writes a diagnostic line and the task returns zero before touching the private word or any camera state.

On the first invocation (private word one, elapsed zero) it:

  1. takes the slot the player camera selector requests, or zero, and makes that record the selected record directly, without the selection guard;
  2. begins a scripted camera;
  3. copies the requested slot’s record into record two and sets the selected index to the slot (the selected record stays whichever record the begin step left selected);
  4. binds the selected record to the selected player;
  5. records the camera’s current offset from the player, published position - record position offset - bound position, as the start vector. The start distance is that vector’s rounded length shifted right eight. The start angles are the camera orientation conversion of the vector. The target is the record’s angle offset minus the bound angles (not wrapped), and the delta is the target minus the start angles with each component wrapped once into half a turn either side of zero (below -1024 add 2048; above 1024 subtract 2048).

Every invocation then runs the scripted-camera release step with duration. While it reports running and duration is greater than one, the selected record’s flags 0x04 and 0x08 are cleared and, with span = duration - 1:

  • each angle offset component is the bound angle plus the start angle plus delta * elapsed / span;
  • the distance is the start distance plus (record distance - start distance) * elapsed / span;

products wrap as signed 32-bit values and division truncates toward zero. The task returns one.

Otherwise (the release step finished, or duration is one or less) the selected record receives the target as its angle offset and its own distance, flags 0x01 and 0x20 are cleared, the showPlayer step runs (it increments the private word again, selects the requested slot through the selection guard and clears flags 0x21 on it) and the task returns zero. Only record two is edited, so the slot’s own record is unchanged afterwards.

Location camera request

The first invocation of the location-camera handler (private word one, elapsed zero) sets flag 0x01 on the record that is selected at that moment, begins a scripted camera (see below), binds the record that step selected (record two) to the target actor, applies the actor camera offsets to it, and then writes its request from the three task arguments. The flag set on the first record stays set: after the handler, record zero (when it was the selected record) keeps flag 0x01.

The binding selects one of two position and angle vector pairs on the actor, chosen by attribute byte 26 (zero or nonzero). The camera therefore orbits the target actor, not the player.

The arguments are shifted left eight bits. That vector and the record’s position offset (as just replaced from the actor attributes) are each rotated by the bound actor’s angles. Flag 0x01 is set on the bound record again, and the actor’s attr_camera_move byte then selects:

attr_camera_moveRequestFlags
0rotated argument vector + rotated offset + bound positionset 0x08, clear 0x04
1rotated argument vector + rotated offsetset 0x04, clear 0x08
2record distance = rounded length of the rotated argument vector >> 8; angle offset = angles of that vector (the camera orientation conversion) plus the bound actor’s angles, each wrapped to 2047clear 0x08 and 0x04, set 0x01

Other values write no request and leave the flags as the begin step set them. The handler then runs one camera pose update with the bound record selected, clears flag 0x01 on the selected record, and returns one. Later invocations run the scripted-camera release step with argument zero and return zero.

showObj is the same handler with the argument vector used as given instead of rotated by the bound actor’s angles (only the record’s position offset is rotated); its requests are therefore vector + rotated offset + bound position (attr_camera_move 0), vector + rotated offset (1) and the orbit of the unrotated vector (2). The showCyrus wrappers of both handlers return zero without touching the camera while the selected player is holding a weapon, and otherwise run the handler with the selected player as the target actor.

Object pans

showObjPan and showObjPanLoc take a target actor, three vector arguments and a duration, and move the camera from where it is towards a request over duration ticks. The vector arguments are shifted left eight bits. A negative duration writes a diagnostic line and the task returns zero before touching the private word or any camera state. Both share the first invocation’s setup with the location camera: begin a scripted camera, bind the selected record (record two) to the target actor, apply the actor camera offsets, and rotate the record’s position offset by the bound actor’s angles. They differ in two ways:

showObjPanshowObjPanLoc
Vectorused as givenrotated by the bound actor’s angles
Absolute request (attr_camera_move 0)vector + bound positionvector + rotated offset + bound position
Flag 0x40set on the record selected at entry (before the negative-duration check) and on the selected record at completionnot touched

The first invocation (private word one, elapsed zero) records the start state: the published camera position minus the bound position, as the start position; that position minus the rotated offset, whose rounded length shifted right eight is the start distance and whose camera orientation conversion is the start angles; the vector’s rounded length shifted right eight as the final distance; and the delta from the start angles to the vector’s angles, each component wrapped once into half a turn either side of zero. No flag 0x01 is set and no pose update runs; the normal camera update publishes the result.

Every invocation runs the scripted-camera release step with duration. While it reports running and duration is greater than one, with span = duration - 1, the actor’s attr_camera_pan_type selects the interpolation:

  • one: the selected record’s request is the start position plus (vector + rotated offset - start position) * elapsed / span per component, with flag 0x04 set and 0x08 cleared;
  • any other value: flags 0x04 and 0x08 are cleared, each angle offset component is the bound angle plus the start angle plus delta * elapsed / span, and the distance is the start distance plus (final distance - start distance) * elapsed / span.

Products wrap as signed 32-bit values and division truncates toward zero. The task returns one.

Otherwise the request attr_camera_move selects is written exactly as the location camera writes it (with the absolute request of the table above, the relative request being vector + rotated offset, and the orbit using the vector alone), flag 0x01 is cleared on the selected record, and the task returns zero.

The showCyrusPan and showCyrusPanLoc wrappers apply the same holding-weapon guard as the location wrappers and then run the handler with the selected player as the target actor.

World-position camera requests

showObjWorld(x, y, z) is a location camera whose arguments are a world position. Its vector is (argument - P) << 8 per component, where P is the position offset of the record that is selected when the task starts (the arguments are not shifted before the subtraction). The first invocation sets flags 0x20 and 0x01 on that record, begins a scripted camera, binds record two to the target actor, applies the actor camera offsets, sets flag 0x01 again and writes the request attr_camera_move selects. Nothing is rotated and the offsets are not added:

attr_camera_moveRequestFlags
0the vectorset 0x08, clear 0x04
1vector - bound positionset 0x04, clear 0x08
2orbit of vector - the actor’s own position (not the bound pose, which differs for actors with attribute byte 26 set), as for the location cameraclear 0x08 and 0x04, set 0x01

It then runs one camera pose update, clears flag 0x01 on the selected record and returns one; later invocations run the release step with argument zero and return zero.

showObjWorldPan(x, y, z, duration) returns zero for a negative duration without touching the camera. Otherwise it runs showObjPan with the arguments (argument << 8) - B per component, where B is the bound position of the record selected at the call, and showObjPan shifts them left eight bits again.

showObjRot does nothing and returns zero.

lookObj

lookObj(duration) turns the camera in place to face the target actor. A negative duration writes a diagnostic line and the task returns zero before touching the private word or any camera state.

The first invocation (private word one, elapsed zero) begins a scripted camera, binds the selected record (record two) to the target actor and applies the actor camera offsets. It keeps the published camera angles as the start angles and runs the camera’s orientation stage at the published position, with the record’s target offset, to get the angles that face the target; the delta is the difference from the start angles with each component wrapped once into half a turn either side of zero. It then sets flags 0x08 and 0x02 (fixed orientation) on the record, writes the published position as the record’s request, and returns one. The release step does not run on this invocation.

Every later invocation runs the scripted-camera release step with duration. While it reports running and duration is greater than one, the published camera angles are written directly: start angle plus delta * elapsed / (duration - 1) per component (products wrap as signed 32-bit values, division truncates toward zero), and the task returns one. Otherwise flag 0x02 is cleared and the actor’s attr_camera_move selects the request, using the published position P, the bound position B and the record’s position offset O:

attr_camera_moveRequestFlags
0Pset 0x08, clear 0x04
1P - B - Oset 0x04, clear 0x08
2orbit of P - B - O, as for the location cameraclear 0x08 and 0x04, set 0x01

Other values write no request. The task then returns zero.

Scripted camera begin and release

Beginning a scripted camera sets the scripted-camera active word to one, requests slot two (the selection guard applies), clears the first twelve bytes of the selected record twice, increments the nesting count, resets the record’s flags to 0x40 and sets flag 0x20.

The release step takes a duration argument. It selects slot two’s record, raising a shared reselection mark when the selected record changed. While duration - 1 exceeds the task’s elapsed input it returns one. Otherwise it decrements the nesting count, clears the active word when the count reaches zero, and returns zero.

Camera marks and the render camera step

Besides the published (logical) pose the camera keeps a render pose: three floats holding the position in whole map units and three angles. Four marks decide each frame whether the render pose glides towards the published pose or cuts to it.

MarkSet byMeaning
snapcamera setup; the first showPlayer call; the first showObj, showObjLoc and showObjWorld call; loading and pause pathsa cut is pending
holdlater showPlayer calls (so the showPlayer that ends a showPlayerPan too); the first showObjLoc callforces a cut
forced glideshowObjPan and showObjPanLoc, on entry before the negative-duration testforces a glide, and skips the pose update’s obstacle segment check for the frame
in framethe main loop, at the start of each framethe frame is a normal one

Camera setup clears hold and forced glide and cuts the render pose to the first published pose (position shifted right eight bits, truncating toward zero; the angles unchanged). lookObj and showObjRot set no mark.

The render step runs once per frame after the pose update. First it clamps the render position’s x and z floats into [0, 65535]. Then it glides when the following chain reports a glide, the snap mark is clear and the frame mark is set:

  1. hold set: cut;
  2. forced glide set: glide;
  3. the selected player holds a weapon, or is associated with a rope: glide;
  4. the scripted-camera active word is nonzero: cut;
  5. snap clear: glide;
  6. the selected record has flag 0x20: cut;
  7. selected index zero, three or four: glide; otherwise cut.

A glide uses the installed [camera] factors glide_x, glide_y, glide_z (0.9, 0.2, 0.9) and glide_angle_x, glide_angle_y, glide_angle_z (0.7, 0.1, 0.7). With p the published position shifted right eight bits as a single float and r the render position float, each axis becomes r + (p - r) * factor evaluated in extended precision and stored as a single. The result times 256, truncated toward zero, goes through the camera terrain correction, is divided by 256 truncating toward zero, and becomes the new render float. Each published angle is replaced by (previous + trunc((published - previous) * factor)) & 2047, where previous is the render angle, the difference is wrapped once into half a turn either side of zero, the single-precision product is truncated toward zero, and the factor for the first (pitch) angle is glide_angle_y and for the second (yaw) angle glide_angle_x; the third uses glide_angle_z. The published angles are therefore smoothed in place.

A cut sets the render position to the published position shifted right eight bits (truncating toward zero) and clears snap and hold. Every pass clears forced glide, and the final published angles become the render angles for the next frame.

Follow camera observation

The debug overlay’s World (x, y, z)-(pitch, yaw, roll) line is the published camera pose and its Player (x, y, z)-(pitch, yaw, roll) line the selected player’s, in whole map units and 2048-unit angles. With the installed defaults (record zero position offset (0, -14000, 0), distance 250, target offset (-6000, -14000, 0)), a player at (32464, -275, 33892) with angles (0, 22, 0) gave the camera (32481, -330, 33642) with angles (0, 2027, 0): the camera sits 250 units behind the player along the player’s heading, 55 units above, and looks at the player’s height. The angle triple’s orientation matrix carries local +Z along the look direction with the X axis mirrored.

Frame view angles and screen shake

After the render step the frame builds its view orientation from the published angles. A roll tilt would be selected by a mode word that nothing writes (zero), so no tilt is applied. A screen-shake level (0 to 32) wobbles the first angle: on even frames of the main loop’s frame counter the level is subtracted from the angle and then halved, on odd frames it is added and kept; each angle is then wrapped to 2047. One shake impulse raises the level by 32, capped at 32. Impulses come from the actor-event service (operand bit 0x10) and a debug key.

Ordinary camera selection inhibition

On the ordinary camera-update path, a nonzero scripted-camera active word or bit 0x20 in the selected camera record suppresses automatic slot reselection. The camera still runs its pose-processing stage. These guards precede the holding-weapon and other player-state checks used to choose an automatic slot; they do not suspend the whole camera update.

When neither guard applies, the ordinary camera-update path requests the slot from the player camera slot selection table and falls back to slot zero when no condition applies, so a player that sheathes its weapon returns to slot zero on the next update.

Camera request candidate position

The camera’s initial position-composition stage gives record flag 0x04 priority over 0x08. With 0x04, it adds the stored request vector to the record’s bound actor-position vector, with wrapping signed 32-bit components. Otherwise, with 0x08, it copies the stored request vector directly. These are candidate positions supplied to subsequent camera processing, not final rendered camera poses.

Before testing either request flag, this stage compares the stored distance shifted left by eight against the stored minimum, using signed comparison. If it is lower, the minimum replaces the distance without a compensating shift. Equality leaves the distance unchanged.

Without either explicit request flag, the stage rotates the record’s position offset by the bound angles. It separately constructs a vector with zero X and Y and negative distance shifted left by eight as Z. The angles for this second rotation are the bound angles minus the record’s angle offsets, masked to one revolution. Flag 0x80 replaces the first of these angles with the negated first angle offset, ignoring that bound-angle component. The candidate is the bound position plus both rotated vectors, with wrapping signed components.

Camera vector rotation builds an identity matrix, applies negative yaw, then positive pitch and roll, and transforms the supplied integer vector. These angle signs differ from the ordinary actor-matrix update convention.

Camera collision candidate radius

SYSTEM.INI [camera] obstacle_size supplies the candidate-size cutoff. Setup stores it with eight fractional bits, and collection shifts it back before comparing with each candidate model’s radius. The model radius must be strictly greater than this cutoff. This is separate from the added bounds-test radius computed from the queried segment.

Candidate collection subtracts the fixed-point endpoints before arithmetic-shifting the displacement components right by eight. It separately shifts the starting point by eight. Each shifted component is squared with a wrapping signed 32-bit multiply, made non-negative with a wrapping absolute value (the most negative value stays negative), and the three results are summed with 32-bit wrap. The added model-bound radius is twice the floor of the integer square root of that sum read as an unsigned 32-bit value, so a displacement long enough to wrap still yields a radius. The center-distance test accepts equality with the squared sum of the model radius and this added radius.

The bounds test stores each integer-origin minus model-center component at single precision, then stores their summed squared distance at single precision. It also stores the model radius plus added radius at single precision before squaring that combined radius for comparison. Equality admits the model.

Camera collision candidate eligibility

Candidate collection scans two linked object lists in order and appends model references to one candidate array. A model equal to the caller’s excluded model is skipped in both lists.

Entries of the first list carry a model and a bounds record. An entry is a candidate when its model and bounds are present, the bounds radius is strictly greater than the obstacle cutoff, and the segment bounds test accepts the model.

Entries of the second list are actors. An actor is a candidate when it has a model bounds record, is not excluded from ordinary object updates, and then passes the same model, radius and bounds tests. The bounds-record flag is set when the actor’s script and model load establishes its bounds; the exclusion is the flag the ordinary object-update loop tests.

The candidate array holds 64 entries. When it already holds 64, the engine writes a diagnostic line instead of appending and stops scanning the current list; the remaining entries of that list are dropped.

Camera collision result selection

The query arithmetic-shifts each fixed-point endpoint component right by eight before the geometry test. The integer wrapper converts returned hit positions with the active x87 integer rounding mode and scales normal components by 256 before converting them. Selected output positions are shifted left by eight; selected output normals retain the wrapper’s scale.

Polygon hits store their position along the tested segment as a rank: the segment parameter multiplied by 32768, converted with the active x87 integer rounding mode. The segment start has rank zero and the end has rank 32768.

The camera collision query counts all returned hit records independently of whether a record replaces either selected output. For segment ranks from zero through 32768, minimum selection starts at 32767 and requires a strictly lower rank. Maximum selection starts at zero and requires a strictly higher rank. Equal ranks retain the first selected record.

A result containing only ranks 32767 or 32768 therefore reports hits without replacing the shared minimum-position output. A result containing only rank zero leaves the shared maximum-position output unchanged. The query does not clear these output positions before scanning its candidates.

Camera collision response

The pose collision stage runs when the selected camera record has flag 0x40 and the shared collision-inhibition word is zero. It rotates the record’s target offset using its bound angles, adds the bound position, and queries the segment from that target to the candidate camera position. Candidate collection excludes the bound actor’s model instance.

A nonzero query hit count replaces the candidate camera position with the shared minimum-position output and reports success. A zero hit count leaves the candidate unchanged. The response does not separately check whether the query replaced its minimum output. An endpoint-only hit can therefore copy the retained minimum position from before the query.

Camera movement limiting

Camera record flag 0x01 bypasses the movement-limiting stage. Otherwise the stage uses both the last published camera position and the preceding position. Its scalar timing helper floors the signed frame scale at 180, multiplies with 32-bit wrapping, and arithmetic-shifts the product right by eight.

The movement budget starts with the distance between those two retained positions plus the shared budget increment, capped by the record’s unsigned maximum. The timing helper scales that budget. When the candidate displacement exceeds it, the stage forms an integer fraction with eight fractional bits and scales displacement components with multiplication followed by an arithmetic right shift. It reports that limiting occurred even when integer quantization leaves a component unchanged.

A separate vertical limit precedes this distance test except for camera slot one and the selected-player special-state branch. The lower bound is the timed vertical parameter. A displacement above its negation is replaced with the negation of the unscaled parameter. The two sides therefore do not use the same timing conversion. The selected-player special-state branch also retains the candidate’s horizontal components during distance limiting while still applying the vertical component and reporting limiting.

The shared budget increment is SYSTEM.INI [camera] max_acc. The vertical parameter is [camera] max_y_vel negated before storage, so it is the negative lower bound described above. Both are stored without scaling. Setup stores them with the other shared camera values, and the same values are reloaded when the selected player’s camera defaults are reloaded.

Camera orientation retention

Camera record flag 0x02 makes the orientation stage copy the previously published camera angles into the new pose. This branch skips target-direction calculation, leaves the record’s bound-position history unchanged, and does not refresh the two transformed camera vectors.

Without this flag, slots zero and one use only the target offset’s vertical component; other slots use the full vector. The stage rotates that offset by the bound angles, adds the bound actor position, and derives the camera angles from the direction between the published camera position and that target. It also refreshes the bound-position history and transforms both stored camera vectors using the derived angles.

Before angle conversion, the direction components are stored as single-precision values. Their Euclidean length divided by 65536 is stored at single precision. Each component is divided by that stored divisor, stored at single precision again, and converted to an integer with the active x87 rounding mode. A zero divisor produces a zero vector. Angle lookup consumes this quantized direction.

The direction is camera position minus the rotated target position. Using the signed bearing lookup whose positive X axis is a quarter turn and positive Z axis is zero, yaw is the X/Z bearing minus half a turn. Pitch is the bearing of the rounded horizontal length against Y, minus a quarter turn. Both wrap to 2048 units per revolution; roll is zero.

The two retained basis vectors use a direct angle matrix with positive pitch, negative yaw and positive roll. Each output component is a dot product with a matrix column. Vector inputs and dot products are stored at single precision; final integer components use the active x87 rounding mode.

Camera contact-normal response

The camera body-response stage converts the candidate fixed-point position to floating coordinates and gathers contact normals. It sums normal components after dividing their integer representation by 256. A nonzero sum is normalized. If the sum cancels to zero, it instead uses the first contact normal divided by 256, without normalizing that fallback.

The response truncates the camera body’s floating radius to an integer, multiplies it by the selected response direction, scales the result by 256, truncates each component toward zero, and adds it to the candidate position. No contacts leave the candidate unchanged. Opposing contacts can therefore produce a response in the first contact’s direction rather than no response.

Each accumulated normal component is stored at single precision after each addition. Normalization stores the reciprocal length at single precision, then stores each scaled direction component at single precision. Each product of the integer radius and selected direction is also stored at single precision before scaling by 256 and truncating toward zero.

Camera distance-height correction

Only slots zero and three run the distance-height correction. It subtracts the bound actor position from the candidate, divides each signed fixed-point delta by 256 with truncation toward zero, and computes the resulting distance. A zero distance is replaced with 0.1 for the following comparison and division.

When that distance is strictly below the record’s distance threshold, the stage scales the vertical delta by threshold divided by distance. It replaces candidate Y with bound actor Y minus the absolute scaled vertical delta converted back to fixed point with truncation toward zero. Candidate X and Z remain unchanged. Equality with the threshold leaves the candidate unchanged.

The divided deltas, summed squared distance, square root and threshold are stored as single-precision values. The vertical division and subsequent threshold multiplication each store a single-precision result before conversion back to fixed point.

Camera terrain-height clamp

When the terrain-height stage is enabled, both terrain queries receive candidate X and Z arithmetic-shifted right by eight. The floating height result is truncated toward zero before conversion back to fixed point. The camera body’s stored clearance parameter is multiplied by 1024 and truncated separately.

Only a candidate Y plus clearance strictly greater than the converted terrain height triggers correction. The replacement Y is terrain height minus clearance; X and Z remain unchanged, and the shared correction flag is set. Equality does not set the flag or replace the pose.

The terrain query converts horizontal coordinates to cells with the active x87 integer rounding mode after applying x / 256 - 0.5 and z / 256 + 0.5. When both cell offsets from the retained terrain-window center are strictly between -16 and 16, height comes from that retained grid. At either boundary or outside the window, it comes from map samples through the height lookup table. The camera query therefore does not always use the static map heights.

Each selected cell uses a triangle plane rather than bilinear interpolation. Its diagonal joins (i, j) to (i + 1, j - 1). When the horizontal offset x - i * 256 is greater than j * 256 - z, the third corner is (i + 1, j); otherwise it is (i, j - 1). Equality uses the latter triangle. The query publishes a normalized plane normal; the integer wrapper scales that normal by 256 and converts it using the active x87 integer rounding mode.

For plane construction, the first vertex is (i, j). In the greater-offset branch the next vertices are (i + 1, j - 1) and (i + 1, j); otherwise they are (i, j - 1) and (i + 1, j - 1). The two edges are second minus first and third minus second. Each edge component is stored at single precision before their cross product is formed. Replacing these adjacent edges with mathematically equivalent edges can change the sampled height through rounding.

Camera pose stage order

The pose stage composes a candidate and performs a segment collision check. A hit replaces the candidate with the retained minimum hit position, then runs distance-height correction, contact-normal response and terrain correction.

A second segment check follows on both paths. A hit again replaces the candidate with the retained minimum position. The stage then runs distance-height correction, contact-normal response, movement limiting and terrain correction, in that order, before publishing the pose.

Camera pose publication

The transition word clears when the pose stage reports a collision or terrain correction. Without such a correction, it clears only when its value is one and movement limiting did not occur. A limited update can retain value one; other nonzero values also remain unchanged without correction.

After position correction, the pose stage moves the previously published camera position and angles into their respective history vectors. It then publishes the new position to shared camera state and to both the camera actor and alternate camera actor. Camera setup stores the CAMERA instance as both, so the two writes address the same actor. Orientation processing follows position publication, and its result replaces the shared published angles.

Position history therefore contains the preceding published pose, not the new request or a temporary collision candidate. Retaining orientation still advances angle history to the preceding published angles.

Camera record initialization

Camera setup clears all nine records, initializes record zero, and copies that record into slots one through eight before applying slot-specific configuration. The copied fields include the selected-player binding, position and angle bindings, position offsets, angle offsets, distance limits and maximum movement rate. Record zero has collision flag 0x40 before these copies.

The ordinary target-offset configuration is assigned to record zero after the copies. It therefore does not initialize the other records’ target offsets. Combat target offsets are assigned separately to slot three. The remaining slots retain their cleared target-offset vectors at this initialization stage.

Camera initial state

Camera setup selects record zero. The shared transition word, the scripted-camera active word and its nesting count are zero. Setup then computes the first published pose with one pass of the pose stage that omits movement limiting, and stores it as both the current and the previous pose.

Camera update

The CAMERA actor’s script body ends immediately. Its native hook, cameraController, takes no arguments and is the camera update itself: the pose update for the selected record’s bound actor that the location camera natives also run. The hook runs once per ordinary update, at the camera actor’s position in the ordinary actor traversal.

ResetRotation

ResetRotation(x, y, z) acts on the receiver and returns zero. The actor keeps a triple of the pitch, yaw and roll it was created with (the angles it has when it is allocated; the player swap copies it between player records and XResetCamera sets it to the current angles). For each argument that is nonzero, the receiver’s pitch (x), yaw (y) or roll (z) is replaced by that retained component.

The previous-angle history then becomes the receiver’s current angles, and its orientation matrix is rebuilt. When the receiver’s rotation mode (attribute 28) is one, an alternate construction builds the matrix. Otherwise the matrix starts as the identity and takes rotations of the negated yaw, then pitch, then roll.

ReloadRotation

ReloadRotation() takes no arguments, acts on the receiver and returns zero. It performs the second half of ResetRotation without restoring any angle: the orientation matrix is rebuilt from the receiver’s current angles (by the rotation mode’s construction, as above) and the previous-angle history becomes the current angles.

ResetPosition

ResetPosition(x, y, z) acts on the receiver and returns zero. The actor keeps the world position it was created at. For each argument that is nonzero, the receiver’s local position on that axis (x, y, z) is replaced by the retained component, even for an attached actor. The previous-position history then becomes the receiver’s current local position.

When the receiver is the selected player, the shared view origin moves by the change the reset made on each axis. The receiver’s transform is then rebuilt.

MovePlayerAboveMe

MovePlayerAboveMe(x, y, z, angle) returns zero and asks for the selected player to be placed relative to the receiver. The offset (x, y, z) is rotated by the receiver’s orientation matrix and added to the receiver’s position (the world position of an attached actor, otherwise its local position, taken through the parent when it has one). The requested player Y is that sum minus the selected player’s positive Y extent shifted left eight bits, minus the [system] standing_height value from SYSTEM.INI shifted left eight bits; X and Z are the sum itself. The call stores this position and angle as one pending placement; a later call in the same frame replaces it.

The main loop applies the pending placement once per frame and then clears it. The selected player’s local position and its previous-position history both take the requested position, its yaw becomes angle & 0x7ff, and the camera is marked to cut instead of glide. The call has no other effect on the receiver.

XResetCamera

XResetCamera takes no arguments, acts on no receiver state and returns zero. In order, it:

  1. Runs the LockoutPlayer routine for the selected player with zero.
  2. Runs the KillMyTasks operation on the selected player and clears five flag bits (0x01, 0x02, 0x04, 0x08, 0x10) of the actor byte that immediately precedes its task arrays.
  3. Rebuilds the selected player’s orientation matrix from its current angles and stores those angles in both of its retained angle-history triples.
  4. Sets the scripted-camera active word and its nesting count to zero.
  5. Applies step 2 to the camera actor.
  6. Reloads record zero’s player-type defaults, selects record zero, resets its flags to 0x40 and recomputes the first published pose as setup does.

Camera record installed settings

Camera setup reads SYSTEM.INI [camera] integers and stores them without scaling except where stated. Record zero receives, before the copy to slots one through eight:

Record field[camera] keys
Position offsetoffset_pos_x, offset_pos_y, offset_pos_z
Angle offsetoffset_angle_x, offset_angle_y, offset_angle_z
Distancecamera_distance
Minimum distancecamera_min_distance
Maximum movement ratemax_vel
Left position limitcamera_left_pos
Right position limitcamera_right_pos, negated

Record zero also gains flag 0x40. target_offset_x, target_offset_y and target_offset_z are assigned to record zero after the copy, and to slot three from the same keys.

Slot-specific settings follow the copy. Each replaces the slot’s angle offset and distance; a nonzero *_max_vel replaces its maximum movement rate, and a zero value keeps the copied record-zero rate.

SlotModeAngle offset keysDistance keyMaximum movement key
3combatcamera_combat_angle_offset_x/y/zcamera_combat_distancecamera_combat_max_vel
4hangingcamera_hang_angle_offset_x/y/zcamera_hang_distancecamera_hang_max_vel
5ropecamera_rope_angle_offset_x/y/zcamera_rope_distancecamera_rope_max_vel
6rope abovecamera_rope_above_angle_offset_x/y/zcamera_rope_above_distancecamera_rope_above_max_vel
7rope belowcamera_rope_below_angle_offset_x/y/zcamera_rope_below_distancecamera_rope_below_max_vel
8debugcamera_debug_angle_offset_x/y/z (see below)camera_debug_distancecamera_debug_max_vel

The debug slot’s three angle-offset reads all store to the first angle-offset field; its second and third angle offsets keep the copied record-zero values.

Slot three gains flag 0x40 (already present from the copy). Slots six and seven additionally load aim vectors from camera_rope_above_aim_x/y/z and camera_rope_below_aim_x/y/z, bind the record’s aim reference to them, and set their flags to exactly 0x40. Slots four and eight keep the copied flags. Slot five gains flag 0x80 in addition to 0x40, giving 0xc0. Slots one, two and four through eight keep their cleared target-offset vectors.

obstacle_size and fudge_factor are shifted left eight bits and max_y_vel is negated before storage in shared camera state, outside the records.

SheathSword

SheathSword takes no arguments and returns zero. It acts only when all of these hold for the receiver: the task system is enabled, the receiver has animation state and a combat record, the combat cooldown is zero, the lifecycle byte is not in 27 through 32, the receiver is neither drawing nor sheathing a sword (the IsDrawingSword and IsSheathingSword predicates), and IsHoldingWeapon is true. Otherwise it changes nothing.

When it acts, the lifecycle byte becomes 21 (sheathing), the companion motion byte is cleared, bit 0x04 of the combat flags is cleared, and the combat cooldown becomes 24. For the selected player it additionally sets the HUD health-display timer to 25 and selects camera slot zero.

endCombat

endCombat takes no arguments and returns zero. It first does what SheathSword does for the receiver, including its eligibility tests. It then unconditionally sets the lifecycle selector (MyAIType) to 1 and the AI mode (MyAIMode) to 0, re-enables the receiver’s native hook as EnableHook does, clears combat flag 0x04, and zeroes the combat record’s close-distance pass counter and coordination selection state. A receiver without a combat record faults in the original.

FacePlayer

FacePlayer(duration) is a task that turns the receiver’s local Y angle toward the selected player. Each invocation computes the bearing from the receiver’s local position to the selected player’s local position as the arctangent angle of the displacement, which is the negation (modulo 2048) of the bearing the PlayerLooking query reports, then:

  1. gap = (-heading - angle) & 2047, which is the PlayerLooking bearing minus the heading. A zero gap completes the task without a change.
  2. remaining = |elapsed - duration|, treated as 1 when zero.
  3. If gap is above 1024, gap = (-gap - 1024) & 1023 and the step is subtracted from the heading; otherwise the step is added.
  4. step = ((gap << 8) / remaining) >> 8. A zero step completes the task without a change.
  5. The heading wraps modulo 2048.

After a turn the task completes when elapsed >= duration - 1, and remains active otherwise.

FacePlayerInertia

FacePlayerInertia(duration) follows FacePlayer except for the step. After the gap is reduced as FacePlayer does (a gap above 1024 becomes (-gap - 1024) & 1023 and subtracts), the step is (((gap << 8) / duration) - elapsed) >> 8 with signed division and an arithmetic shift; a duration of zero is a division fault. A zero step, including a negative one that shifts to zero, completes the task without a change. The turn, the wrap and the completion test are the same.

Potion counters and combat strength and armor

SetPotion(index, value) stores the full 32-bit value in a global counter table and returns one. GetPotion(index) returns the stored value. The table is zero-filled when the engine starts and is not cleared by world changes. The shipped scripts use indices 0 through 3 (blood, milk, ectoplasm and sap items).

setStrength(value) and setArmor(value) store the full 32-bit value in the strength and armor fields of the receiver’s combat record and return nothing. They apply to a receiver that has a combat record.

Nonplayer combat decision: target, distance and engagement

The nonplayer decision stage (death and state selector 6, actor not dead) begins as follows.

The decision entry caches the current 32-bit clock sample for combat pacing and timed taunts. In normal clock mode this is the raw BIOS-clock sample, interpreted as signed. It is distinct from nominal-tick increments and from the world-loop frame counter. The world-loop counter resets to zero on loop entry and increments once at the beginning of each iteration. In the waiting branch, after spacing, one random draw admits a chance taunt when draw * 100 / 32767 < 2. The taunt type is 5 when the wrapping sum of the receiver’s allocation index and world-loop counter is even, and 8 when odd. Timed selection of that requested type still uses the cached clock sample. The active branch ends the same way: after spacing, counter-attack selection and defence selection, one random draw admits a chance taunt under the same draw * 100 / 32767 < 2 test, and the requested type is always 5.

Valid target. An actor is a valid combat target when it exists, it is not both in lifecycle state 8 and killed, it has a combat record, and its own combat target is not itself.

Target selection. When the receiver’s combat target is not valid, the target becomes the selected player, whether or not the player is itself a valid target, and the target’s local position is copied into the receiver’s retained target position. A valid target leaves that position unchanged until engagement succeeds.

Distance and counter. The distance from the receiver to its target uses the query positions of both actors (attached, linked or local, as for the fighting query) and the three-dimensional rounded distance. While that distance is below 25000 a counter in the combat record increments once per pass with signed 32-bit wrapping; otherwise the counter is zero. Combat construction and reinitialization clear this counter and the retained target position. After engagement succeeds, the target’s local position replaces the retained target position before the defence and attack executors run, in that order, each with request -1. An active result from either executor ends this decision pass before spacing and further selections.

Engagement. The receiver is engaged when attr_combat_ignore_in_sight is nonzero. Otherwise, with attr_combat_long_sight nonzero, it is engaged when the target is in sight within a distance of 0x80000; with it zero, within 0x40000. Both distances use the position’s eight fractional bits.

In sight. The test is false for an absent actor or target and when their distance exceeds the limit. Otherwise the segment between the two query positions, in whole map units, is tested against each entry of the engine’s retained candidate model list, in order. The test does not collect candidates itself: it reads the list collected for the receiver by ordinary actor traversal immediately before the receiver’s update (see Candidate collection for an ordinary update), so only models near the receiver can block the line. An entry that is not hit, or whose owner is the target, does not block; any other hit makes the result false. The result is true when no entry blocks.

Nonplayer defence selection

The defence selection runs only while the receiver is armed and the selected-player hit-inhibition flag is clear. Standalone-player initialization clears this flag; selected-player health death sets it. With no move selected, the target must lie inside the receiver’s forward arc and its distance must be strictly below the receiver’s far window. The forward-arc query subtracts the receiver’s local position from the target’s local position with signed 32-bit wrapping arithmetic, then arithmetic-shifts each coordinate right by eight. It obtains the normalized vector’s orientation and compares the receiver’s local yaw with (1024 - vector_yaw) & 2047. The absolute wrapped difference must be strictly below 256 heading units. Composed query poses are not substituted for these local positions. The defence counter becomes one when the headings differ by less than 256 heading units or the target is outside combat stance. Otherwise it becomes 129 - attribute 58. A target is in combat stance when it is armed or its combat flag mask 0x04 is set. The flag query returns false without a combat record; the action query returns -1. Heading differences mask both headings to 0 through 2047 and wrap the difference into -1024 through 1024.

The pacing sum is the receiver’s per-actor combat value plus the shared tick counter, with signed 32-bit wrapping addition. When its signed remainder by the defence pacing divisor is zero:

  • For a target move other than -1 or 9, the target’s signed animation command cursor must exceed the wrapping sum of its current motion’s first_collide_frame and collide_duration. The current attack slot and motion selector choose that motion. This uses neither the displayed model frame nor the wrapping frame-progress byte. The receiver gains intent mask 0x01, then asks the best-usable-defence picker for a kind. A successful pick starts only if its reach test succeeds.
  • For target move 9, the open-defence picker supplies a kind, which starts only if the pick and reach test succeed. This branch does not set the intent mask.
  • For target move -1, neither of these picks runs.

After this branch, independently of its pacing remainder, a zero signed remainder of the pacing sum by the defence counter sets intent mask 0x01, obtains the paced pick and starts it if the reach test succeeds. Starts happen synchronously, before any later picker reads the combat state.

With a move already selected, the selection uses only the defence counter remainder. On zero remainder, defence selector zero requests kind one and selector one requests kind two; either request first sets intent mask 0x01. Other selectors do nothing. Intent updates preserve every other combat flag bit.

Best and open defence picks

Both pickers scan the receiver’s nine authored attack slots in ascending slot order. These are the attack slots bound from attributes 70 through 78, not the separate four defence records. The first motion supplies each slot’s distance window, near timing and counter-attack reference. Absent slots are skipped. A slot is usable only when the signed actor-to-target distance is strictly greater than its minimum range and strictly less than its maximum range. The best picker chooses the usable slot with the lowest signed near timing value, strictly below 65536. Equal values retain the earlier slot.

The open picker applies the same rules, but excludes a slot whose one-based counter-attack reference minus one equals the receiver’s current move’s counter-attack index. The subtraction wraps as signed 32-bit arithmetic. Best selection does not read counter-attack references. Open selection reads the candidate counter-attack reference, then queries the current move’s counter-attack index, only after that slot passes its distance window. An excluded slot does not read near timing. Each admitted slot repeats the current-move query. Both pickers map a winning slot of six, seven or eight to defence kind four. If no slot qualifies, they report failure without changing the caller’s output.

The current-move counter-attack query returns zero when the receiver has no combat record or its action selector is -1 or 9. These cases do not read attack or motion metadata. Otherwise, it resolves the receiver’s retained attack-slot selector and current motion selector, reads that motion’s authored one-based counter-attack reference and subtracts one with signed 32-bit wrapping. The action selector gates the query but is not the attack-table index.

Paced defence pick

The initial choice is zero. One random draw in the inclusive range zero through 32767 produces draw * 6 / 32767, with unsigned integer division. That slot replaces the initial choice only if it exists and passes the strict distance window. The maximum draw therefore probes slot six. This fallback does not require arc or elevation admission and does not remap the slot.

The picker then scans slots zero through five in ascending order. A populated slot must pass distance, arc and elevation admission, in that order. A failed test prevents the later tests for that slot. The fallback reads only existence and the distance window. Neither path reads the counter-attack reference. If the receiver and target face alike, or the target is outside combat stance, a slot replaces the choice only when its signed accumulated damage exceeds the retained damage, initially zero, and the pacing sum has zero signed remainder by the defence pacing divisor. A successful replacement retains that damage. Equal damage totals retain the previous choice.

Otherwise, each admitted slot resets the defence counter to 129 - attribute 58 before reading its near timing. This branch does not read accumulated damage. The picker tracks the lowest near timing strictly below 65536, with the same zero-remainder gate, but this branch does not replace the chosen slot. The final return is the fallback or the last priority-branch replacement. No qualifying slot leaves the initial choice of zero intact.

Defence elevation and arc admission

Both tests read the first motion of the receiver’s selected attack slot. Elevation admission uses the receiver and target’s bounds-query positions. For each coordinate, that query computes the signed 32-bit wrapping expression position - (negative_extent << 8) + (positive_extent << 8), then divides by two with truncation toward zero. It does not substitute the actor origin.

Let d be target bounds-query y minus receiver bounds-query y, with signed 32-bit wrapping subtraction. Let w be the wrapping sum of the receiver’s positive and negative x extents, each shifted left eight bits, and let h be w / 2, truncating toward zero. The required elevation is:

  • One when -h > d and -(w + h) < d.
  • Otherwise two when d > h and w + h > d.
  • Otherwise zero.

All additions and negations in those comparisons wrap as signed 32-bit values. The motion passes only when its elevation equals the required value. Band edges belong to elevation zero; they do not pass either outer band.

Arc admission reads both actors’ ordinary local origins and the receiver’s local heading, without attached or linked query-position substitution. It subtracts receiver position from target position in each coordinate with signed 32-bit wrapping subtraction and arithmetic-shifts each difference right eight bits. The bearing input is ordered (delta_z, delta_y, delta_x) and normalized to signed Q16 using the authored-location normalization. The normalized vector uses the signed polar lookup described by camera orientation: its positive first axis is a quarter turn, its positive third axis is zero, and the lookup result is reduced by half a turn and wrapped modulo 2048. A zero horizontal vector yields 1024. Let a be the absolute wrapped heading difference between the receiver heading and that bearing, and let c be the motion’s arc centre plus 512. The test passes only when c + arc > a and c - arc < a, using signed 32-bit wrapping arithmetic for the bounds. It does not halve the configured arc or include either boundary.

Defence start admission

The starter dispatch admits kinds zero through six and kind eight only when the corresponding receiver attack slot is populated. Kind seven and values outside zero through eight do nothing. Admission differs by kind:

  • Kind zero, three, five and six require no selected move.
  • For a nonplayer receiver, kinds one and two do not require an idle selection. For the selected player, kind one requires selected move zero and kind two requires selected move one.
  • Kinds four and eight require zero combat cooldown, neither drawing nor sheathing, and no selected move.

An admitted start first writes its kind into the defence selector, then selects that move, then invokes the defence executor with request zero synchronously. The executor can therefore change state before a later picker or starter reads it. It resolves the defence selector through the receiver’s nine attack slots and uses the move selector to choose that attack’s motion. When the actor leaves the expected animation group, a populated following motion admits the next chain step, up to the third motion. The test reads the following motion’s first word, not the current one’s. Motion loading stores one in that first word for every motion it fills, whatever the authored type is (the authored type lives in a separate field), and unfilled motion slots keep their zero-initialized word. A combo therefore chains through all of its referenced moves. For selected-player kind four, the movement update precedes those writes and uses attribute 16 shifted left eight bits with movement mode one. Its return value does not gate the subsequent defence start. The nonplayer kind-four path omits that movement update.

When the defence executor starts or advances to a new motion, it requests the animation group, then sets the animation record’s finite loop countdown to one. This is the same countdown used by PushAnimation and the animation interpreter. The move selector is written before the animation request. After the request and loop-count write, a start clears target mark 0x10, sets executor state one, raises intent bit one, clears mask 0x20 and subtracts ten from aggression, then synchronously requests a type-one timed taunt. A chain step clears the target mark, raises intent and subtracts ten before clearing mask 0x20; it does not request another type-one taunt. Animation services therefore run before these combat-state changes, and the taunt service sees the committed start state.

DisableHook and EnableHook

DisableHook sets and EnableHook clears mask 0x02 of the receiver’s script-control byte (the native-hook suppression flag above) and changes nothing else. Both take no arguments and return zero.

GetFramePassed

GetFramePassed takes no arguments and returns the shared whole nominal-tick increment of the current update (the same value the elapsed-time tasks consume).

ShowItem and ShowItemNoRtx

ShowItem(item, text, first, second) and ShowItemNoRtx(item, first, second) return zero and only leave a request for the main loop’s item viewer. Each stores the item identifier and the two trailing words and marks a request pending. ShowItem ignores its second argument and leaves the viewer’s no-text flag as it was; ShowItemNoRtx sets that flag. The flag stays set until the viewer consumes the request. The handlers perform no display and read no inventory state.

ViewGXA

ViewGXA(name, frame, count) is a task that shows one installed GXA image over the world frame. name is a file name relative to the game directory (the shipped scripts name system\stmap01.gxa through stmap17.gxa and system\mirror1.gxa through mirror3.gxa), frame selects the image within the file and count is the number of task counter ticks. The first invocation (counter zero, nothing loaded) loads the file. Every invocation whose counter is below count - 1 places the selected frame centered on the 640 by 480 screen (x is half of the 640 minus the frame width, y half of the 480 minus the frame height), clears the second image slot and stays active. The invocation at counter count - 1 or later discards the image, clears the drawn-image pointer and completes, so the image is drawn for count - 1 frames (the same completion test as Wait). The main loop draws the pending image after the world frame.

DropAllItems

DropAllItems takes no arguments and returns zero. When the task system is enabled it applies the DropItem routine to every item id from zero up to the item count, each with the count currently owned, in ascending order, and then clears the selected item. Ids with a zero count are skipped. Each id must have an ITEM.INI definition; the shipped file defines ids 0 through 86 without gaps.

InRectangle

InRectangle(x1, z1, x2, z2) returns one when the receiver’s query position lies inside the rectangle on both horizontal axes, otherwise zero. The query position is the attached pose for an attached receiver, the linked position when one exists, and the local position otherwise (the same selection as the fighting query). Each pair of corners is ordered independently, so the corners may be given in either order, and the comparison is inclusive. The arguments use the position’s runtime units.

Camera initial state and player-type settings

At world load the camera actor and the alternate camera actor are both the CAMERA instance. The shared selection starts at slot zero and record zero is the selected record. Each record’s bound actor is the selected player. The stored bound-position history of record zero starts as the bound actor’s current position. The shared state block (transition word, scripted-camera active word and both published poses) starts zero until setup runs the full camera pose stage; its result then becomes both the current and the preceding published pose.

Record zero’s distance, minimum distance, target offset and position offset take the installed [camera] values listed in the record settings above when the selected player’s attr_player_type is not one. When it is one, they take a reduced set derived from the same keys instead:

Record fieldValue for player type one
Distancecamera_distance arithmetic-shifted right one bit
Minimum distancecamera_min_distance arithmetic-shifted right one bit
Target offsettarget_offset_x >> 1, 6400, target_offset_z >> 1
Position offsetoffset_pos_x >> 1, 6400, offset_pos_z >> 1

Script light controls

Light, LightRadius, LightIntensity, LightOffset, LightFlicker, FlickerLight and LightFlickerOff act on the receiver’s light record and return zero. When the receiver has no record, the first call creates one: disabled and unlocked, offsets zero, intensity 256 and radius 100 (each current value equal to its starting value), flicker fields zero. LightOff does not create a record.

Map loading gives a type-4 object a record of its own: locked and enabled, with the placement’s intensity and radius as both current and starting values and colour zero (the placement’s colour is not copied, unlike for a type-6 object), so those objects’ first light call updates an existing record.

FunctionEffect
Light(radius, intensity)Enable; set current and starting radius and intensity
LightRadius(radius)Set current and starting radius; enable; clear the inactive counter
LightIntensity(intensity)Set current and starting intensity; enable; clear the inactive counter
LightOffset(x, y, z)Set the three offsets
LightFlicker(a, b)Set flicker values a and b and clear the flicker phase word
FlickerLight(a)The same as LightFlicker(a, 1)
LightFlickerOffSet flicker value a to zero

Every stored value keeps only its low sixteen bits.

Nonplayer combat taunt requests

The decision stage requests a taunt of a numbered type from the receiver’s taunt list (each record carries a type, a four-byte RTX label, and an animation value). A request is ignored when the receiver is dead or its list is empty, and when type 9 is requested while combat flag 0x40 is set.

Distance gate. For types other than 0, 2 and 6, a request with a combat target is ignored when the distance to the target is 0x40000 or more.

Busy gate. For types 10 and 11, the request is ignored while the receiver has a current taunt whose pending field is set.

Types 0, 2, 6, 10 and 11 use the in-order scan with the one-in-four random stop described in the taunt selection rules, including the death fallback to the hurt type here expressed as: when nothing matched for type 6, the request repeats as type 2.

All other types, including 1, 3, 4, 5, 7, 8 and 9, consume fifteen draws, each choosing a list index draw * count / 32767, even after a record has been selected. A probed record of the requested type with a nonzero label becomes the choice when no choice exists yet, or otherwise replaces it when (combat value + clock sample) mod 2 is zero. The combat value is the combat record’s retained allocation index. The decision stage caches the current 32-bit clock sample. In normal clock mode this is the raw BIOS-clock sample, interpreted as a signed value, rather than a nominal-tick increment or accumulated nominal ticks. Their sum wraps as a signed 32-bit value. The taunt is then presented only when (combat value + clock sample) is a multiple of the combat record’s signed taunt period, initialized to 129 - attribute 87; presenting a type 9 taunt also sets combat flag 0x40.

Presenting a taunt replaces the current taunt reference in the combat record.

PlayAnimation

PlayAnimation(group, modifier) in its function form requests an animation group for the receiver and returns zero without waiting (unlike PushAnimation, which is a task). The request goes through the ordinary request arbitration with the modifier narrowed to one byte. It does nothing when the animation system is disabled, when the receiver has no animation state, or when the receiver is excluded from ordinary object updates.

The installed BAT and DOORBAT scripts also pass this native through the multitask encoding. The void native does not assign a stable result register in that entry path, so its multitask completion value is unspecified; the function-form zero result does not define multitask slot completion.

Candidate collection for an ordinary update

When ordinary traversal reaches an actor whose collection flag is set, it fills the engine’s retained candidate model list before running that actor’s update (native hook, combat decision and script stages included). The list holds the models inside a sphere centred on the actor’s position, with the actor’s own model excluded. The sphere radius is twice the stored radius of the actor’s current model, rounded to the nearest integer, or 200 when the actor has no model. The collector keeps at most 64 entries. Queries made later in the same update (the in-sight test and the nonplayer movement probes) read this list without collecting again.

Nonplayer blocked-ahead probe

The movement helpers used by the combat decision ask whether the space ahead of the receiver is blocked by distance. The probe applies only when the receiver has a combat record and its current animation group has class one. It forms a local offset with X zero, Y equal to (positive Y extent of the actor's body - SYSTEM.INI post_collide_height - distance) in eight-fractional-bit units, and Z equal to -14336; rotates it by the actor’s matrix; and adds the actor’s query position. The resulting single point (radius zero) is tested against each model in the actor’s candidate list: any contact blocks. Candidates are typed by source: static placements and the secondary list carry type 0x20, actor-owned models carry type 0x80. While the actor’s queued-motion byte is 0x18 (24), actor-owned candidates are skipped, so only static models can block.

Session requests: LoadWorld, WonGame, PushPlayer and PopPlayer

LoadWorld(world, marker, heading), WonGame, PushPlayer and PopPlayer return zero and only record a request; the main loop acts on it after the current script step. LoadWorld retains its three integers. The main loop then loads the world: the world index must be 0 through 99 and name a WORLD.INI entry (otherwise loading ends with an error), the current-world index becomes that value, the selected start marker (the second argument) supplies the player’s starting position triple, and the third argument, masked to 0 through 2047, supplies the starting heading. The three words are cleared when the load begins. WonGame, PushPlayer and PopPlayer each set one request flag for the main loop, which consumes them. WonGame ends the world loop and starts the ending.

PushPlayer and PopPlayer are consumed at the end of a world-loop iteration that does not leave the loop: push first, then pop. Each clears its own flag when consumed, whether or not it acts. The engine keeps the CYRUS and GREMLIN player records and one swap state, clear in a fresh world. While the swap state is clear CYRUS is the selected player and GREMLIN is excluded from ordinary object updates; while it is set GREMLIN is selected and CYRUS is excluded. The world loop re-asserts that selection and exclusion every iteration.

  • PushPlayer acts only while the swap state is clear. GREMLIN becomes the selected player, the swap state is set, and GREMLIN takes CYRUS’s player transfer (below). GREMLIN stops being excluded from ordinary updates and CYRUS becomes excluded.
  • PopPlayer acts only while the swap state is set. CYRUS becomes the selected player again, the swap state is cleared, and CYRUS takes GREMLIN’s position, heading and retained movement state with the same exclusion exchange reversed. CYRUS then receives an ordinary animation group request for group 0, issued twice.

A second PushPlayer while swapped, or a PopPlayer while not swapped, only clears its flag.

The player transfer copies from the role that was selected to the role that becomes selected: the local position, two further triples of 32-bit words at offsets 0xFB and 0x108, the three angles, which the orientation setter masks to 0 through 2047 and also stores as the creation angles (start_angle, offset 0x144) and the previous-angle history (last_angle, offset 0x150) before it rebuilds the orientation matrix, the four motion bytes at +0x1B1 through +0x1B4 (the last is the living state), the 32-bit word at +0x1CD, the two words at +0x08 and +0x0C, and byte 3 of the attribute block (the health attribute). It zeroes the words at +0xC7 and +0x25, re-registers the new role in its map cell, and clears the new role’s object-update exclusion byte while setting the old role’s.

KillMe and Resurrect

KillMe and Resurrect take no arguments, act on the receiver and return zero. Both first release the receiver’s two held walk-node reservations: a reserved node is cleared only when its recorded owner is the receiver, and both reservation slots then hold no node.

KillMe then clears the receiver’s current model presentation record, releases its two retained per-actor buffers, sets its killed flag and its death selector to 8, and stops every active sound owned by the receiver. The two buffers are the receiver’s light record (41 bytes) and its 20-byte flat sprite record, the record the Flat functions control: an enable byte, a pending byte, three 16-bit offsets, the texture identifier, a frame cache and the playback counters. Each pointer is cleared after its buffer is freed, so a later light or flat call creates a new record with the defaults.

Map loading creates a flat record for every type-3 placement, enabled, with zero offsets and the placement’s texture value as its texture. While a record is enabled and its texture is nonzero, the ordinary actor drawing traversal draws the actor’s flat as a camera-facing sprite at the actor’s position plus the offset resolved through its orientation, using the texture’s attributes for its flags and alpha. The installed type-3 placements are the LAVABUB1 lava bubbles (DRINT, ISLAND, CATACOMB) and the LH_FIRE and CT_FIRE fires.

The drawing routine runs once per actor in the ordinary traversal, for actors whose draw-suppress byte is clear. It draws nothing unless the record’s enable byte and texture identifier are nonzero. The three signed 16-bit offsets are transformed by the actor’s current pose, and the integer result (the transformed point shifted right by eight) is the sprite’s world position. The record caches the loaded image slot for its texture; while that cache is zero it is filled from the texture identifier, and a zero slot or one above 30000 is a fatal error. The texture’s attribute record, when present, gives the draw flags (the flag word is 1 plus the attribute’s flag byte) and the alpha (the attribute’s alpha byte plus one); without it the alpha is 255. The sprite is then submitted through the same routine as placed flats with the cached slot, the record’s frame word, the position, scale 1 and those flags and alpha, with the world’s world_ambientfx value (see WORLD.INI) as the brightness. When flag 0x80 is set the flag word also gains 0x200 and the brightness, alpha and size inputs are replaced by 200, 200 and 200, which that submission reads as a solid-colour tint (red, green and blue all 200).

Each update of an actor that is not hidden also steps its flat record, beside the light maintenance. A zero or 0xffff texture disables the record. A disabled record adds the elapsed ticks (low byte, wrapping) to its pending byte and is freed once that byte exceeds 32. An enabled record first consumes a wrap marker (the high bit of its loop byte): the marker clears and the frame returns to the record’s counter. A frame of 0xffff, or a counter equal to the last frame, shows a static image. Otherwise the frame moves by the elapsed ticks times the speed byte, up when the counter is below the last frame and down when it is above. Passing the last frame disables the record when the loop byte is zero; otherwise it sets the wrap marker and restarts the frame at the counter plus the overshoot (clamped to the counter if that still passes the last frame).

Resurrect acts only while the killed flag is set or the death selector is 8; otherwise nothing further happens. It clears the killed flag. When the receiver has combat state and its death selector is 6, it first sets the selector to 1 and the death response to 0, clears combat flag 0x04 and zeroes the close-distance pass counter and the attacker selection state (the unconditional part of the end-of-combat reset); a receiver that KillMe just killed has selector 8, so Resurrect leaves its selector unchanged. With combat state it then re-initializes that state from the receiver’s attributes.

Removal of killed created objects

Each world-loop iteration, before the family update, removes every object that was created after the world loaded (it has no map object) and whose killed flag is set: it leaves its map-cell list and the actor table, its KillMe cleanup runs again and its record is freed. A killed map actor stays allocated; the ordinary actor update skips killed actors.

projectileAI

projectileAI is a task without arguments; its update runs on the receiver, a created object whose parent is its creator. The update returns one to keep flying and zero to end the task:

  1. The speed is the receiver’s attribute 8 shifted left by eight, multiplied by the frame scale and shifted right by eight (signed). The previous local position is saved, then the offset (0, 0, speed) rotated by the receiver’s pitch, yaw & 0x7ff and roll is added to its local position.
  2. A distance from the parent of 0xbb800 (Q8) or more ends the task, keeping the moved position. The distance is the single-precision magnitude of the X, Y and Z differences rounded to nearest-even; it is zero without a parent.
  3. When the world has terrain and the receiver’s Y is strictly greater than the terrain height at its integer X/Z (the terrain support sample, times 256 and rounded), the previous position is restored and the task ends.
  4. Candidates are gathered around the receiver’s position with the radius attribute 8 (map units), excluding the receiver’s own model, by the live and transient candidate rules (static placements, ordinary actors, transient models). The segment runs from the previous to the new position, both shifted right by eight.
  5. Every face-model candidate not owned by the parent is queried with that segment, without polygon sidedness. A segment that ends exactly on a face plane does not cross it. Over all contacts, the one with the smallest rank (strictly less than 0x7fff and every earlier rank) is kept. When any contact exists, the receiver moves to that contact’s integer point shifted left by eight and the task ends.
  6. Otherwise every actor-style candidate except the parent is tested in candidate order with the actor’s collision spheres. A sphere is hit when either segment endpoint lies within its radius (squared integer distance computed in single precision and rounded, compared with the squared radius). The spheres are the actor’s RAVC records (flag 2 always, flag 4 only while the actor’s current animation group pair matches the record), followed, unless attribute 56 is nonzero, by the actor’s ordinary collision shape spheres; each center is rotated by the actor’s orientation and added to its position. At most 128 spheres take part.
  7. On the first hit, an actor with combat state is sent combat message 0xd005 from the parent; with or without combat state, the previous position is restored and the task ends. Without a hit the task continues.

InKey

InKey(code) returns one when a keyboard key is down and zero otherwise. The low byte of the argument is a character; its key is found by matching the character against the keyboard table’s unshifted and shifted characters, and a character with no table entry returns zero. The next three bytes each name a required modifier by a character, either case: s Shift (either shift key), c Control and a Alt; the result is zero when a named modifier is not held. Otherwise the result is one when the key’s state word is nonzero or the key is the latest key event the keyboard handler recorded. The debug shell reads it for the letters p, c and d and for Alt+q, and a few bridge and door scripts read r.

GolemSteam and DragonBreath

GolemSteam takes no arguments and returns zero. A receiver excluded from object updates does nothing. Otherwise one Rnd(4) draw that is not zero ends the call. On zero a second Rnd(4) draw selects one of the receiver’s four RAEX attachment vertices in the order grip0, scabbard1, grip1, scabbard0. The vertex, rotated by the receiver’s orientation and added to its position, becomes the point of a steam effect: descriptor 0x32480 when the world-loop frame counter is odd and 0x22480 when it is even, with speed one.

DragonBreath takes no arguments and is also the update of the multitask DragonBreathTask, which completes when the update returns zero. It acts on the receiver, a dragon with combat state:

  1. A receiver whose death selector is 8 returns zero. First, when the player holds item 0x4b with a nonzero count, one unit of item 1 is added, the player’s held-item attribute (23) becomes 1, item 0x4b is emptied and item 1 becomes the selected item.
  2. One Rnd(4096 / frame scale) draw of zero, while a dialogue line owned by the receiver is active, spawns the smoke effect 0x32480 at an attachment vertex: scabbard0 when a following draw masked with one is nonzero, else scabbard1 (rotated and offset as for GolemSteam).
  3. A nonzero fireball cooldown, a process-wide counter that starts at zero, is reduced by the nominal ticks of the frame (to zero at the least) and the update returns one.
  4. Without combat flag 0x04 or without a combat target the update returns one. A target whose rounded 3-D distance is less than 0x19000 (Q8) also returns one.
  5. Otherwise the fireball is created: an object of the installed script DRAGBALL whose parent is the receiver, at the rotated grip0 vertex plus the receiver’s position. Its orientation is the aim from grip0 to grip1: yaw is the bearing of the horizontal difference plus 1024; the pitch is the elevation of the difference minus 512, then 120 - pitch, all masked to 2047; roll is zero. The cooldown becomes Rnd(32) + 12 and the update returns one.

Nonplayer deep-water and edge probe

The strafing steppers (MoveLeft, MoveRight) and MoveForward call one probe before they move. It applies only to receivers whose surface byte is 2 or 4 (the deep-water classes); every other receiver passes. The probe point is the receiver’s position plus a step of 16384 (units of 1/256 map unit) along the direction chosen by the motion-direction byte (2 and 6 forward, 3 and 7 backward, 4 left, 5 right, any other value forward), rotated by the receiver’s heading. The point is looked up in the terrain material rules of terrain material blend coverage.

The probe fails (blocks the move) only when the resolved surface is 10 with blend coverage 0 and the terrain slope class at the point is 2. A point with blend coverage 256, a point with partial coverage (surface 3), a point without terrain, and every other surface pass. The slope class is the classification of the terrain face normal as for ground support. A failing probe returns zero to its caller.

Nonplayer step hazard

The step hazard test answers whether moving a nonplayer receiver to a destination lands on a steep surface. It applies only to receivers whose attribute 1 has bit 1 set; others never report a hazard. The surface at a point is resolved with a vertical segment of the post-collide height about the point’s centre (the point’s Y plus the receiver’s positive Y extent) against the candidate models and the terrain. Among the contacts, only floor (class 4) and steep (class 2) surfaces compete, and the one whose rank is nearest 0x4000 wins; the terrain replaces that surface when the segment’s top is at or below the terrain height and the model surface is farther from the destination’s centre than the terrain is. A point with no surface counts as class 1, and when neither the destination nor the current position has a surface the result is no hazard. The class comes from the contact normal’s Y (scale 256): at most -161 is 4, at least 161 is 8, at most -42 is 2, otherwise 1. The test reports a hazard when the destination’s class is 2.

The selected player runs the same test, except that it reports no hazard while the player’s support-history counter is nonzero.

MoveForward

MoveForward(duration) is a task that steps the receiver forward along its heading. It shares MoveBackward’s result and movement rules except as listed here.

Admission. The call completes without moving when the receiver’s rope attachment, sliding state, falling state or queued-motion byte is nonzero. There is no lifecycle-byte test. While the two-bit step counter in the receiver’s motion byte (bits 4 and 5) is below three, the forward step check must also pass: it passes when the lifecycle byte is 7 and attribute 1 has bit 0 clear; otherwise it fails when the receiver’s attribute 1 has bit 1 set and the step hazard at the destination reports a hazard, where the destination is the receiver’s position moved forward by half of attribute byte 8 (whole units, times the frame scale, arithmetic shift right eight). A failed check completes the call. Admission then stores motion direction 2.

Combat stance (the receiver holds a weapon or its combat flag 0x04 is set). The call completes without moving when the receiver already has a selected combat move. Otherwise the group is 92 and the step length is attribute byte 17.

Outside combat stance. In deep water (surface 2 or 4) the edge probe must pass, the group is 142 and the distance is halved; otherwise the group is 30 while a torch burns and 18 when not, with step length attribute byte 8.

Animation and movement. The call completes without moving when the receiver has no entry for the group. Otherwise the group is requested as PlayAnimation(group, 0) does, and with the animation system enabled and the current group not the requested one the call waits like MoveBackward. The movement heading is the receiver’s local Y angle (no offset) and the distance is the step length in whole units times 256, scaled and translated as for MoveBackward.

Forward movement amount query

Fight spacing’s forward amount query shares the forward startup counter and step-called state with actual movement. It refuses nonzero rope attachment, sliding, falling, queued-motion or living-state values. Below startup counter three, it requires the forward step check to pass. It then stores motion direction 2.

A held weapon or combat flag 0x04 selects group 106 and attribute 16 for action selector 4, or group 92 and attribute 17 otherwise. Outside combat stance it selects attribute 8 and group 142 in deep water, group 30 with a burning torch, or group 18 otherwise. It requests the group with frame zero. When animation is enabled and the requested group is not current, it returns the ordinary duration continuation result without marking forward called or advancing the counter.

Once animation permits the step, it marks forward called, multiplies the selected step byte by 256 and halves that distance in deep water. Below counter three it applies the ordinary startup adjustment and increments the shared counter. With translation suppression clear, its return value is the signed wrapping product of that adjusted amount and frame scale, shifted right eight. With suppression set, it instead returns the adjusted amount without frame scaling. It does not translate the receiver. A subsequent movement request therefore reads the counter and animation state changed by this query.

WalkForward

WalkForward(duration) delegates to MoveForward(duration) in deep water before checking its own admission state. For a nonplayer receiver outside deep water, a rope attachment, sliding state, falling state or queued motion refuses the call. The walk-forward step check must pass before motion direction 6 is stored.

The walk-forward step check refuses a rope attachment. It passes immediately for a receiver whose lifecycle selector is 7 and whose attribute 1 has bit zero clear. Otherwise it builds a destination from the local offset [0, 0, (attribute12 + positive_z_extent) * 256], with signed wrapping arithmetic, rotated by the receiver’s stored matrix. It adds the rotated X/Z to the receiver’s position and retains the receiver’s Y coordinate. It requires the destination body-contact test to pass, the step-hazard result to differ from one, then the additional destination-admission test to pass, in that order. A failed test sets bit 0x80 in the receiver’s step-status byte and returns false. Early rope refusal and lifecycle acceptance leave that byte unchanged. The step’s destination support test passes whenever attribute 1 bit 1 is clear. The additional destination-admission test runs the ordinary collision pass with the receiver temporarily at the destination. It restores the original position afterwards, while retaining other collision writes.

A held weapon or combat flag mask 0x04 selects animation group 31 and attribute byte 19 as the step length. Outside combat stance, a burning torch selects group 21 and otherwise group 20; both use attribute byte 12. A missing group skips animation requests and translation, while duration completion is still evaluated. An available group is requested with frame zero. With animation enabled, a different current group waits without advancing the step counter or translating.

The initial movement distance is the selected step length multiplied by 256. When that length is zero, the initial distance is instead half of attribute byte 8, without the multiplication by 256. While the two-bit step counter is below three, the existing step-distance adjustment runs and the counter increments. Animation translation suppression prevents movement after that adjustment. Otherwise, signed wrapping multiplication by frame scale followed by arithmetic shift right eight gives the distance. Positive distances translate along the receiver’s local Y heading, masked to 2047. Duration completion follows MoveBackward.

MoveLeft and MoveRight

MoveLeft(duration) and MoveRight(duration) are tasks that strafe the receiver. They share MoveBackward’s admission, result and movement rules except as listed here. Admission is identical. A call stores motion direction 4 (left) or 5 (right) once admitted.

Combat stance (the receiver holds a weapon or its combat flag 0x04 is set). The call completes without moving when the receiver’s current group is already the strafe group (94 for left, 95 for right, or either of the two) or when the receiver has no entry for the strafe group. Otherwise it requests the group as PlayAnimation(group, 0) does, then turns the receiver’s heading: the left call subtracts, and the right call adds, attribute byte 84 times the frame scale (arithmetic shift right eight), wrapped to 2047. The movement heading is that new heading plus 512 (left) or minus 512 (right), wrapped, and the step length is attribute byte 83. No safety check applies.

Outside combat stance. The call completes without moving when the lateral step check fails (the destination of a step of attribute byte 10 plus the receiver’s retained step value, to the left or right of the heading, fails the model contact test). In deep water (surface 2 or 4) the edge probe must also pass and the group is 143; otherwise the group is 25 left or 27 right while a torch burns, else 24 left or 26 right. When the animation system is enabled and the receiver’s current group is not the requested one the call waits like MoveBackward: one while duration - 1 > elapsed, zero otherwise, without moving. With the lifecycle byte 15 (hanging at an edge) the call instead runs the lateral edge test and requests group 28 left or 29 right. The movement heading is the receiver’s heading plus 512 (left) or minus 512 (right) and the step length is attribute byte 10.

Movement and result. The shared step counter, translation-suppression marker, frame scaling and result are those of MoveBackward.

Fight-spacing directional admission

The left, right and backward destination checks used by fight spacing refuse a rope attachment before reading geometry. They accept immediately when lifecycle selector 7 has attribute 1 bit zero clear. These early results leave the receiver’s step-status bytes unchanged.

Otherwise, each check builds its directional local offset with signed wrapping arithmetic:

DirectionLocal offset
Left[-(attribute10 + negative_x_extent) * 256, 0, 0]
Right[(attribute10 + positive_x_extent) * 256, 0, 0]
Backward[0, 0, -(attribute13 + negative_z_extent) * 256]

It rotates the offset by the receiver’s stored matrix, adds the rotated X/Z to the local position and preserves the receiver’s Y. It requires a nonzero destination body-contact result, a step-hazard result other than exactly one, then a nonzero additional destination-admission result, in that order. A failed stage skips the later stages and returns zero. Failure ORs 0x20 into the step-status byte for left, 0x40 for right, or 0x01 into its companion byte for backward. Success returns one without clearing retained status bits. The checks themselves do not replace the receiver’s position.

MoveBackward

MoveBackward(duration) is a task that steps the receiver backward relative to its heading. Each invocation returns zero (complete) or one (continue); it reads the task’s elapsed input.

Admission. The call does nothing, completing immediately, when the receiver’s rope attachment, sliding state, falling state or queued-motion byte is nonzero, or its lifecycle byte is not 0 (byte 15 is refused too, unlike the strafes). Otherwise it sets the receiver’s motion-direction byte to 7.

Animation. The receiver is in the combat stance when it is holding a weapon or its combat flag 0x04 is set. In combat stance the blocked-ahead probe runs with distance 30; a blocked probe completes the call. The group is then 93 and the step length is the receiver’s attribute byte 18. Outside combat stance the group is 143 in deep water (surface value 2 or 4), 23 while a torch burns, and 19 otherwise, with step length attribute byte 9. When the receiver has no entry for the group, the call skips the rest and uses the final duration test below. Otherwise the group is requested as with PlayAnimation(group, 0). When the animation system is enabled and the receiver’s current group is still not the requested one, the call returns one while duration - 1 > elapsed and zero otherwise, without moving.

Movement. The heading is the receiver’s local Y angle plus 1024, wrapped to 2047. The distance is the step length in whole units times 256. A two-bit step counter in the receiver’s motion byte (bits 6 and 7) selects an initial-distance adjustment while below three, then increments. The adjustment reads attribute byte 11 independently of animation translation suppression. For input distance d, it follows this table. Products wrap as signed 32-bit integers, right shifts are arithmetic, and division truncates toward zero.

Attribute 11Counter 0Counter 1Counter 2
1d >> 2d / 3d >> 1
20(d * 85) >> 8(d * 170) >> 8
300d >> 1
Otherddd

At counter three the distance stays unchanged. The packed byte holds left, right, forward/walk and backward counters in consecutive two-bit fields, from least to most significant. Each direction has a shared called flag, reset at ordinary wrapper entry. At ordinary update cleanup, a direction’s counter is cleared only if its called flag is zero; called directions retain their counters. Directional displacement and sliding mark this same packed byte, saturating the selected direction’s counter rather than writing a separate movement record. Collision rollback can separately clear the packed byte when restoring the previous position. Entering collision processing does not unconditionally clear it.

Unless the animation’s translation-suppression marker is set, the distance is multiplied by the frame scale (arithmetic shift right eight) and, when positive, the receiver’s X and Z move that far along the heading by the heading-based translation rule.

Result. One while duration - 1 > elapsed, otherwise zero.

WalkBackward

WalkBackward(duration) is a task. In deep water (surface value 2 or 4) it runs MoveBackward unchanged. Otherwise it follows MoveBackward’s animation, movement and result rules with these differences.

Admission. The call completes immediately when the receiver’s rope attachment, sliding, falling or queued-motion byte is nonzero or its lifecycle byte is not 0. For the selected player it also completes immediately while a retained player-mode word equals one and the queued-motion and falling bytes are both zero. It then runs the backward form of the ordinary directional step check, which uses attribute byte 13, and completes when that check refuses. Only then does it set the motion-direction byte to 7.

Animation. In combat stance the group is 93 and the step length is attribute byte 20. Otherwise the group is 23 while a torch burns and 22 otherwise, with step length attribute byte 13. There is no blocked-ahead probe.

Movement. When the step length is zero, the initial distance is attribute byte 9 shifted right by one, not multiplied by 256; the step-counter adjustment and frame scaling then apply as for MoveBackward.