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MOVEMENT.2: generic movement runtime omits teleport-in-progress, movespline Finalized(), transport passenger enter/exit, vehicle turning early-return, full Unit::m_movementInfo for non-creature movers, and part of under-map/BG/death flow.
MOVEMENT.3: MoveInitActiveMoverComplete doesn't run UpdateObjectVisibility(false) like C++ and sends a partial immediate ActivePlayerData update. C++: Handlers/MovementHandler.cpp, Entities/Player/Player.cpp. Complements M2.8 ([26] [M2.8] Formalize the live-runtime tick owner (per ADR) #28).
From the C#-vs-C++ reference audit (local docs/audits/csharp-reference-contrast.md). Plan: docs/migration/PORT_PLAN.md (L26) · State: docs/migration/STATE.md. Done = contrast Rust vs the cited C++; if it matches, re-anchor the comment to C++ file:line; if it differs, fix behavior to C++. Live + capture-clean. 1 issue = 1 PR.
C++: Handlers/MovementHandler.cpp, Entities/Player/Player.cpp. Complements M2.8 ([26] [M2.8] Formalize the live-runtime tick owner (per ADR) #28).
From the C#-vs-C++ reference audit (local docs/audits/csharp-reference-contrast.md). Plan: docs/migration/PORT_PLAN.md (L26) · State: docs/migration/STATE.md.
Done = contrast Rust vs the cited C++; if it matches, re-anchor the comment to C++ file:line; if it differs, fix behavior to C++. Live + capture-clean. 1 issue = 1 PR.