The keys rewrite the hero's path every cCreature::Update: one segment
along the held direction, the facing set to it, sliding along blocked
cells. Starting from idle runs the game's own Think steps at once
(StartPendingWalk, WalkAction) instead of waiting up to 110 ms, so
weapon switches no longer stop the walk. Stops wait 50 ms after the
keys are released, and a stop in progress is taken back when keys are
held again. Names for movement, stats and text-key functions.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- The shot end's button check (0x4def52) answers "held" for the auto-attack
target, like the melee swing end.
- An art order counts as started when the art's cooldown rises, so bow arts
and arts ordered mid-swing hand over to auto-attack.
- re/crash.cpp: a watchdog writes sacred_re_hang.dmp when the engine tick
stops for 10 s while the game is in front.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- autoattack: when the target dies, the nearest enemy within close range
(contact distance + a step) takes over; after an art the hero auto-attacks
if the art was melee (walked up / cast close by), or ranged with a ranged
weapon, or ranged with an enemy already in melee range; measured action
codes and weapon classes in game/engine/orders.h
- chainlightning: jumps reach Blitzschlag's cast range (20 ray segments of
30, the art code's hit check) via the shared NearestHostile search
- guards: burning bone render hook had the wrong signature (device plus a
4x4 matrix by value, ret 0x44) and corrupted the stack when fire arrows hit
- crash reports follow the ebp chain before the raw stack scan
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Skill bar: no art selection; slot 0 is the right-click art, keys 0-6 cast
slots directly; cooldown labels in exact seconds; slot 0 set apart.
- Arts regenerate on their own (casting no longer refills the group).
- Auto-attack after targeting or casting at a hostile creature, at the speed
of a held button.
- Auras can be recast while active (renew, no second visual).
- Blicke wie Klingen hits every enemy in range, physical, with life leech.
- Blitzschlag steers the game's own chain: 3 + level/5 hits, 1 + level/10
chains, re-hits a lone enemy.
- Weapon sets: click selects, drag only from the selected set; the leftmost
set is clickable (signed hit tests).
- Esc closes open windows before opening the game menu.
- HUD: standalone buttons and texts are centred.
- Record cache sized for widened views (town lag while walking).
- Shared game code: orders, fx events, text drawing, cooldowns, effects.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>