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wtclaude b62d0b6307 docs(link): player bodies face you, everything else does not
Player character bodies take direction index 0 (head-on); every other body takes
index 1 (front three-quarter). Direction still does not appear in the key — both
indices are extractor configuration.

The split follows the legibility caveat rather than fighting it: a humanoid
reads fine head-on and a character portrait should look at you, while a wolf
seen head-on is a dark blob and the same wolf at index 1 is obviously a wolf.

§5.2 is new: which bodies count as player characters is asked of the shard, via
Race.AllRaces and each race's MaleBody/FemaleBody/MaleGhostBody/FemaleGhostBody,
never hardcoded. Twelve ids on stock 57.4. Two things say a hardcoded list would
have been wrong — RaceDefinitions.cs passes the gargoyle's ghost bodies in the
opposite order to the other two races (695 male, 694 female), and a shard that
calls RegisterRace adds ids no table of ours would contain.

And the finding that matters most: SIX OF THOSE TWELVE do not decode at all with
ServUO's vendored Animations — both human ghosts and every gargoyle body,
because they live in AnimationFrame*.uop which that library never reads. The one
part of the scope with the most attention on it is the part the vendored library
serves worst, which is now the strongest single argument for §4's recommendation
to own the decoders.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
2026-09-10 01:06:32 -05:00
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