The walk/run clip often faced away from the direction of travel:
- deltaToDir16 used 0 = +X with rounding, while 1.13c clips start at
south-west; units further reduced it with dir16 % 8 and the renderer
with % dirCount, so 8-direction monsters showed the wrong row.
- re-pathing every frame while the mouse was held made the first path
point the centre of the current cell, so the unit stepped back and
turned around before moving on.
- server position packets rubber-banded the local player towards a
lagging position, and spawnOrSnap reset the facing to 0.
Unit facing is now the 1.13c dir64 (D2Common 0x6FD5CF40), set once per
path segment and kept while idle, mapped to the clip row with the D2CMP
and moveToWorldSubTile paths from the rounded cell. The local player
follows D2Client's position gate 0x6FADA1B0: out-of-tolerance positions
send C2S 0x5F instead of moving the predictor, 0x15 is the authoritative
snap, and replay follows the recorded positions.