chore: leave ANIM-DIAG logging for next session

Turn-left / strafe-left / walk-backward animations still not playing
despite the left→right fallback. Diagnostic logging added to
UpdatePlayerAnimation to capture exactly what happens when these
commands fire. Next session: check the log output, the issue may be
that UpdatePlayerAnimation is never called for these commands (the
priority logic skips turn when forward is active, etc.).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-13 00:54:19 +02:00
parent 1b4fdac13c
commit 0e66078e57

View file

@ -2079,7 +2079,13 @@ public sealed class GameWindow : IDisposable
}
}
if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) return;
if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame)
{
Console.WriteLine($"[ANIM-DIAG] FAILED: animCmd=0x{animCommand:X8} resolved=0x{resolvedCommand:X8} cmdOverride=0x{cmdOverride:X4} cycle={cycle is not null} fr={cycle?.Framerate} lo={cycle?.LowFrame} hi={cycle?.HighFrame}");
return;
}
Console.WriteLine($"[ANIM-DIAG] OK: animCmd=0x{animCommand:X8} resolved=0x{resolvedCommand:X8} hasSeq={ae.Sequencer is not null} fr={cycle.Framerate} lo={cycle.LowFrame} hi={cycle.HighFrame}");
// If the entity has a sequencer, use SetCycle for transition-link-aware
// motion switching. Pass the RESOLVED command (after left→right fallback)