fix(animation): preserve wire motion on every spawn path

Replace the door-specific static-animation seed with one retail description-then-enter-world initializer shared by normal and reactive spawns. This preserves authoritative Dead and On/Off states, prevents replacement corpses from returning to Ready, and pins the lifecycle with Core and App tests.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-12 14:27:44 +02:00
parent 9b97102c67
commit 8be933fc94
9 changed files with 335 additions and 64 deletions

View file

@ -466,7 +466,12 @@ include dungeons.
meter, silent AttackDone control status, target-frame Keep in View with
retained manual orbit, persistent corpse motion protected from the AP-80
velocity adaptation, and post-death nearest-target acquisition when Auto
Target is enabled. See `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`.
Target is enabled. Both multi-frame and static/reactive spawns now share
retail's wire-driven description-before-enter-world lifecycle: the corpse's
authoritative Dead state is retained and `HandleEnterWorld` strips its
Ready→Dead transition before the first rendered tick. Corpse persistence was
visually confirmed live on 2026-07-12. See
`docs/research/2026-07-12-death-and-auto-target-pseudocode.md`.
- **L.1b** — Command router + motion-state cleanup (prereq for L.1c).
**Freeze on landing:**