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