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

@ -27,3 +27,25 @@ Regression history: treating `0xF625` as despawn/respawn severed the player
controller from the active animation state, so unequipping armor froze character
animation and made animation-dependent door interaction appear frozen. Fixed as
issue #203 on 2026-07-11 and user-gated in a Release client.
## CreateObject enter-world invariant
The wire motion is applied while the new physics object is still detached, and
only then is the object placed in the world:
`ACCObjectMaint::CreateObject``CPhysicsObj::set_description` (`0x00514F40`)
→ apply MovementData → `CPhysicsObj::enter_world` (`0x00516170`) →
`CPartArray::HandleEnterWorld` (`0x00517D70`) →
`MotionTableManager::HandleEnterWorld` (`0x0051BDD0`).
The final call strips every description-time transition link and drains the
manager queue. This is not optional cleanup. A corpse CreateObject carries
`NonCombat + Dead`, while a door carries `NonCombat + On/Off`; both come from
the same wire MovementData path.
Issue #204 exposed a structural trap: the persistent Dead rest pose can be
static, so corpses use the same static/reactive registration branch as doors.
That branch had been data-driven at its gate but door-hardcoded in its
initializer, which discarded Dead and left Ready playing. Every spawn branch
must call the shared wire-driven description-then-enter-world initializer,
keyed by data and never by object name/type. 2026-07-12.