fix #270: fire ReportExhaustion on the stamina-exhaustion edge only, not every stats tick
Retail calls CPhysicsObj::report_exhaustion from exactly one site - CommandInterpreter::HandleExhaustion (0x006b3c70), a notification handler for the stamina-exhaustion EVENT. Campaign P P1 wired it to every movement-stats application instead (every stamina regen/drain tick), and each call re-dispatches the current movement state through the animation sink - truncating any in-flight action animation. The diagnostic session log shows 490 spurious casting-stance re-queues in one short session: 'sometimes stuck in spell animations' was every stamina tick that collided with a cast gesture's play window. The re-apply now fires only when the exhausted state (stamina == 0) transitions, matching retail's event semantics. Stats still reach PlayerWeenie immediately via RuntimeMovementSkillProjection.ApplyTo. Also adds the [remote-edge] probe (rides ACDREAM_DUMP_MOTION=1): one line per remote HitGround/LeaveGround - each such edge drains the mover's pending action animations (retail HandleEnterWorld), the working theory for intermittently missing monster attack swings. Complete Release suite: 10,026 passed / 5 skips / 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -98,6 +98,38 @@ Copy this block when adding a new issue:
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## #270 — Stuck spell animations + intermittently missing monster attack animations
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**Status:** LOCAL CAUSE FIXED 2026-07-30 (pending user re-test); remote
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attack-animation misses under investigation with the [remote-edge] probe
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**Severity:** HIGH (combat/casting presentation)
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**Component:** motion re-dispatch cadence / remote action animations
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**Local stuck casts — root cause CONFIRMED and fixed:** Campaign P P1 wired
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`ApplyMovementStats` to call `MotionInterpreter.ReportExhaustion()` on EVERY
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movement-stats application — i.e. every stamina regen/drain tick. Each call
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re-dispatches the current movement state through the animation sink,
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truncating any in-flight action animation; the diagnostic session log shows
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490 spurious casting-stance re-queues while the user was in magic mode.
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Retail fires `CPhysicsObj::report_exhaustion` from exactly ONE site —
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`CommandInterpreter::HandleExhaustion` (0x006b3c70), a notification handler
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invoked on the stamina-EXHAUSTION EVENT. Fix: the re-apply now fires only
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when the exhausted state (stamina == 0) transitions; skills/burden/stamina
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still reach `PlayerWeenie` immediately (the next natural dispatch picks up
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rate changes, exactly retail).
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**Monster attack misses — theory + probe:** every logged attack UM
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(cmd=0x00D3, spd=2.0) DID dispatch (`SetCycle 0x400000D3`), so the wire →
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animation path works. Working theory: remote ground-contact edges (bounce
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hops / contact flickers on dead-reckoned bodies) each drain the mover's
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pending action animations (retail `HandleEnterWorld` semantics — faithful
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per edge, wrong if we generate edges retail doesn't). A `[remote-edge]`
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probe (rides `ACDREAM_DUMP_MOTION=1`) now logs every remote
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HitGround/LeaveGround with the guid — one repro session with a missed swing
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will convict or acquit.
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---
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## #269 — Slope-stop slide runs too far (post-bounce-rework residual)
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**Status:** OPEN (user live gate 2026-07-30 — "almost pass with merits")
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