feat(physics): integrate live projectile runtime
Attach the retail projectile driver to canonical LiveEntityRecord ownership, sharing one PhysicsBody and full-cell identity with RemoteMotion regardless of creation order. Apply timestamp-gated state, vector, and position corrections in place, preserve active ordinary-body behavior when Missile clears, and keep renderer, effects, shadows, and spatial buckets synchronized across loaded/pending transitions. Validate malformed packets before canonical timestamp mutation, validate adopted bodies from their current frame rather than stale CreateObject data, serialize late Setup resolution with streaming DAT reads, and preserve classification across clock anomalies. Retain shadow registrations through temporary leave-world residence while logical teardown remains generation-scoped. Add 31 App lifecycle/adversarial tests plus Core shadow suspension coverage, and synchronize the retail pseudocode, architecture, milestones, roadmap, and durable physics memory. Co-Authored-By: Codex <noreply@openai.com>
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@ -471,7 +471,7 @@ include dungeons.
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`PlayerDescription.Options1` preserves retail's player secure-trade
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preference. See
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`docs/research/2026-07-13-retail-give-item-pseudocode.md` and issue #216.
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- **M2/M3 missile, effect, and portal presentation campaign (Steps 0–6
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- **M2/M3 missile, effect, and portal presentation campaign (Steps 0–7
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implemented and independently reviewed 2026-07-14)** — named-retail projectile and
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physics-script behavior is pinned in one oracle, the complete `PhysicsDesc`
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and F754/F755 wire surfaces are parsed with retail timestamp gates, and
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@ -515,9 +515,19 @@ include dungeons.
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Setup-local sphere sweeps, exact missile target/ethereal exclusions,
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self-shadow rejection, retail collision response, and full-cell landblock
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rebasing. Missile adds PathClipped but never PerfectClip. AP-67, TS-2, TS-10,
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TS-11, and TS-12 are retired; AP-83/AP-91 remain dormant. The remaining
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steps integrate live projectile ownership/corrections and port Hidden/UnHide
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portal presentation.
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TS-11, and TS-12 are retired; AP-83/AP-91 remain dormant. Step 7 attaches
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that primitive to the canonical `LiveEntityRecord`: arrows, bolts, and spell
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missiles share one body and one renderer identity across prediction,
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authoritative State/Vector/Position/Movement corrections, full-cell
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rebucketing, pending-landblock residence, delete, session reset, and GUID
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reuse. MovementManager presentation shares the same body and the canonical
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live-record cell regardless of which component was created first;
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pending/leave-world shadows retain their registration for exact re-entry even
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if Missile classification changes while pending; static missile effect
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roots follow every predicted frame, and materialized rehydration never uses a
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stale spawn cell. No impact, damage, effect, or delete event is synthesized
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client-side. The remaining steps port
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Hidden/UnHide portal presentation and run final hardening/visual gates.
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- **L.1c local attack receive path (implemented 2026-07-11; live gate pending)** —
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local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted
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funnel and action-stamp gate, so ACE's server-selected melee/missile action
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