fix(world): retire motion links at hidden transitions
Port CPhysicsObj::set_hidden's PartArray HandleEnterWorld boundary on both Hidden and UnHide. This strips linked recall/casting animations and aborts their pending completions before cell visibility changes, preventing spell-recall tails after portal travel without arrival resets or action classifiers.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
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6 changed files with 185 additions and 21 deletions
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@ -301,7 +301,8 @@ recorded end-to-end dungeon round-trip user gate, plus the far-town
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teleport-OUT arrival cascade residual (**#145-residual, REOPENED** —
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capture-harness-first).
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**2026-07-15 portal presentation completion (visual gate pending).** The
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**2026-07-15 portal presentation completion (single-client visual gate passed
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2026-07-16; non-blocking polish deferred).** The
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temporary black tunnel cover is retired. F751 transit now renders retail's
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client-enum-resolved DAT Setup `0x02000306` with animation `0x030005AC` at
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40 frames/s in a dedicated CreatureMode-equivalent viewport, using retail's
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@ -317,10 +318,19 @@ object, projectile, animation, final-pose, animation-hook, particle, and
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owner-script work completes before the inbound network queue is dispatched.
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Local movement/jump output is committed on that same pre-network side, while a
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non-advancing post-network pass reconciles children and attached effect/light
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anchors after authoritative root moves. This prevents ACE's teleport Hidden state
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from freezing the final fraction of recall and replaying it after materialize,
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without an arrival reset or Hidden-time animation exception. Automated recall
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DAT conformance is green; destination-side visual confirmation remains.
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anchors after authoritative root moves. The accepted Hidden and UnHide paths
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now also port `CPhysicsObj::set_hidden @ 0x00514C60` completely. Hidden invokes
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the PartArray boundary after its effect, child visibility, collision stop, and
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cell hide; UnHide invokes it after effect/child/collision restoration but before
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the cell becomes visible. Both route through `CPartArray::HandleEnterWorld` →
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`MotionTableManager::HandleEnterWorld`. That
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strips every link animation and aborts pending motion completions before a
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spell-cast recoil or recall remainder can survive portal space. This is the
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generic retail visibility boundary, not a recall classifier, an arrival reset,
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or a Hidden-time animation exception. Installed-DAT conformance covers both
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the Lifestone recall boundary and a MagicPortal casting timeline. The user
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confirmed `/ls` and spell-recall arrivals no longer replay their animation
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tails; additional portal visual polish is explicitly deferred.
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---
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