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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@ -2577,7 +2577,12 @@ public sealed class GameWindow : IDisposable
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entityEffects.PlayTyped,
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_equippedChildRenderer.SetDirectChildrenNoDraw,
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ClearTargetForHiddenEntity,
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() => (_liveCenterX, _liveCenterY));
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() => (_liveCenterX, _liveCenterY),
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handlePartArrayEnterWorld: localEntityId =>
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{
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if (_animatedEntities.TryGetValue(localEntityId, out var animated))
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animated.Sequencer?.Manager.HandleEnterWorld();
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});
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_remoteTeleportController = new AcDream.App.Physics.RemoteTeleportController(
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_physicsEngine,
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_liveEntities,
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