Visual test revealed doors rendered halfway in the ground because the
spawn-time SetCycle seed never fired:
- Spec specified NonCombat stance = 0x01, but ACE's MotionStance.NonCombat
is 0x3D (61). The cycle key is `0x80000000 | stance`, so the correct
initial style is 0x8000003D, not 0x80000001.
- HasCycle(0x80000001, ...) always returned false -> SetCycle was skipped
-> sequencer left with no current motion -> Advance(dt) returned empty
frames -> per-frame MeshRefs rebuild at line 7691 set every part to
(origin, identity) -> door parts collapsed to the entity origin (which
sits at the door's pivot, halfway underground for inn doors).
Fix:
1. Rename inline `NonCombatStance` -> `NonCombatStyle` and use the correct
0x8000003D value.
2. Defensively prefer spawn.MotionState?.Stance when present (the wire
may carry an explicit non-NonCombat stance for unusual doors), falling
back to NonCombat. Mirrors OnLiveMotionUpdated's existing pattern at
line 3148: `uint fullStyle = stance != 0 ? (0x80000000u | (uint)stance) : ae.Sequencer.CurrentStyle`.
3. Extend [door-anim] registered diagnostic to include initialStyle so
future visual tests can verify the stance value at a glance.
Verified by reading the prior visual test's log: ACE broadcasts UMs
with stance=0x003D and the runtime sequencer keyed cycles by
style=0x8000003D. Same value now used at spawn.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>