feedback2 WI: a dollkeeper knocked out as its 替身 lies as the 替身 facing UP and on a model rebuilt while down (the view keeps the form it died in); Back clip lists and form comments corrected, the unused knockout fx removed (review of #44)
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@@ -258,8 +258,9 @@ export const showsDeathFx = (info, consumed = false, reason = null) => !consumed
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/**
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* The views' info of a battle unit from its UnitInfo (m.field / fieldMeta `units`, a 'spawn' event; snapshot.js
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* unitInfo), sanitised; null for a malformed entry. `form` — an enemy's current model form (content/enemies.js setForm:
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* 转译基底·α's forms, a 逐火 余烬, a leader after its 重生, 掠海漂移体's crawl) — makes a view built mid-battle (a teammate's
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* unitInfo), sanitised; null for a malformed entry. `form` — the unit's current model form (an enemy's, content/enemies.js
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* setForm: 转译基底·α's forms, a 逐火 余烬, a leader after its 重生, 掠海漂移体's crawl; a 傀儡师 fighting as its 替身, sim
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* professions.js) — makes a view built mid-battle (a teammate's
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* field watched later, 联防 observers, a reconnect, server-run watchers: no fx of the change is replayed) start on that
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* clip set (render/units.js FORMS); it used to be dropped here, so such views drew the first form (player report #5).
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*/
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@@ -273,7 +274,7 @@ export function renderInfo(u) {
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// deploy direction of allies (UnitInfo.dir, DESIGN §3): the model (Back for UP, mirrored for LEFT) and the
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// ground wedge follow it; absent = unknown (legacy frames) → derived from `facing`, no wedge
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dir: typeof u.dir === 'string' ? u.dir : undefined,
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// an enemy's current model form (UnitInfo.form): the view starts in it (UnitView reads info.form)
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// the unit's current model form (UnitInfo.form: an enemy's mode, a 傀儡师's 替身): the view starts in it (UnitView reads info.form)
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form: typeof u.form === 'string' ? u.form : undefined,
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// DESIGN §16 loadout of an ally (UnitInfo.skillIndex / moduleId): the Spine actor plays that skill's clip, and a
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// tap hands them to the detail card (a teammate's unit shows its owner's skill / module)
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