feedback1d WN: a field opened after 暴鸰's drop draws it without its bomb (UnitInfo.form)
The bomb-less mode lived only in the client that saw the fx 'phase' event. UnitInfo now carries an enemy's recorded mode (unit.form, set by kitBombd at the release), and the renderer keeps it on the unit info, so a field watched or rejoined later starts on the *_2 clips.
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@@ -963,7 +963,7 @@ Unknown subprofessions fall back to the profession default (test `professions.te
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`['heal', tgt, amount]`, `['skill', id, 1|0]`, `['die', id, reason]`, `['leak', id]`, `['status', id, key, 1|0]`,
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`['fx', kind, x, y, extra]` (`hitCap` `{ id, n }`: a leader's hit cancelled by 限伤 — the renderer draws nothing),
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`['layer', playerId, bondId, n]` (n = the layers actually added, capped at 999), `['bounty', playerId, coins]`.
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- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, skillIndex? }` (`skillIndex`: an ally's equipped skill, DESIGN §16)
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- `UnitInfo = { id, kind, side, ownerId, defId, name, tier, golden, spine, avatar, x, y, facing, dir, maxHp, motion?, boss?, uid?, skillIndex?, form? }` (`skillIndex`: an ally's equipped skill, DESIGN §16; `form`: an enemy's mode recorded by content as `unit.form` — 暴鸰 `'bombed'` after its drop — for views built later)
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(`dir` = the unit direction, allies meaningful, enemies 'RIGHT'; `facing` = its horizontal sign for sprite flipping)
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(`spine`/`avatar` are asset ids from data).
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- flags: UF bits (blocked 1, stunned 2, frozen 4, stealth 8 — 隐匿 or an ally's 迷彩 — skill 16, shield 32, invuln 64, cold 128, sleep 256, flying 512);
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