feedback7: merge fb7-render — #382 赤刃明霄陈 S3 sword-qi drawn (sim chen3Wave fx), #381 enemy attack recovery held in interpolation, #380 push / pull slide (corpse stays where pushed; same-step kills finish the slide), #384 eye masks, 香槟炸弹 HP bar hidden, #246 an unwound attack plays its whole clip
- Conflicts with the merged fb7-hud (both added display-only snapshot lists): server/sim/battle/events.js, types/core.js,
public/js/render/interp.js, docs/SIM.md, docs/design/network.md — union of ammo / wolves / neg and stand / standCut.
- Grok review: MERGE AFTER FIXES — the HIGH finding (same-step push kill) fixed on the branch (7a33bc7e).
- Golden: diy-073 / diy-074 (fx counts only; union OK); broad node --test 5442 (5441 pass, 0 fail, 1 skipped); lint 0
errors; typecheck.
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@@ -104,7 +104,9 @@
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/**
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* `snapshot()` (SIM §9). On the wire this object is the payload of `b.snap`,
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* and `t` is sent as `gt` because the frame's `t` is the message type (DESIGN §8.2).
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* `dp` is one number. `down`, `elem`, `ammo`, `wolves` and `neg` are omitted when empty.
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* `dp` is one number. `down`, `elem`, `ammo`, `wolves`, `neg`, `stand` and `standCut` are omitted when empty: `stand`
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* [id, until] = the game time an enemy's attack recovery ends, `standCut` [id, at] = the latest time it was cut or
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* ignored (enemies in the snapshot's death window included).
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*
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* @typedef {Object} FieldSnapshot
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* @property {string} fieldId
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@@ -120,6 +122,8 @@
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* @property {CountSnap[]} [ammo]
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* @property {CountSnap[]} [wolves]
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* @property {NegSnap[]} [neg]
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* @property {[number, number][]} [stand]
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* @property {[number, number][]} [standCut]
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*/
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/**
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