feedback2: WA review wording — DESIGN §22.1 says only the model choice is unchanged for enemies and summons, the held idle frame is an [ASSUMED] look, the knocked-down pose keeps a Back skeleton's own Die clip
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@@ -361,7 +361,7 @@ export class SpineActor {
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/**
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* Play the death clip; returns its duration (0 when there is none). A skeleton without one (131 of the 135 Back
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* models, GitHub issue #25; a few idle-only summons and enemies) stops whatever looped — an attack, a skill or the idle —
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* and holds the first frame of its idle clip (frozen when it has none either): a dead unit never goes on attacking. A
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* and holds the first frame of its idle clip (frozen when it has none either) [ASSUMED look]: a dead unit never goes on attacking. A
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* knocked-out operator shows its fall with the Front model instead (render/units.js _wantsBack).
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*/
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die() {
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