A push and a kill on the same sim step bring the displace fx and the 'die' together: the view died before its slide
could anchor, and render/app.js syncBattle gives a dying view only its position (v.x = s.x) — never sync(), the only
place that set slide.live — so update() held the slide's start until its 0.5 s timeout, past the 0.8 s DIE window,
and dropped it: the body stayed on its pre-push tile (8.852 instead of the sim's 10.5; a summoned enemy and a flyer
alike). The per-view step of syncBattle is now units.js syncView (unchanged for living, device and revived views); its
dying branch calls UnitView.followSample, the position part of sync(): the sample anchors a slide from `at` on, and is
the position only when no slide owns it. A slide whose destination snapshot never shows (the unit left the snapshots)
now goes on to the fx's destination after the 0.5 s hold instead of being dropped where it started.
The frame-order test fed the view with sync() after its death and stepped the battle through the harness (whose
step() drained the events away from the test's own queue): it now steps the battle itself and goes through syncView.
Tests: test/render/unitview.test.js 38/38 — the app.js frame order over real battles: a 1.7-tile push; a kill on the
push's step for a route enemy, a summoned one and a flyer (the three failed before: bodies at 8.852 / 7.262 / 8.852)
and a kill 6 ticks later — the body ends where the sim's lies, every frame step < 0.35 tiles, no step back for the
same-step kills; a never-shown slide goes to the destination. Render interp, attack recovery, champagne, eyemask,
enemy attack clips, sim displace-fx: 94/94 with unitview.