forked from Ports/goldeneye-pc-port
D243: added a GE_D243M-gated probe on AI_PlayAnimation. Live data shows the abseil's scripted fall animation (decoded anim_id 0xb1) lands on Bond's own real player chr/model (isPlayerChr=1), directly refuting the standing M-145 "empty, model-less driver chr" theory. The animation plays and loops correctly (aidx stable, animframe cycling normally) -- this reframes the whole bug: the render-position "cycling" this session's GE_D243X3/X4 freeze experiments were built to suppress is very likely the animation's own legitimate looping root motion, not corruption. GE_D243X4 (Bond's own render_pos freeze) is flagged as actively wrong and should not ship; GE_D243X3 (camera field_488.pos) is on firmer ground but should ideally damp on loop-wrap, not freeze-forever. Next step (camera-shake vs loop-wrap correlation) needs a fresh unfiltered capture, logged as open. D173: used the same probes to capture the intro/pre-control puppet cutscene autonomously (no player input needed to progress it) on Dam. First-ever quantified measurement: prop->pos.y is rock-steady at the correct ground level (60.3) for the puppet's whole on-screen lifetime, while its rendered root sits ~324-328 units higher throughout -- and the gap barely moves across three different attached animations, arguing against an animation-root-motion cause and pointing at a fixed root-joint/base-transform offset in the puppet's spawn setup (solo_char_load) instead. Measurement only, no code change; capture archived at scratch/d173/ (gitignored, local).