Two more master rules in the trn entry broke replicants:
(1) the LOCKSTEP body weld: a replicant never runs the body SM ('joints only',
mech4.cpp:1989), so the first trn entry armed the body to state 4 where it stuck
forever -- bodyAnimationState==Standing then blocked EVERY later trn entry (the
peer 'rotates as a statue'). Replicants now skip the weld gate and do not arm
the inert body channel.
(2) today's authentic full [0,standSpeed] entry range: a replicant's DERIVED speed
sweeps that band on every dead-reckoned start/stop with derived turnDemand
pinned +-1, so trn kept arming mid-locomotion and speed-exiting (jerky walking).
Replicants keep the narrow near-zero entry gate (the pre-#64b accommodation).
Masters keep the authentic dispatcher (full range + lockstep weld) unchanged. [T3
replicant accommodation / T1 master logic]
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>