git:20260912.a2e0716 to git:20260912.1d3818f

4 added, 31 removed. Audit A to A.

---
name: cutscene-handoff
- description: >
- How play gives the camera to a scene and takes it back. Use when skip
- drops the player in a wall, or when a scene steals a buffered special.
- Stacks on camera-shots and menu-flow.
+ description: Steal the stick, then give it back. Use for 过场, 割摇杆, 还控制.
---
# Cutscene handoff
- Ask the column.
-
- | Column | Player control |
- |---|---|
- | lock-watch | none, skip allowed |
- | walk-and-talk | move only |
- | fight-insert | short lock then combat |
- | none | no authored scenes |
-
- ## Order
-
- ```
- play → fade or hard cut → scene owns camera
- skip / end → place actor on a marked nav point → restore look + verbs
- ```
-
- Skip is a Menu job. It does not fire Primary.
- Teach-only scenes follow tutorial-design: skip does not skip the verb test that lives in space.
-
- ## Iron rules
-
- - Exit transform is authored. Never spawn inside collision.
- - Buffered moves die on enter unless fight-insert says they persist.
- - Audio-feel beds do not stack across the cut.
- - A visual-only skip must not grant boss-clear flags (save-integrity).
+ Ask first: skippable, hold-to-skip, or first-play-locked?
- ## Accept
+ Rules: enter releases look and held verbs (`menu-flow`, `input-design`). Exit restores the play column, not a stuck sprint. A cut that teaches a verb must let them use it in the next minute (`tutorial-design`). Combat mid-hitstop cannot open a cinematic. Skip does not skip a required tell (`attack-tell`).
- Skip lands on walkable ground with look restored. A combo started before the cut does not swing after.
+ Accept: after the cut the next tap starts a real move. Returning players can skip without losing a published tell.