knockback-body · git:20260913.43ccc40 · 2026-09-13 · sha256 c6c1b7b8e4cb9cf9
knockback-body git:20260913.43ccc40A
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--- name: knockback-body description: Use when a character or enemy must physically traverse knockback or launch motion without tunneling, embedding in walls, or losing deterministic floor/wall response. --- # Knockback body Pairs with `knockback-launch`: launch owns the intended trajectory parameters; this skill owns collision-safe body motion. Use the gameplay collision proxy published for the actor. If knockback uses a different proxy from locomotion, declare why and test the transition; do not silently switch shapes because a costume is larger. ## Collision response Sweep/continuous-test the displacement required by the target physics system rather than teleporting through geometry. Publish wall response as one of: | Response | Result | |---|---| | stop | consume blocked component and stop/settle | | slide | project remaining motion along the contact surface | | splat-state | enter an authored wall reaction when speed/angle/state thresholds match | `splat-state` is a reaction state, not a reference to a nonexistent skill. Its stun/recovery timing is owned by `hitstun-recover`. Floor contact publishes the landing event consumed by `landing-lag`. Slopes, moving surfaces and corners need the same collision evidence as flat floor. ## Accept Sweep representative launches into thin walls, corners, slopes and floor at the maximum supported displacement. The body never ends embedded or on the wrong side of geometry; wall response and landing tick are reproducible. Draw the collision proxy and contact normal at takeoff, impacts and landing.