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Fix Zero head-crush contact and terrain removal - #138

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mstan merged 1 commit into
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fix/zero-head-crush-contact
Oct 22, 2026
Merged

mstan merged 1 commit into
mainfrom
fix/zero-head-crush-contact

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@mstan mstan commented Oct 21, 2026

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Zero can hit Storm Eagle's helmet-breakable column without destroying it because the native query and tile-removal coordinates still use X's shorter head height. Match the query, removal coordinate, and debris origin to Zero's standing collision box in both generated and interpreted code. X and dash-sized bodies retain their native geometry and upgrade gates.

Validation: the owner's unchanged 2.3.0 save leaves all six overhead blocks intact before this change; normal jumping removes all six with the fix in X3, Modern, and Saber Zero modes, without changing inventory. Added eight ROM-backed Storm Eagle movement cases, waiting for the native spawn to enable collisions, and retained all 32 compiled/interpreted head/foot cases. The Zero unit suite and hook regeneration checks pass.

Refs #137. This validates the head-contact failure; the complete Flame Mammoth capsule route remains a separate unverified part of that report.

Match the native helmet query, terrain removal, and debris origin to Zero standing collision height. Add a Storm Eagle normal-jump regression with native spawn completion and retain X upgrade gates and foot-crush coverage.
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mstan marked this pull request as ready for review October 22, 2026 00:56
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mstan merged commit 30fe37f into main Oct 22, 2026
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