## 2026-10-01T03:04:11Z
Scope & Implementation Assignment:
Remediate Milestone 2 (Character Animation & Visceral Combat Feel Engine) issues identified by reviewer_m2_2_gen3 and challenger_m2_1_gen3:
- Challenger 1 handoff: `c:\Projects\FreeExile\.agents\teamwork\challenger_m2_1_gen3\handoff.md` and `tests/unit/test_challenger_m2_adversarial.py`
- Reviewer 2 handoff: `c:\Projects\FreeExile\.agents\teamwork\reviewer_m2_2_gen3\handoff.md`

Write Ownership:
You own and modify:
- `client/webapp/js/engine/combat_feel_engine.js` (Must stay <= 350 lines soft / <= 500 lines hard)
- `client/webapp/js/engine/weapon_swing_renderer.js` (Must stay <= 350 lines soft / <= 500 lines hard)
- `client/webapp/js/engine/animation_engine.js` (Must stay <= 350 lines soft / <= 500 lines hard)
- `client/webapp/js/engine/combat_skills.js` (Must stay <= 500 lines hard cap)
- `tests/unit/test_m2_animation_and_combat_feel.py`

Required Fixes:
1. `combat_feel_engine.js`:
   - Implement `getShakeOffset()` on `CombatFeelEngine`:
     ```javascript
     getShakeOffset() {
       return { x: this.shakeOffsetX || 0, y: this.shakeOffsetY || 0 };
     }
     ```
   - In `update(dt)`, decrement `this.hitStopTimer`:
     ```javascript
     if (this.hitStopTimer > 0) {
       this.hitStopTimer -= dt;
       if (this.hitStopTimer < 0) this.hitStopTimer = 0;
     }
     ```
   - Ensure `isHitStopped(dt = 0.016)` returns `this.hitStopTimer > 0` and safely handles undefined/numeric dt.
2. `weapon_swing_renderer.js`:
   - Implement `cancelWindup()`:
     ```javascript
     cancelWindup() {
       this.activeSwings.length = 0;
     }
     ```
3. `animation_engine.js`:
   - In `cancelAction(animState)`: reset `animState.currentClip = 'idle'`, `animState.frameIndex = 0`, `animState.frameTime = 0`, `animState.kineticPhase = 'idle'`, `animState.isActionLocked = false`, `animState.hitTriggered = false`.
   - In `updateAnimation(animState, velocity, dt, facingDir)`:
     Compute `animState.kineticPhase` AFTER frame advancement and loop/completion handling so that the phase matches the new `frameIndex`, and the `recovery` phase is exhibited before transitioning back to `idle`.
4. `tests/unit/test_m2_animation_and_combat_feel.py`:
   - Update `test_camera_shake_uses_combat_feel_offset` to execute `CombatFeelEngine` runtime methods and assert `getShakeOffset()` returns numeric offsets.

Verification Requirements:
1. Run `pytest tests/unit/test_challenger_m2_adversarial.py -v` (all 89 tests must pass).
2. Run `pytest tests/unit/test_m2_animation_and_combat_feel.py -v` (all 30 tests must pass).
3. Run `pytest tests/e2e/test_poe2_ui_animation_vfx_e2e.py -v` (all 42 tests must pass / xpass).
4. Run `python tools/lint/check_code_and_doc_hygiene.py --strict` (0 hard cap violations).
5. Write your handoff report in `c:\Projects\FreeExile\.agents\teamwork\worker_m2_2_gen3\handoff.md` and send a message when done.
