Attack blend weight — nonzero while attack cooldown is active, indicating the entity is mid-swing or recovering from a strike.
Active defence blend weight (derived from intent.defence.intensity).
Locomotion blend — mutually exclusive.
Positional state flags.
Physiological condition overlays (direct pass-through from entity state).
Animation blend weights and state flags derived from entity physical state. Locomotion weights (idle/walk/run/sprint/crawl) are mutually exclusive; exactly one is SCALE.Q when the entity is mobile. All Q values in [0, SCALE.Q].