Fix motion scanner for second player, synchronize motion-scanned enemy positions, and allow ALT soldier direction/motion scan viewing for off-turn player#8
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…o-op ALT-held facing-direction arrows (and motion-scanner markers) were suppressed for the off-turn player: the per-unit draw in Map.cpp forced the ALT/CTRL modifier state to false whenever it was not the local player's turn. These are read-only observer visuals, so allow them during the off-turn view too. Add a "motion_scan" TCP packet so that when one player's motion scanner detects a unit, the other player's map shows the same marker. The scanned-turn flag was UI-only and never networked; the packet carries the unit id and the scanning turn so vanilla marker semantics hold. Fix motion points not syncing to the second player in a co-op turn: the "PlayerTurnYour" and "current_seed" receivers read motionpoints from the top-level JSON object instead of the per-unit element, so every unit was set to 0 motion points on turn handover, leaving the second player's motion scanner blind to enemies that moved. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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ALT-held facing-direction arrows (and motion-scanner markers) were suppressed for the off-turn player: the per-unit draw in Map.cpp forced the ALT/CTRL modifier state to false whenever it was not the local player's turn. These are read-only observer visuals, so allow them during the off-turn view too.
Add a "motion_scan" TCP packet so that when one player's motion scanner detects a unit, the other player's map shows the same marker.
Fix motion points not syncing to the second player in a co-op turn: the "PlayerTurnYour" and "current_seed" receivers read motionpoints from the top-level JSON object instead of the per-unit element, so every unit was set to 0 motion points on turn handover, leaving the second player's motion scanner blind to enemies that moved.