creature_anim: the loot sparkle's switch starts where its CVar does
Reported from play: no sparkle on a mining vein, while lootable mobs sparkled fine. That split is the diagnosis — only the GameObject arm reads the switch. `LootSparkleMode` derived `Default`, so it booted `false` while its row registered `"1"`. A boot fires `CvarChanged` only for rows `config.toml` actually carries, and writing `"1"` over a value already `"1"` is a no-op that fires nothing either, so nothing could ever tell the resource its real default — not the boot, and not the player toggling the CVar. The feature was inert for everyone who had never written that row. `vplates.rs`'s `VPlateMode::default` carries this warning in as many words, from `NameplateOcclusion` shipping inert the same way, and this is the same mistake one feature later. So: a hand-written `Default`, and the twin of that module's test, reading the registered row rather than restating it. Swept the rest — of the 32 resources a `CvarChanged` observer writes, 6 derive `Default` and every one of their rows registers `"0"`, so this was the only one. The doc row kept two stale claims and both are corrected: the test has had two arms (the activate bit *or* `GAMEOBJECT_TYPE_CHEST`) since it was widened, and `FxStage` is immaterial here — `Particles\LootFX.m2`, the `"HARDCODED Loot Art"` row's own model, holds one 2400 ms sequence with `flags = 0`, and bit 0 clear loops, so `FxAnimLife::arm` repeats it whatever the stage says. Still unverified in world: whether veins, herbs and chests sparkle, and whether anything sparkles that should not. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
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