00b1ff9e93
Three fixes for the ebike-breakdown substep: 1. PlayerController: the previous `if (!isEbikeBreakdown)` guard zeroed _wishDir for everyone during breakdown, including the player after they had been auto-dismounted to walk mode. Narrow the guard to `isEbikeMounted && isEbikeBreakdown` so the bike stops accepting drive input but the player on foot can move. 2. Ebike: track `window.ebikeBreakdownActive` in component state and hide the InteractableObject (and therefore the interact prompt UI) while the breakdown sequence is active. The bike must read as inert and non-interactive while the panne dialogue plays and during the auto-dismount that follows. 3. ebikeConfig: bump EBIKE_INTRO_BREAKDOWN_DISTANCE from 15 m to 450 m so the panne triggers after a real ride instead of a few meters from the parked spawn.