fix(combat): hydrate skills on spawn/switch, fix grapple anti-cheat dc, monster spawn & cutscenes, and update README feature matrix
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@@ -573,6 +573,9 @@ internal sealed partial class GameRouter
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CombatWeaponDefinition weapon,
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CombatStyleDefinition style)
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{
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var state = GetWorldState(ctx);
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state.CombatProfilePublished = true;
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// Switching/individually styling one weapon must never overwrite the character-wide
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// FightStyleInfo map. OnSwitchFightStyle publishes that map explicitly.
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await ctx.NotifyAsync(MethodId.SyncPlayerAllSkillChargeData,
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@@ -581,6 +584,7 @@ internal sealed partial class GameRouter
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await PublishSkillBindings(ctx, unitId, weapon, style);
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await ctx.NotifyAsync(MethodId.SyncSpiritLastUsedWeapon,
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CombatCodec.SpiritLastUsedWeapon(templateId, weapon.InstanceId));
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ctx.Session.Log.Info($"[COMBAT] profile published unit={unitId} template={templateId} weapon={weapon.TemplateId}/{weapon.InstanceId} style={style.Id} skills={style.CommonSkill},{style.HeavyCommonSkill},{style.DodgeSkill},{style.ControlSkill},{weapon.ActiveSkill(style)},{weapon.UniqueSkill(style)}");
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}
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private static CombatStyleDefinition ResolveWeaponStyle(WorldEntryState state, CombatWeaponDefinition weapon)
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