fix(combat): hydrate skills on spawn/switch, fix grapple anti-cheat dc, monster spawn & cutscenes, and update README feature matrix
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@@ -66,6 +66,21 @@ internal sealed partial class GameRouter
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var unitId = state.ActiveSpiritUnitId != 0 ? state.ActiveSpiritUnitId : Profile.InitialUnitId;
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var templateId = state.ActiveSpiritTemplateId != 0 ? state.ActiveSpiritTemplateId : Profile.InitialSpiritTemplateId;
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if (!state.CombatProfilePublished)
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{
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var weapon = CombatCodec.Weapon(templateId, state.ActiveWeaponInstanceId)
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?? CombatCodec.DefaultWeapon(templateId);
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var style = ResolveWeaponStyle(state, weapon);
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state.ActiveWeaponInstanceId = weapon.InstanceId;
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state.ActiveFightStyleId = style.Id;
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state.LastWeaponBySpirit[templateId] = weapon.InstanceId;
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await PublishWeaponSnapshot(ctx, unitId, templateId, weapon.InstanceId);
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await ctx.NotifyAsync(MethodId.SyncSpiritSwitchWeaponAction,
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CombatCodec.SpiritSwitchWeapon(unitId, weapon.InstanceId));
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await PublishSelectedWeaponProfile(ctx, unitId, templateId, weapon, style);
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}
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if (!state.AllBuildBuffsPublished)
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{
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await PublishSafeRuntimeBuffSnapshot4229938(ctx, unitId, templateId, "first-gameplay-movement");
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@@ -78,6 +93,6 @@ internal sealed partial class GameRouter
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await ctx.NotifyAsync(MethodId.SyncGamePause, WorldCodec.GamePause(false));
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state.MovementCapabilityPublished = true;
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state.FreeRoamReleased = true;
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ctx.Session.Log.Info($"[GAMEPLAY-V7] first-movement post-load-buffs unit={unitId} template={templateId} actorPresentation=client-owned safeBuffs=true pause=false catalogBulk=false");
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ctx.Session.Log.Info($"[GAMEPLAY-V7] first-movement post-load-buffs unit={unitId} template={templateId} combatProfile=true safeBuffs=true pause=false catalogBulk=false");
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}
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}
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