Client: dodge-roll sync for remote players#58
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Detect the local dodge-roll (combat-AnimBP FullBodyState==13), publish the Dodge flag, and play the roll montage into DefaultSlot on the proxy on the rising edge. HL drives the source dodge by AnimBP state (no montage), so we re-author it; the ground displacement still comes from the synced position. On-foot only.
Add Human.setDodging(bool) binding and a /dodgenpcs command that loop-toggles the Dodge flag on spawned NPCs, so each rising edge plays the roll montage on the proxy — single-client test.
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Remote players' dodge-rolls now replay on their proxies. Stacks on the existing spell wire (the Dodge flag was already reserved in human_sync.hpp), so there's no new network wiring; it rides the already-delta-serialized stateFlags byte.
Remote proxy applies (UpdateDodge, on the flag's rising edge): plays the roll montage (Hu_Cmbt_DdgeRll_Fwd) into the AnimBP's DefaultSlot over the running locomotion. HL drives the source player's dodge via AnimBP state (not a montage) on the proxy; the roll's ground displacement still comes from the synced position. Native clip loaded by path, cached + GC-rooted; skipped while mounted.
Mirrors the established Cast rising-edge pattern exactly (same edge guard, GC-pinned clip, _dodgeLast re-arm).
Test command: /spawnnpc, then /dodgenpcs; toggles the Dodge flag every second so e one-shot roll montage; run again to stop.