feat(network): migra entityId int32→int64 nos delegates do ZeusNetwork
V3 Server Meshing (server-side) precisa entityId 64-bit (high32 = FNV-1a do worldId, low32 = counter local) pra evitar collision cross-ZS. Os delegates do plugin (OnPlayerSpawned, OnPlayerDespawned, OnCharInfoReceived, OnPlayerStateUpdate, OnHpSpUpdate, OnLevelUp) e os métodos TryGetLast* migram pra int64; handlers em ZMMOPlayerCharacter, ZMMOWorldSubsystem, UIFrontEndFlowSubsystem e ZMMOAttributeNetworkHandler acompanham. FCachedSpawn::EntityId, FZMMOAttributesSnapshot::EntityId e SeedEntityId também viram int64. Wire S_SPAWN_PLAYER ainda carrega uint32 (server faz XOR high32^low32 pra manter unicidade estatística entre ZSs); ampliação do opcode pra uint64 fica pra PR futuro. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -64,7 +64,7 @@ public:
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/// chegar, garantindo que o NetworkHandler consiga rotear via lookup
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/// por EntityId desde o inicio.
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UFUNCTION(BlueprintCallable, Category = "Zeus|Attributes")
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void SeedEntityId(int32 InEntityId) { Current.EntityId = InEntityId; }
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void SeedEntityId(int64 InEntityId) { Current.EntityId = InEntityId; }
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UFUNCTION(BlueprintPure, Category = "Zeus|Attributes")
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const FZMMOAttributesSnapshot& GetSnapshot() const { return Current; }
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