3 GameplayCueNotify_Burst BPs (taxonomia Lyra GameplayCue.Zeus.Combat.Hit.*):
GC_Combat_Hit_React -> PlayAnimMontage AM_HitReact_Light no alvo
GC_Combat_Hit_Impact -> SpawnSoundAtLocation SW_Punch_Cartoon na pos do alvo
GC_Combat_Hit_Self -> ClientStartCameraShake CS_HitReact no PC do alvo
Assets novos:
AS_HitReact (+ AM_HitReact_Light/Medium/Heavy) -- montages de reacao
SW_Punch_Cartoon -- SFX de impacto (0.3s)
CS_HitReact -- LegacyCameraShake (osc 0.35s, pitch/roll/locZ)
DT_Abilities recriado (RowStruct ZeusAbilityDataRow): rows Dash+Kick com
AbilityClass + ActivateCueTag GameplayCue.Zeus.*. GC_Kick/GC_Dash com tags
renomeadas pro prefixo GameplayCue.* (filter do Asset Picker).
ZeusServerTags.ini: regenerado via ZeusTool tags sync (106 tags canonicas).
Source/Combat/ZeusAnimNotifyState_BodyHitWindow: AnimNotifyState que abre a
janela de hit detection (FootR capsule) durante o swing do Kick.
GC_Kick_Target removido (substituido por Combat.Hit.React reutilizavel).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>