Add COVault109 solo-cell handling
Implement solo-cell logic to suppress transform packet sends and remote proxy representation while the local player is in COVault109, allowing first-time character creation to remain visually single-player. One entry location update is sent so other clients can hold stale proxies before suppression begins. Added F4TSoloCell.h helper for load-order-independent solo cell recognition by editor ID and cached FormID.
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@@ -31,6 +31,13 @@ Fallout 4 actors or references. If a remote player is not in the same
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cell/worldspace, the controller holds that player's proxy at a hidden in-cell
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position instead of leaving it at the last visible location.
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`COVault109` is treated as a solo cell for the first-time character-creation
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flow. On entry the plugin can send one location update so other clients hold any
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stale proxy, then it suppresses outgoing transform packets while the local
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player remains inside and the proxy controller skips remote representation. This
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is a client-side visibility/isolation rule and does not change the transform
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packet schema.
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## Current Remote Player State Model
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The plugin and fake client store remote players by `playerId`.
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@@ -97,6 +104,8 @@ player exists.
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resuming smoothing.
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- Transform packets include movement state data (`isMoving`, `movementSpeed`,
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`isSprinting`, `isSneaking`, `isJumping`, `weaponDrawn`).
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- The plugin suppresses transform sends and proxy representation in the
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`COVault109` solo cell.
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- The game-thread proxy controller applies confirmed Havok animation graph
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variables to runtime proxy actors from that remote state (locomotion, sneak,
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jump, weapon drawn). Transform position/heading sync is unchanged.
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