feat: emotive animations + anime speed lines — hit flinch, dance emote (B)
- SkinnedPlayerModel: generic play_oneshot() (generalizes the Land lock), Hit and Dance in the clip table (Dance loops), restartable clips - Hit flinch: victims visibly react on every peer's screen via the existing damage broadcast — no new RPC - Dance emote on B: toggles while grounded and idle, breaks on any movement; synced to remotes via synced_is_dancing (all three spawner configs) - Anime radial speed-lines overlay (canvas shader): fades in past ~1.2x walk speed, spikes on dash, widescreen-corrected clear center - New input action 'emote' (B) in project.godot 11/11 FSM tests, spawn smoke 0 failures. Co-Authored-By: Claude Fable 5 <[email protected]>
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