G6+G4: Cone damage-at-contact + zone fill telegraph (ZoneEffect GhostFields) + co-op saturation budget
Cone/SpecialSlam damage lands at its visual contact via ConeContactPending (knob 32, 0=legacy; early-flush + resolve re-validate; death + BOTH class-swap paths drop armed pendings — fixes the shipped melee death-strand in the same stroke). Zones: [GhostField] Caster/Radius/NextTick + ZoneTelegraphSystem (Geyser latch contract on InterpolationTick; rim = true radius; arm grows, persistent phase drains). Cone cues latch to contact (FireStartRaw, C14); TuningConfig.Defaults() fallback at client cue sites (release-build timing fix). G4: SaturationMath ally-FX degrade (living-enemy census, solo-exempt; enemy telegraphs structurally exempt) + CombatStressDebug + overlay saturation rows. Reviews wf_98bf1268 (13 confirmed folded) / wf_9757d214 (5 confirmed fixed). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -10,8 +10,8 @@ namespace ProjectM.Authoring
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/// <c>AbilityFireSystem</c> — only the Vortex FLAG is authored here (so <c>AbilityFireSystem</c> can pick
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/// ZoneEffect vs DecoyTag by prefab membership, and the pull behaviour is baked-in). The prefab's ghost setup
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/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing ownerless
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/// interpolated ghost, so it replicates to all clients via the stock LocalTransform variant (no hand-written
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/// <c>[GhostField]</c>). <c>GetEntity(Dynamic)</c> gives a runtime-mutable LocalTransform for the spawn override.
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/// interpolated ghost, so position replicates via the stock LocalTransform variant. 07-21 G6: ZoneEffect's
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/// CasterNetworkId / Radius / NextTick are hand-written <c>[GhostField]</c>s (the client fill telegraph). <c>GetEntity(Dynamic)</c> gives a runtime-mutable LocalTransform for the spawn override.
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/// </summary>
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public class ZoneAuthoring : MonoBehaviour
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{
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@@ -81,6 +81,7 @@ namespace ProjectM.Authoring
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// MC-4 melee combo: predicted, owner-replicated combo anchor (Step/SwingStartTick/LockUntilTick), baked idle/zero.
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AddComponent<MeleeCombo>(entity);
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AddComponent<MeleeCleavePending>(entity); // 07-20 G2.1: server-only scheduled cleave (baked zeroed, not replicated)
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AddComponent<ConeContactPending>(entity); // 07-21 G6: server-only scheduled Cone-socket slam (baked zeroed, not replicated)
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// Death gate (enableable, derived from Health by PlayerDeathStateSystem) baked DISABLED = alive;
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// plus the server-only respawn timer.
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