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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@@ -40,6 +40,11 @@ namespace ProjectM.Client
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if (GUILayout.Button("Stop Waves")) DebugCommandSendSystem.StopWaves();
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if (GUILayout.Button("Clear Enemies")) DebugCommandSendSystem.ClearEnemies();
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GUILayout.Space(6);
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GUILayout.Label("- Saturation (G4) -");
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if (GUILayout.Button("Spawn 12 Drowners")) DebugCommandSendSystem.SpawnEnemy(0, 12); // gym roster kind 0; the standing worst-case load
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CombatStressDebug.StressAllyFx = GUILayout.Toggle(CombatStressDebug.StressAllyFx, "Stress ally FX (3 fake casters)");
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GUILayout.Space(6);
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GUILayout.Label("- Resources -");
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_grantAmount = IntField("Amount", _grantAmount);
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