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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@@ -71,6 +71,8 @@ namespace ProjectM.Server
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sockets.Add(new AbilitySocket { SparkId = f3 });
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if (SystemAPI.HasComponent<SocketCooldown>(player))
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SystemAPI.SetComponent(player, default(SocketCooldown)); // 0 = ready: the swapped kit fires now
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if (SystemAPI.HasComponent<ConeContactPending>(player))
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SystemAPI.SetComponent(player, default(ConeContactPending)); // 07-21 G6: socket identity changed — drop any armed slam (parity with the dev SetClass op)
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if (haveDb && SystemAPI.HasComponent<Health>(player) && SystemAPI.HasComponent<CharacterStatsRef>(player))
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{
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byte charId = SystemAPI.GetComponent<CharacterStatsRef>(player).Id;
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@@ -26,7 +26,6 @@ namespace ProjectM.Server
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[UpdateBefore(typeof(EnemyAISystem))]
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public partial struct ZonePulseSystem : ISystem
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{
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const uint k_PulsePeriodTicks = 30u; // damage cadence (~0.5s at 60 ticks/sec)
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const float k_VortexPullSpeed = 4f; // gentle inward drift for a Vortex (world units/sec)
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const float k_VortexDeadzoneSq = 0.25f; // don't re-aim (or NaN) an enemy already at the zone centre
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@@ -49,7 +48,7 @@ namespace ProjectM.Server
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if (!serverTick.IsValid) return;
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uint now = serverTick.TickIndexForValidTick;
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uint stamp = TickUtil.NonZero(now);
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uint reschedule = TickUtil.NonZero(now + k_PulsePeriodTicks);
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uint reschedule = TickUtil.NonZero(now + ZoneEffect.PulsePeriodTicks);
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m_KnockbackLookup.Update(ref state);
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m_BossLookup.Update(ref state);
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