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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@@ -45,6 +45,14 @@ namespace ProjectM.Simulation
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// MC-4: clear any in-flight combo so a death mid-combo leaves no stale lock/step on respawn.
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if (SystemAPI.HasComponent<MeleeCombo>(entity))
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SystemAPI.SetComponent(entity, default(MeleeCombo));
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// 07-21 G6 (review wf_98bf1268): zero any ARMED scheduled cleave — a pending surviving death
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// fires from the RESPAWN position once Dead re-disables (the elapsed compare passes instantly).
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// Fixes the shipped melee variant + the new cone in one stroke. Idempotent default-writes;
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// client copies are always zero, so the both-world predicted write is rollback-safe.
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if (SystemAPI.HasComponent<MeleeCleavePending>(entity))
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SystemAPI.SetComponent(entity, default(MeleeCleavePending));
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if (SystemAPI.HasComponent<ConeContactPending>(entity))
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SystemAPI.SetComponent(entity, default(ConeContactPending));
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if (SystemAPI.HasComponent<CharacterComponent>(entity))
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{
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var cc = SystemAPI.GetComponent<CharacterComponent>(entity);
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