Base<->Expedition ties: portal rooms, class-at-base, prep spend + Health.Max, C3/C4/Spitter (DR-046)
Portal-gated rooms: new RunLifecycle.RoomExplore loot window; room+nodes persist past the last kill; PortalInteractRequest -> server-only PortalCommand advances (client derives the portal pos). RunDirectorSystem moves teardown off the InRoom edge, relocates the boss-branch/route-gate into the RoomExplore exit, and advances an empty expedition immediately (incl. a boss clear). Class-at-base via a shared ClassSwapUtil (meta-band strip + per-class MetaTierState replay, so the base RPC and the dev SetClass can't drift); ClassSelectRequest Staging-gated. Per-run PREP buffs (PrepPurchaseRequest, PrepCatalog): once-per-run == the row's prep StatModifier band is present, TotalOf-before-Withdraw atomic, stripped on Returning beside the boon band. Health.Max promoted to [GhostField] (the one ghost-hash re-bake) so the boss + floating enemy HP bars read it directly. Feel: melee cone connect-thunk (C3), hit-stop throttle so a horde wipe can't stutter (C4), Spitter cornered-hold. 456/456 EditMode; two adversarial reviews (pre-code 13-confirmed folded; post-impl clean bar the RoomExplore boss-clear dead-time, fixed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -62,7 +62,8 @@ namespace ProjectM.Client
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bool _slashActive;
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float _slashRange, _slashHalf; // live cone geometry re-sampled each frame for the per-frame sweep rebuild
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int _slashSweepSign = 1; // alternate sweep direction per combo step (reads as alternating strikes)
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uint _lastConeFireTick; // own latch — the muzzle block owns _lastLocalFireTick and runs first
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uint _lastConeFireTick; // own latch — the muzzle block owns _lastLocalFireTick and runs first
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double _lastHoldTime; // C4: last hit-stop hold time (throttle so a horde wipe doesn't stutter)
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bool _coneTickInit;
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Material _dangerMat;
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readonly Dictionary<Entity, GameObject> _dangerZones = new();
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@@ -249,6 +250,8 @@ namespace ProjectM.Client
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PlayClip(_hitClip, (Vector3)p, FeelConfig.HitSfxVolume);
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PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.HitShakeLocal : FeelConfig.HitShakeRemote);
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if (isLocalPlayer) PrototypeCameraRig.PunchFov(FeelConfig.HitStopFovKick, FeelConfig.HitStopDurationMs);
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if (isLocalPlayer && (prev.Hp - cur) >= 20f) TryHold(); // C4: crunch on a heavy incoming hit (e.g. a boss slam)
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if (isLocalPlayer && FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.8f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
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if (isEnemy)
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@@ -304,6 +307,8 @@ namespace ProjectM.Client
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PlayClip(_deathClip, (Vector3)c.Pos, FeelConfig.KillSfxVolume);
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PrototypeCameraRig.AddShake(FeelConfig.KillShake);
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PrototypeCameraRig.PunchFov(FeelConfig.KillFovKick, FeelConfig.HitStopDurationMs);
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TryHold(); // C4: kill crunch (throttled)
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EmitColored(_hitFx, (Vector3)c.Pos + Vector3.up * 0.6f, FeelConfig.KillFlashBurstCount, FeelConfig.HitFlashColor); // kill pop
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if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleKill * 0.7f, FeelConfig.RumbleKill, FeelConfig.RumbleDurationSec);
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@@ -413,7 +418,7 @@ namespace ProjectM.Client
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if (finisher)
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{
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PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs);
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if (FeelConfig.HitStopFreezeEnabled) PrototypeCameraRig.Hold(FeelConfig.HitStopMaxFrames); // C4: a beat of crunch on the combo finisher (the deliberate payoff hit)
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TryHold(); // C4: a beat of crunch on the combo finisher (the deliberate payoff hit)
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}
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}
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_lastLocalSwingTick = mc.SwingStartTick;
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@@ -445,9 +450,29 @@ namespace ProjectM.Client
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}
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float coneRange = Mathf.Max(0.1f, ceff.Range);
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float coneHalf = Mathf.Clamp(ceff.AutoTargetConeRadians, 0.01f, 3.14159f);
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TriggerSlash((Vector3)localPos, new float2(cface.x, cface.z), coneRange, coneHalf, 1, 1, false);
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// C3: client cone-overlap over the cached enemy snapshot -> an immediate "you hit" read + thunk
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// (the server-only cone damage arrives a few ticks later), mirroring the melee connect path.
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bool coneConnected = false; Vector3 coneHit = (Vector3)localPos; float cnd = float.MaxValue;
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float coneCos = Mathf.Cos(coneHalf);
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float2 cfdir = new float2(cface.x, cface.z);
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foreach (var kv in _cache)
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{
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if (!kv.Value.IsEnemy) continue;
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if (MeleeConeMath.InCone(localPos, cfdir, coneRange, coneCos, kv.Value.Pos))
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{
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float cd2 = math.distancesq(localPos, kv.Value.Pos);
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if (cd2 < cnd) { cnd = cd2; coneHit = (Vector3)kv.Value.Pos; coneConnected = true; }
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}
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}
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TriggerSlash((Vector3)localPos, new float2(cface.x, cface.z), coneRange, coneHalf, 1, 1, coneConnected);
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PlayClip(_swingClip, (Vector3)localPos, 0.5f);
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PrototypeCameraRig.AddShake(0.06f);
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if (coneConnected)
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{
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Burst(_hitFx, cfg != null ? cfg.Hit : null, coneHit + Vector3.up * 0.7f, FeelConfig.HitBurstCount);
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PlayClip(_meleeConnectClip, coneHit, FeelConfig.MeleeConnectVolume);
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PrototypeCameraRig.PunchFov(FeelConfig.MeleeConnectFovKick, FeelConfig.HitStopDurationMs);
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}
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}
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}
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_lastConeFireTick = nextFire;
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@@ -813,7 +838,18 @@ namespace ProjectM.Client
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// Trigger a cone-shaped slash matching the LIVE melee range + half-angle, oriented along facing. The arc IS
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// the range telegraph (MC-4 clarity) AND now SWEEPS across + ramps per combo step so the swing reads as a
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// directional, escalating cleave rather than a static flash.
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void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int step, int comboLen, bool connected)
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// C4: fire a brief presentation-only hit-stop hold, throttled (never Time.timeScale; the sim keeps ticking).
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void TryHold()
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{
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if (!FeelConfig.HitStopFreezeEnabled) return;
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double now = SystemAPI.Time.ElapsedTime;
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if (now - _lastHoldTime < 0.22) return;
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_lastHoldTime = now;
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PrototypeCameraRig.Hold(FeelConfig.HitStopMaxFrames);
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}
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void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int step, int comboLen, bool connected)
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{
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if (_slashMr == null || _slashMat == null) return;
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bool finisher = step >= comboLen;
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