Combat feel: correct boss bar, player hit-flash, dash-to-move, finisher hit-stop
Boss bar reconstructs the true max client-side (Health.Max unreplicated) via Kind==Charger + expedition-pos filter; boss slam telegraph = a full ground ring at BossSlamRadius; IsAttacking OR's IsLunging. Player body flash on hurt (distinct red, jitter-safe threshold). Dash toward movement input when moving else facing. Warrior cone: muzzle-cue suppressed (cone arc is its cue). Minimal finisher-only hit-stop (PrototypeCameraRig.Hold, behind FeelConfig flag; never Time.timeScale). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -61,7 +61,10 @@ namespace ProjectM.Simulation
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&& new NetworkTick(ds.ValueRO.RecoverUntilTick).IsNewerThan(serverTick);
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if (input.ValueRO.Dash.IsSet && ready && !inWindow)
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{
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float2 dir = facing.ValueRO.Direction;
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// C1: dash toward MOVEMENT input when moving (a panic 'dash away' while aiming at the threat now
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// works), else toward facing (a stationary aim-and-dash). Pure fn of replicated input -> idempotent.
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float2 mv = input.ValueRO.Move;
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float2 dir = math.lengthsq(mv) > 1e-4f ? mv : facing.ValueRO.Direction;
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if (math.lengthsq(dir) < 1e-6f) dir = new float2(0f, 1f);
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dir = math.normalize(dir);
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ds.ValueRW.Dir = dir;
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