LANTERN purge B6: delete the legacy single-ability path (sockets are THE ability model)
AbilityRef, AbilityCooldown, EffectiveAbilityStats, DefaultAbility deleted. GoInGameServerSystem seeds the per-frame 4-socket Spark loadout UNCONDITIONALLY (was gym-only); ClassSelectReceiveSystem + DebugOp.SetClass swap FrameId + re-seed sockets + zero SocketCooldown; ClassSwapUtil.Apply drops newAbilityId; EquipSystem weapons become stat-sticks (GrantedAbilityId removed from the item blob/authoring); StatRecomputeSystem folds CharacterStatsRef + sockets only; HUD cooldown bar reads socket 0 of SocketCooldown/EffectiveSocketStats; class HUD readers are FrameId-only (ClassForAbility/AbilityFor deleted); DebugModifierInjectionSystem drops CycleAbility. 390 tests green; Play-verified: a non-gym spawn gets frame=2 with Sparks [7,8,6,9] and no console errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -74,9 +74,9 @@ namespace ProjectM.Client
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// server-only); tiers from the replicated MetaTierState record on the director ghost.
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byte localClass = ClassTraits.WarriorClass;
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bool haveLocalPlayer = false;
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foreach (var (fr, ar) in SystemAPI.Query<RefRO<FrameId>, RefRO<AbilityRef>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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foreach (var fr in SystemAPI.Query<RefRO<FrameId>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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{
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localClass = fr.ValueRO.Value != 0 ? fr.ValueRO.Value : ClassTraits.ClassForAbility(ar.ValueRO.Id); // FrameId signal, AbilityRef fallback
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localClass = ClassTraits.Normalize(fr.ValueRO.Value); // FrameId is the sole class signal (legacy AbilityRef deleted)
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haveLocalPlayer = true;
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break;
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}
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