Hygiene B2: dead-code removal
Delete (unreferenced in any scene, per operator decision):
- TrainingDummy* chain (authoring/spawner/system/components/prefab) + UpgradePickup* chain (authoring/spawner/systems/components/prefab); remove TrainingDummyTag from the 3 live combat queries (AbilityFire/Melee/HealthApplyDamage now key on EnemyTag) and repoint HealthApplyDamageSystemTests to EnemyTag.
- Dead RPC RegionTransitSystem + RegionTransitRequest (no sender, ungated) + its test.
- Heartbeat + HeartbeatSystem (no WorldSystemFilter, ran no-op every tick) + its test.
- BuildSendSystem dead conveyor/pylon dev hooks (s_ConveyorDir, [/] rotation, Place{Pylon,Harvester,Conveyor} statics).
- Deprecated CyclePhase alias consts (Expedition/Defend/Build/*Ticks); repoint WaveSystemTests to Siege/Calm.
- Unread FeelConfig fields (HitFlashDurationMs, RumbleHeavy) + dangling HudUi doc-comments + stale crefs.
451/451 EditMode tests pass. CLAUDE.md HeartbeatSystemTests example ref to be repointed in B7.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -45,8 +45,6 @@ namespace ProjectM.Client
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public static float HitStopRefDamage;
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/// <summary>Tint for the (deferred) enemy material hit-flash — exposed now, wired in the ShaderGraph slice.</summary>
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public static Color HitFlashColor;
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/// <summary>Duration (ms) of the deferred enemy hit-flash.</summary>
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public static float HitFlashDurationMs;
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/// <summary>Master gate for the (deferred) true freeze-frame hit-stop. FALSE for v1 (camera-punch only).</summary>
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public static bool HitStopFreezeEnabled;
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@@ -130,8 +128,6 @@ namespace ProjectM.Client
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public static float RumbleHit;
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/// <summary>Rumble strength on a kill.</summary>
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public static float RumbleKill;
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/// <summary>Rumble strength on dash / local death (the heaviest).</summary>
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public static float RumbleHeavy;
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/// <summary>Seconds a rumble pulse lasts before it auto-stops.</summary>
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public static float RumbleDurationSec;
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@@ -190,7 +186,6 @@ namespace ProjectM.Client
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HitStopMaxFrames = 2; // C4: a 2-frame (~33ms) camera hold reads as crunch, not a lag-y stutter
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HitStopRefDamage = 30f;
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HitFlashColor = new Color(1f, 0.85f, 0.55f, 1f);
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HitFlashDurationMs = 80f;
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HitStopFreezeEnabled = true; // C4: enable the finisher hit-stop hold (presentation-only camera freeze, bounded below)
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// Feature 1/2 death
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@@ -239,7 +234,6 @@ namespace ProjectM.Client
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RumbleEnabled = true;
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RumbleHit = 0.25f;
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RumbleKill = 0.45f;
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RumbleHeavy = 0.6f;
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RumbleDurationSec = 0.12f;
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// Deferred-items pass (2026-06)
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