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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@@ -13,7 +13,7 @@ namespace ProjectM.Server
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/// this tick), subtracts the summed amount from <see cref="Health"/>, then clears the buffer so
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/// each hit is applied exactly once. Entities that carry character stats (players) clamp to their
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/// data-driven <see cref="EffectiveCharacterStats.MaxHealth"/> ceiling; others (training dummies)
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/// clamp at zero. A dead <see cref="TrainingDummyTag"/> is destroyed; player death is deferred.
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/// clamp at zero. A dead <see cref="EnemyTag"/> is destroyed; player death is deferred.
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/// Health.Current is a <c>[GhostField]</c>, so the new value replicates to clients for display.
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///
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/// Runs server-only (<see cref="WorldSystemFilterFlags.ServerSimulation"/>) inside the prediction
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@@ -156,7 +156,7 @@ namespace ProjectM.Server
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if (SystemAPI.HasComponent<IsLunging>(entity)) SystemAPI.SetComponentEnabled<IsLunging>(entity, false);
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}
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}
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else if (SystemAPI.HasComponent<TrainingDummyTag>(entity) || SystemAPI.HasComponent<EnemyTag>(entity) || SystemAPI.HasComponent<Destructible>(entity))
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else if (SystemAPI.HasComponent<EnemyTag>(entity) || SystemAPI.HasComponent<Destructible>(entity))
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ecb.DestroyEntity(entity);
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}
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}
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