LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring, CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO CLASS name kept (asset-binding risk; deferred per plan). 390 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -37,7 +37,7 @@ namespace ProjectM.Client
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public static void Kill() => Send(DebugOp.KillPlayer);
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/// <summary>Set the <see cref="ProjectM.Simulation.TuningKnob"/> knob to value (server-applied, x1000 fixed-point; MC-0).</summary>
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public static void SetTuning(byte knob, float value) => Send(DebugOp.SetTuning, knob, Mathf.RoundToInt(value * 1000f));
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/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.CharacterId"/> byte); server-authoritative (class-switch dev tool).</summary>
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/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.FrameKind"/> byte); server-authoritative (class-switch dev tool).</summary>
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public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
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public static void SetWarrior() => SetClass(ClassTraits.WarriorClass);
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public static void SetRanger() => SetClass(ClassTraits.RangerClass);
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