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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@@ -99,8 +99,8 @@ namespace ProjectM.Client
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var classRow = new VisualElement();
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classRow.style.flexDirection = FlexDirection.Row;
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classRow.style.justifyContent = Justify.Center;
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classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)CharacterId.Warrior)));
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classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)CharacterId.Ranger)));
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classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)FrameKind.Warrior)));
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classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)FrameKind.Ranger)));
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card.Add(classRow);
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card.Add(MenuUi.Button("Single Player", () => Launch(SessionMode.Single, false)));
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@@ -149,7 +149,7 @@ namespace ProjectM.Client
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if (_classLabel != null) _classLabel.text = ClassName(classId);
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}
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static string ClassName(byte classId) => classId == (byte)CharacterId.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
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static string ClassName(byte classId) => classId == (byte)FrameKind.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
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void ShowSettings()
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{
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