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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@@ -3,7 +3,7 @@ using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Slice 2: the local player's chosen class (a <see cref="CharacterId"/> byte), staged in the CLIENT world as a
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/// Slice 2: the local player's chosen class (a <see cref="FrameKind"/> byte), staged in the CLIENT world as a
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/// singleton by the menu / WorldLauncher before going in-game. <see cref="GoInGameRequest"/> picks it up
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/// (GoInGameClientSystem) so the server seeds the right class at spawn. NOT replicated — it is client-local
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/// intent; the class travels to the server via the RPC, then back to all clients via the seeded StatModifiers +
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