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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@@ -7,5 +7,5 @@ namespace ProjectM.Simulation
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/// NetworkStreamInGame to the connection (enabling snapshot/command flow) and spawns the
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/// client's player ghost. Lives in Simulation so both worlds see the type for RPC source-gen.
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/// </summary>
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public struct GoInGameRequest : IRpcCommand { public byte ClassId; } // Slice 2: per-player class (CharacterId byte; 0 -> server defaults to Warrior)
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public struct GoInGameRequest : IRpcCommand { public byte ClassId; } // Slice 2: per-player class (FrameKind byte; 0 -> server defaults to Warrior)
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}
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