LANTERN P1 step 6: manual-aim windups (SoD readable telegraphs)
AbilityDefBlob/AbilityDefinition gain WindupTicks. AbilityFireSystem's socket loop resolves each socket at the historical command (serverTick - WindupTicks) via GetDataAtTick — a pure fn of replicated data on both worlds (Build Spec §4/ DB-6: no local fireAtTick that would diverge under reprediction; fireCount from that command, spawn uses the current tick's aim/pos; history gap = no-fire). WindupTicks set on the 4 non-Blink Sparks (Blink is movement, resolved by BlinkSystem). 497 EditMode green (no regression). Client telegraph VFX + the reprediction L3 test are operator-eyes / netcode-world follow-ups. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -27,6 +27,7 @@ namespace ProjectM.Simulation
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public int CooldownTicks;
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public byte EffectFlags; // ProjectileEffectFlag bits stamped at spawn (the Reel bit ⇒ HookPull homes the hit target to the caster). Config, not replicated.
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public int DurationTicks; // Aoe/zone + decoy lifetime, ticks (0 = system default). Reel leash is a system const.
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public int WindupTicks; // manual-aim telegraph delay (ticks) before the ability resolves; 0 = instant (Build Spec §4/DB-6)
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public FixedString64Bytes Name;
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}
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