Polishes
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@@ -56,8 +56,8 @@ namespace ProjectM.Server
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playerRegions.Add(region.ValueRO.Region);
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}
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// EB-1 fortress aggro: also snapshot live structures (Turret/Wall/Pylon carry Health; automation
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// machines lack it so the query excludes them). Snapshot ABOVE the early-return so Husks keep razing
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// EB-1 fortress aggro: also snapshot live structures (Turret/Wall/Pylon AND the Fabricator all carry
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// Health since the DR-032 parity fix; the query keys on it). Snapshot ABOVE the early-return so Husks keep razing
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// the base even with every player dead/away (the locked 'push for structures' fork).
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var structureEntities = new NativeList<Entity>(Allocator.Temp);
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var structurePositions = new NativeList<float3>(Allocator.Temp);
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@@ -45,7 +45,6 @@ namespace ProjectM.Server
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float3 center = haveAnchor ? BaseGridMath.PlotCenter(baseAnchor) : spawner.SpawnPoint;
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float ringRadius = haveSpawner ? spawner.SpawnRingRadius : 2f;
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int ringSlots = haveSpawner ? spawner.RingSlots : 4;
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center = BaseGridMath.PlotCenter(baseAnchor);
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foreach (var (health, respawn, invuln, xform, region, owner, eff) in
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SystemAPI.Query<RefRW<Health>, RefRW<RespawnState>, RefRW<RespawnInvuln>, RefRW<LocalTransform>,
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@@ -123,7 +123,7 @@ namespace ProjectM.Server
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zs.SeededEpoch = run.RoomEpoch;
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zs.SpawnCounter = 0;
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zs.RemainingToSpawn = bossRoom ? 1 : ZoneEnemyMath.WaveSlots(plan.DifficultyEpoch, bands);
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zs.NextSpawnTick = TickUtil.NonZero(now); // first slot this tick
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zs.NextSpawnTick = TickUtil.NonZero(now + Tuning.RoomEntryGraceTicks); // landing grace — let the party orient
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}
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if (zs.RemainingToSpawn > 0)
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