Fix: barrel fuse shows its blast radius + burns ~1.5s (was 0.6s)
Operator feel report: the explosion radius was unreadable and the fuse too short to react to. Two changes: - Tuning.BarrelFuseTicks 36 -> 90 (~1.5s): long enough to READ the danger and walk out, and better for baiting enemies onto a lit barrel. - WorldFeedbackSystem draws a pulsing ground DISC at exactly Tuning.BarrelExplodeRadius under every lit fuse (keyed on the same replicated Remaining=0-on-a-live-barrel cue as the boom split; one shared pulsing material; removed via the existing prune path). Verified live: disc appeared 0.07s after the pop (first fuse snapshot), persisted to the boom at 1.54s, scale read exactly 3.25 = the true detonation radius; 470/470 EditMode; console clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -109,9 +109,10 @@ namespace ProjectM.Simulation
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// ---- Exploding barrels (Phase 1.5 hazard; server-only detonation consts — see Exploding_Barrels_Build_Spec) ----
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/// <summary>Fuse ticks between the pop (Remaining hits 0) and detonation (~0.6 s @60): long enough for the
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/// popper to step out + for the replicated Remaining=0 to straddle snapshots (the client's fuse cue).</summary>
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public const uint BarrelFuseTicks = 36;
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/// <summary>Fuse ticks between the pop (Remaining hits 0) and detonation (~1.5 s @60; operator feel call
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/// 07-10 — the 0.6 s fuse popped before the danger could be read): long enough to READ the blast-radius
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/// disc + walk out, and for the replicated Remaining=0 to straddle snapshots (the client's fuse cue).</summary>
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public const uint BarrelFuseTicks = 90;
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/// <summary>Detonation radius (world units, XZ). Above melee reach so point-blank pops are punished, but a
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/// fuse-length walk clears it comfortably.</summary>
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