62e48a3b0b
The 2026-08-06 audit found the shipping scene was still the abandoned co-op-Hades game with LANTERN combat bolted on, and that a third of the codebase was live code for a direction abandoned on 2026-07-13. Operator chose deletion over freezing: "everything is saved in source control if needed. I want the project to be clean." DELETED (~140 source files, Scripts 335->231, Tests 77->43): - Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring / SwarmerAuthoring were attached to ZERO prefabs, so LungeState / SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI passes, BossAISystem (261 lines) and the whole MixBands escalation curve could not match a single chunk at runtime, while 734 lines of green tests certified them. Both shipping enemy prefabs were already byte-identical in stats. - Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag, route select, portal interact, ready-check, room field/teardown. - Meta shop, prep loadout, boons (incl. KillRewardSystem and DashTrailDamageSystem, which existed only to serve boon flags). - Build palette + structures, shared storage, inventory/equipment (already recorded PAUSED in CLAUDE.md). - The HUD panels driving all of the above (HudSystem 1168 -> 610). KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter for spawn rings, respawn and dynamic light), the resource ledger + StorageMath, the save system, region/relevancy. Three of these were in the delete set until I checked their consumers — worth remembering that the file-level manifest was wrong about them. Also folds in audit finding M5: PlayerClass was a second, server-only copy of the byte FrameId already replicates. It existed for the meta shop; with that gone, FrameId is the single frame identity. Harvest is now single-sink (ledger). HarvestMath keeps its shape so LANTERN's carried-vs-banked cargo split lands in one place, not two. 295/295 EditMode green, zero compile errors. Subscene re-bake and Play validation follow in the next commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
175 lines
9.7 KiB
C#
175 lines
9.7 KiB
C#
using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-authoritative damage application. Drains each damageable entity's
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/// <see cref="DamageEvent"/> buffer (appended by <see cref="ProjectileDamageSystem"/> earlier
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/// this tick), subtracts the summed amount from <see cref="Health"/>, then clears the buffer so
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/// each hit is applied exactly once. Entities that carry character stats (players) clamp to their
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/// data-driven <see cref="EffectiveCharacterStats.MaxHealth"/> ceiling; others (training dummies)
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/// clamp at zero. A dead <see cref="EnemyTag"/> is destroyed; player death is deferred.
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/// Health.Current is a <c>[GhostField]</c>, so the new value replicates to clients for display.
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///
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/// Runs server-only (<see cref="WorldSystemFilterFlags.ServerSimulation"/>) inside the prediction
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/// group so it shares tick timing with movement/damage, where it executes once per tick. The
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/// single structural change (destroying a dead dummy) is batched through a frame-allocator
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/// <see cref="EntityCommandBuffer"/> that is played back immediately to the entity manager — so a
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/// plain-world EditMode test needs no separate ECB system.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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[UpdateAfter(typeof(ProjectileDamageSystem))]
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// Pin the drain AFTER DashSystem: a same-tick player-sourced projectile (ProjectileDamageSystem stamps
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// SourceTick = now and this system drains the SAME tick) must see a dash window STARTED this tick —
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// without the edge the negation at src == StartTick is an unconstrained sorter tiebreak. The Dash chain
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// (StatRecompute→PlayerControl→Dash) and the projectile chain (PlayerAim→AbilityFire→ProjectileMove→
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// ProjectileDamage→here) are otherwise disjoint, so this edge cannot form a cycle (Play-validated).
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[UpdateAfter(typeof(DashSystem))]
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[BurstCompile]
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public partial struct HealthApplyDamageSystem : ISystem
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{
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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bool haveTick = SystemAPI.TryGetSingleton<NetworkTime>(out var netTime);
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uint negatedThisTick = 0;
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uint punishesThisTick = 0;
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foreach (var (health, dmg, entity) in
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SystemAPI.Query<RefRW<Health>, DynamicBuffer<DamageEvent>>()
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.WithEntityAccess())
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{
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if (dmg.Length == 0)
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continue;
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// Dev god-mode: while enabled, this entity ignores ALL damage (server-authoritative, once per tick).
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if (SystemAPI.HasComponent<DebugGodMode>(entity) && SystemAPI.IsComponentEnabled<DebugGodMode>(entity))
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{
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dmg.Clear();
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continue;
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}
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// Respawn invulnerability: a freshly-recovered player ignores damage for a window.
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if (haveTick && netTime.ServerTick.IsValid && SystemAPI.HasComponent<RespawnInvuln>(entity))
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{
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uint until = SystemAPI.GetComponent<RespawnInvuln>(entity).UntilTick;
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if (until != 0)
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{
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var untilTick = new NetworkTick(until);
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if (untilTick.IsValid && untilTick.IsNewerThan(netTime.ServerTick))
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{
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dmg.Clear();
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continue;
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}
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}
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}
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bool hasDash = haveTick && netTime.ServerTick.IsValid && SystemAPI.HasComponent<DashState>(entity);
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DashState ds = hasDash ? SystemAPI.GetComponent<DashState>(entity) : default;
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uint negatedForThisEntity = 0u;
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float total = 0f;
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int killerNetId = -1; // Phase 1.7: last player-sourced (non-negated) hit this tick → on-kill boon credit
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for (int i = 0; i < dmg.Length; i++)
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{
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uint src = dmg[i].SourceTick;
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if (hasDash && src != 0u && ds.IFrameUntilTick != 0u)
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{
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var srcTick = new NetworkTick(src);
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var startTick = new NetworkTick(ds.StartTick);
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var untilTick = new NetworkTick(ds.IFrameUntilTick);
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// Dash i-frames cover the HALF-OPEN window [StartTick, IFrameUntilTick): negate iff src >= start AND src < until.
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bool atOrAfterStart = srcTick.IsValid && startTick.IsValid && !startTick.IsNewerThan(srcTick);
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bool beforeUntil = untilTick.IsValid && untilTick.IsNewerThan(srcTick);
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if (atOrAfterStart && beforeUntil)
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{
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negatedThisTick++;
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negatedForThisEntity++;
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continue; // dash i-frame negates this hit (per-element, not a whole-buffer clear)
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}
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}
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total += dmg[i].Amount;
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if (dmg[i].SourceNetworkId >= 0) killerNetId = dmg[i].SourceNetworkId; // Phase 1.7 kill credit
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// 2026-08-07 audit purge: the Charger whiff-punish scoring lived here (a player hit landing
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// inside LungeState.StaggerUntilTick scored a punish). LungeState was never baked onto any
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// prefab, so this branch was unreachable; it went with the Charger.
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}
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dmg.Clear();
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if (negatedForThisEntity != 0u)
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{
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ds.NegatedCount += negatedForThisEntity; // server-side spam signal; DashSystem reads it at window-close
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SystemAPI.SetComponent(entity, ds);
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}
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float newHp = health.ValueRO.Current - total;
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// Effective max health (base + modifiers) is the runtime ceiling for entities that carry
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// character stats (players); others just clamp at zero. No auto-heal on a max increase.
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if (SystemAPI.HasComponent<EffectiveCharacterStats>(entity))
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newHp = math.clamp(newHp, 0f, SystemAPI.GetComponent<EffectiveCharacterStats>(entity).MaxHealth);
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else
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newHp = math.max(0f, newHp);
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health.ValueRW.Current = newHp;
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// Server-authoritative death: training dummies + EB-1 Destructible structures despawn instantly;
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// player death is deferred (clamp only). A structure carries NO EffectiveCharacterStats, so it took
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// the math.max(0,..) branch above and CAN reach 0 — never give a structure stats (it would clamp to
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// a non-zero floor and become immortal).
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// Phase 1 (B3): ENEMIES get a corpse window instead — mark Dying ONCE on the lethal crossing and
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// zero every live cue (the replicated windup, the lunge state + ghost bit, knockback) so clients
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// never see a corpse telegraphing. Plain-world EditMode tests have no NetworkTime → keep the old
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// instant destroy there so the existing suite still means what it asserts.
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if (health.ValueRO.Current <= 0f)
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{
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if (SystemAPI.HasComponent<EnemyTag>(entity) && haveTick && netTime.ServerTick.IsValid)
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{
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if (!SystemAPI.HasComponent<Dying>(entity))
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{
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ecb.AddComponent(entity, new Dying
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{
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UntilTick = TickUtil.NonZero(netTime.ServerTick.TickIndexForValidTick + Tuning.EnemyDeathWindowTicks),
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KillerNetId = killerNetId, // Phase 1.7: KillRewardSystem reads this for Siphon/Frenzy
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Rewarded = 0,
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});
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if (SystemAPI.HasComponent<AttackWindup>(entity)) SystemAPI.SetComponent(entity, default(AttackWindup));
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if (SystemAPI.HasComponent<KnockbackState>(entity)) SystemAPI.SetComponent(entity, default(KnockbackState));
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}
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}
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else if (SystemAPI.HasComponent<EnemyTag>(entity) || SystemAPI.HasComponent<Destructible>(entity))
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ecb.DestroyEntity(entity);
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}
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}
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// Phase 1 (B3): corpse expiry — destroy Dying enemies whose window elapsed (at-most-once: the Dying
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// mark is the only path here, and destruction removes it). NetworkTick compare, never raw uint math.
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if (haveTick && netTime.ServerTick.IsValid)
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{
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foreach (var (dying, entity) in SystemAPI.Query<RefRO<Dying>>().WithEntityAccess())
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{
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var until = new NetworkTick(dying.ValueRO.UntilTick);
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if (until.IsValid && !until.IsNewerThan(netTime.ServerTick))
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ecb.DestroyEntity(entity);
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}
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}
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if ((negatedThisTick != 0u || punishesThisTick != 0u) && SystemAPI.HasSingleton<DevTelemetry>())
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{
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var telem = SystemAPI.GetSingletonRW<DevTelemetry>();
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telem.ValueRW.DashIFrameNegatedHits += negatedThisTick;
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telem.ValueRW.ChargerWhiffPunishesLanded += punishesThisTick;
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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}
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}
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}
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