a335ca3f21b390a3f5e5feaedd01c9833cde1d49
Every enemy kind now has a unique read on the existing replicated state (client-only, zero netcode): - Telegraph COLOURS per EnemyTelegraph.Kind: grunt orange, charger crimson (boss shares it - shapes already differ: cone/wedge/ring), spitter toxic-green lane, swarmer yellow. Shapes were already per-kind; they all rendered the same HDR red. - Windup VOICES at the onset edge (the existing _prevWindup edge + strike-beep distance gate): grunt low thud, charger rising roar, spitter wet hiss, swarmer chitter - kinds read by EAR before the telegraph ramps. - Projectile light colour by ownership in DynamicLightSystem: owned shots stay player-cyan, un-owned (Spitter spit) glows toxic green (EnemyProjectileColor knob). Verified live: 12 s combat histogram shows zones rendering with EnemyDanger_K0 (grunt) + EnemyDanger_K1 (charger) materials keyed to real windups (screenshot); 466/466 EditMode; console clean. Remaining distinctness depth (per-kind anim clips, creature locomotion) rides the parallel Blender workstream. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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