2aebc37115
Cone/SpecialSlam damage lands at its visual contact via ConeContactPending (knob 32, 0=legacy; early-flush + resolve re-validate; death + BOTH class-swap paths drop armed pendings — fixes the shipped melee death-strand in the same stroke). Zones: [GhostField] Caster/Radius/NextTick + ZoneTelegraphSystem (Geyser latch contract on InterpolationTick; rim = true radius; arm grows, persistent phase drains). Cone cues latch to contact (FireStartRaw, C14); TuningConfig.Defaults() fallback at client cue sites (release-build timing fix). G4: SaturationMath ally-FX degrade (living-enemy census, solo-exempt; enemy telegraphs structurally exempt) + CombatStressDebug + overlay saturation rows. Reviews wf_98bf1268 (13 confirmed folded) / wf_9757d214 (5 confirmed fixed). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
23 lines
1.1 KiB
C#
23 lines
1.1 KiB
C#
#if UNITY_EDITOR
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>07-21 G4 (review wf_98bf1268) — editor-only saturation-stress toggle, flipped by the DebugOverlay
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/// row. While ON, CombatFeedbackSystem synthesizes the ally attack package at 3 orbiting fake-caster positions
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/// (the 4-player worst case without 4 connections). Lives in the Debug family, NOT FeelConfig —
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/// FeelProfileService.SaveCurrent snapshots every FeelConfig field and a captured profile would re-arm stress
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/// mode on Apply (review finding). Resets on play-enter per the static-presentation-bridge ★ rule (statics
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/// survive fast-enter-playmode reloads; a leaked-on flag would spew phantom ally FX with no overlay in
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/// Game.unity to clear it).</summary>
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public static class CombatStressDebug
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{
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/// <summary>While true, CombatFeedbackSystem emits the fake-caster ally-FX package every ~0.5 s.</summary>
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public static bool StressAllyFx;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void ResetOnEnterPlayMode() => StressAllyFx = false;
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}
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}
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#endif
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