Spawn hider statues in resolution phase for classic mode too
Classic hit path now captures a statue record like conversion does; rename the statue infrastructure (CaptureStatue/SpawnStatues/ DespawnStatues/_statueRecords) since it is no longer conversion-only. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -5,8 +5,8 @@ using Chameleon.Components;
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/// <summary>
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/// A frozen, painted "statue" of a hider at the exact spot / stance / painting it held the moment it was
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/// CONVERTED into a hunter (Conversion mode only); <see cref="MatchManager"/> captures those on the
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/// conversion and spawns one statue per converted hider at Resolution start. Purely presentational (no
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/// hit (Conversion: converted into a hunter; Classic: marked found); <see cref="MatchManager"/> captures
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/// those on the hit and spawns one statue per hit hider at Resolution start. Purely presentational (no
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/// controller / collision / role) and a dedicated prefab, NOT a <see cref="NetworkPlayerSetup"/> avatar -
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/// so it never pollutes the scoreboard, per-client visibility matrix or resolution X-ray reveal.
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///
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@@ -24,7 +24,7 @@ public class MatchStatue : NetworkBehaviour
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[Min(0f)]
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[SerializeField] private float poseSettle = 0.35f;
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// Server-only handoff from MatchManager.SpawnConversionStatues, consumed in OnNetworkSpawn / the first
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// Server-only handoff from MatchManager.SpawnStatues, consumed in OnNetworkSpawn / the first
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// ready frame. The paint may be null (capture failed) -> the statue stays on the blank seed look.
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private byte[] _serverPaint;
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private int _serverPoseIndex;
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