first pass at enemy upgrades
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@ -73,6 +73,11 @@ namespace TD.Gameplay
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// the goal). Without this, every zone crossing was counted as a leak; only
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// the originating player should be credited a leak per the design.
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private PlayerSlot originZone = PlayerSlot.None;
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/// <summary>The zone (player) this enemy was originally spawned for — see
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/// <see cref="InitializeServer"/>. Used by on-death abilities (e.g. Split on Death) so
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/// spawned children preserve the same leak attribution as their parent.</summary>
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public PlayerSlot OriginZone => originZone;
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// Latches once the enemy has crossed its origin zone's leak volume, so we
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// never double-count a leak if the enemy re-enters its origin (rare but
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// possible if pathing is dynamic).
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