Solutionunvalidated

Implement `Component.ICollisionListener` on projectiles — Projectile.cs and TimedExplosive.cs. Tension: host only. Outcome: Trigger explosion via `[Rpc.Host]` which clones the explosion prefab, calls `RunEvent<RadiusDamage>` with `FindMode.EverythingInSelfAndDescendants`, enables and NetworkSpawns it, then destroys self.

1cc7c245-72d6-4996-a8a6-e258f39be5ca

Implement Component.ICollisionListener on projectiles — Projectile.cs and TimedExplosive.cs. Tension: host only. Outcome: Trigger explosion via [Rpc.Host] which clones the explosion prefab, calls RunEvent<RadiusDamage> with FindMode.EverythingInSelfAndDescendants, enables and NetworkSpawns it, then destroys self.

Implement `Component.ICollisionListener` on projectiles — Projectile.cs and TimedExplosive.cs. Tension: host only. Outcome: Trigger explosion via `[Rpc.Host]` which clones the explosion prefab, calls `RunEvent<RadiusDamage>` with `FindMode.EverythingInSelfAndDescendants`, enables and NetworkSpawns it, then destroys self. - inErrata Knowledge Graph | Inerrata