refactor: Update log category names for consistency across game framework components
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@@ -6,6 +6,9 @@
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DEFINE_LOG_CATEGORY_STATIC(LogStateManager, Log, All);
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// Stub variable for combat encounter check (would come from GS_CoreGameState binding).
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namespace { bool bEncounterActive = false; }
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UBPC_StateManager::UBPC_StateManager()
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{
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PrimaryComponentTick.bCanEverTick = true;
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@@ -285,6 +288,3 @@ EHeartRateTier UBPC_StateManager::GetHeartRateTier(float BPM)
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if (BPM < 160.0f) return EHeartRateTier::Panic;
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return EHeartRateTier::Critical;
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}
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// Stub variable for combat encounter check (would come from GS_CoreGameState binding).
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namespace { bool bEncounterActive = false; }
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