chore: address code quality audit findings
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@@ -160,7 +160,6 @@ State:
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- `dialogueVolume`
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- `subtitlesEnabled`
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- `subtitleLanguage`
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- `repairRuntime`
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Audio setters clamp values between `0` and `1`, then call:
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@@ -170,8 +169,6 @@ AudioManager.getInstance().setCategoryVolume(category, nextVolume);
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This keeps UI state and browser audio state synchronized.
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Current caveat: `repairRuntime` is stored and displayed in the settings menu, but the repair game does not consume it yet. Treat it as a staged architecture hook rather than an active runtime switch.
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## Subtitle Store
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`useSubtitleStore` is intentionally tiny.
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@@ -222,13 +219,11 @@ Current overlays:
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- `GameStateDebugPanel`: compact debug UI for viewing and switching main/sub states
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- `Crosshair`: player aiming helper
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- `InteractPrompt`: interaction prompt
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- `RepairMovementLockIndicator`: indicator intended for repair movement lock
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- `RepairMovementLockIndicator`: indicator shown while repair steps lock movement
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- `HandTrackingVisualizer`: hand tracking SVG fallback/debug visualization
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- `Subtitles`: active dialogue subtitle overlay
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- `GameSettingsMenu`: options menu and settings controls
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Current caveat: `useRepairMovementLocked()` returns `false` immediately on the current branch, so the movement-lock rule and indicator exist but are disabled at runtime.
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## Regression Rules
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- Do not store per-frame values in Zustand.
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@@ -241,6 +236,4 @@ Current caveat: `useRepairMovementLocked()` returns `false` immediately on the c
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## Next Steps
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- Decide whether `repairRuntime` should be removed, implemented, or clearly labeled as experimental.
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- Re-enable or remove the repair movement-lock rule depending on desired gameplay.
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- Move broader mission orchestration into a clearer layer if intro, mission, dialogue, and cinematic branching grows.
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