Initial Combat Implementation
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Which authored ability definition occupies this entity's primary slot - a light replicated key
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/// into the AbilityDatabase blob, replacing M2's inlined AbilityStats values. Replicated so an
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/// ability swap is server-authoritative and prediction-correct. <c>Id</c> stores an <see cref="AbilityId"/>.
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/// </summary>
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public struct AbilityRef : IComponentData
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{
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[GhostField] public byte Id;
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}
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}
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