Initial Combat Implementation
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// A world pickup that, on player overlap, grants one StatModifier (server-authoritative) and is then
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/// destroyed. Mirrors a single StatModifier payload (Target/Op as bytes). The pickup is an
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/// interpolated ghost so clients see and despawn it; the grant is applied by UpgradePickupSystem.
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/// </summary>
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public struct UpgradePickup : IComponentData
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{
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public byte Target; // StatTarget
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public byte Op; // ModOp
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public float Value;
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public uint SourceId;
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}
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}
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