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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/// Which authored character-stats definition this entity uses - a light key into the CharacterStats
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/// blob, replacing M2's inlined PlayerMoveStats values. Not replicated (baked identically on both
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/// worlds); promote to a GhostField if runtime character changes are ever needed. <c>Id</c> stores a
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/// <see cref="CharacterId"/>.
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/// </summary>
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public struct CharacterStatsRef : IComponentData
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{
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public byte Id;
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}
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}
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