CC Package and Physics
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@@ -10,7 +10,7 @@ namespace ProjectM.Simulation
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/// AbilityRef / CharacterStatsRef) with its replicated StatModifier buffer into the
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/// EffectiveAbilityStats / EffectiveCharacterStats components - every predicted tick, on both worlds.
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///
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/// Runs at the head of the predicted group (UpdateBefore PlayerAimSystem and PlayerMoveSystem;
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/// Runs at the head of the predicted group (UpdateBefore PlayerAimSystem;
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/// AbilityFireSystem runs after PlayerAimSystem, so it sees fresh values too). Recompute is
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/// unconditional every tick: it is a pure function of (blob base + replicated buffer), both of which
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/// are restored on rollback, so predicted and server results always agree. A dirty-flag / change
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@@ -19,7 +19,6 @@ namespace ProjectM.Simulation
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/// </summary>
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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[UpdateBefore(typeof(PlayerAimSystem))]
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[UpdateBefore(typeof(PlayerMoveSystem))]
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[BurstCompile]
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public partial struct StatRecomputeSystem : ISystem
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{
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