Further Tests & Progress
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@@ -50,6 +50,8 @@ namespace ProjectM.Authoring
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AttackCooldownTicks = authoring.AttackCooldownTicks,
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});
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AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
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AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked)
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AddComponent<AttackWindup>(entity); // replicated telegraph signal (zero = not winding up)
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}
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}
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}
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@@ -67,6 +67,8 @@ namespace ProjectM.Authoring
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// Empty replicated modifier stack (grown by upgrades/pickups/debug hook, server-authoritative).
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AddBuffer<StatModifier>(entity);
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// Server-only expiry tracker for timed buffs (paired with a StatModifier by SourceId; not replicated).
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AddBuffer<TimedModifier>(entity);
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// Combat: server-authoritative health (Current replicated for display), the player's
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// damageable hit radius, predicted cooldown state, and the per-tick damage inbox.
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