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2026-06-04 00:06:18 -07:00
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using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Client -&gt; server request to upgrade the sender's ability damage one tier, spending Aether from the
/// shared ledger. A one-off RPC. The server grows a single damage <see cref="StatModifier"/> on the
/// player (replace-by-SourceId so the buffer stays bounded), which StatRecomputeSystem folds into
/// EffectiveAbilityStats.Damage on both worlds — no new replicated component.
/// </summary>
public struct AbilityUpgradeRequest : IRpcCommand { }
}