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