Netcode Bootstrap
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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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/// Per-player movement tunables, baked from authoring. Identical on client (re-prediction) and
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/// server so movement is deterministic. Not replicated.
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/// </summary>
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public struct PlayerMoveStats : IComponentData
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{
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/// <summary>Planar movement speed in units/second.</summary>
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public float MoveSpeed;
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/// <summary>Max turn rate (radians/second) when rotating toward the facing direction.</summary>
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public float TurnRateRadiansPerSec;
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}
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}
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