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2026-06-03 13:46:13 -07:00
parent e362aaeb43
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namespace ProjectM.Simulation
{
/// <summary>
/// Active input-scheme ids for the local player, streamed in <see cref="PlayerInput.Scheme"/> so the
/// server can apply aim-assist only to gamepad shots while leaving precise mouse aim exact.
/// <para>
/// A plain <c>byte</c> (not an <c>enum</c>) deliberately: this value is compared inside the
/// Burst-compiled <c>AbilityFireSystem</c>, and cross-assembly <c>enum</c> use inside Burst code has
/// tripped the Burst type-hash internal compiler error in this project before (see CLAUDE.md /
/// ProjectileClassificationSystem). Integer consts are Burst-safe and replicate as a single byte.
/// </para>
/// </summary>
public static class InputSchemeId
{
/// <summary>Mouse + keyboard: aim is the cursor direction; shots are precise (no auto-target assist).</summary>
public const byte KeyboardMouse = 0;
/// <summary>Gamepad: aim is the right-stick direction; the server applies the auto-target assist cone.</summary>
public const byte Gamepad = 1;
}
}