Slice 2 (WIP): class carrier (GoInGameRequest.ClassId) + Warrior cone archetype

The per-player class travels on GoInGameRequest.ClassId (client reads a ClassSelection
singleton); GoInGameServerSystem seeds the class at spawn via ClassTraits (AbilityRef +
permanent trait StatModifiers on a reserved ClassSourceId; CharacterStatsRef stays Default
so the DRG-asymmetry deltas ride the replicated OwnerSendType.All buffer). AbilityFireSystem
gains the aim-directed Cone archetype: cooldown predicted both worlds, server-only cone
damage to living enemies (same-tick, SourceTick-stamped, like the melee cleave). 345/345.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-18 00:30:20 -07:00
parent d9d67c4e78
commit a7fdd6f71d
9 changed files with 127 additions and 9 deletions
+5 -1
View File
@@ -76,9 +76,13 @@ namespace ProjectM.Simulation
// inline mods share that one id and are stripped target-agnostically via
// TimedModifierUtil.RemoveBySourceId on unequip/swap. Full StatModifier SourceId map (keep DISJOINT):
// 0u = pickups + debug-injection; 0x00A0E711 = ability-damage upgrade; 0x00DEB061 = debug stat command;
// 0x00E91000.. = equipment (4 slots).
// 0x00E91000.. = equipment (4 slots); 0x00C1A550.. = class traits (Slice 2, permanent).
/// <summary>Base for per-slot equipment SourceIds; slot i tags its mods with <c>EquipSourceIdBase + i</c>.</summary>
public const uint EquipSourceIdBase = 0x00E91000u;
/// <summary>Slice 2: base SourceId for a class's permanent trait StatModifiers (Warrior/Ranger seeds).
/// DISJOINT from equipment/upgrade/debug ranges; class traits are NEVER stripped (permanent per session).</summary>
public const uint ClassSourceId = 0x00C1A550u;
}
}