Polishes
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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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/// SERVER-ONLY roster tag for the players conscripted into the CURRENT run — stamped on every connected
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/// player at the launch edge (Launching → room 0), removed on the Returning edge. Room advances teleport
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/// ONLY participants: a dead-respawned member (back at base) is re-conscripted on the next advance (the
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/// operator-locked default), while a mid-run late JOINER — who never readied — stays safely at base until
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/// the next Staging (spec §2.2 closed-party rule; post-impl review, confirmed medium). NOT a [GhostField];
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/// disconnect cleanup is free (the tag dies with the player ghost's LinkedEntityGroup despawn).
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/// </summary>
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public struct RunParticipant : IComponentData
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{
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}
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}
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fileFormatVersion: 2
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guid: 92795e88279d04e42af70f8ec1032cc7
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