Vault Re-Alignment
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@@ -16,5 +16,11 @@ namespace ProjectM.Simulation
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/// <summary>NetworkId of the firing player that caused this hit (attribution / self-hit filtering upstream).</summary>
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public int SourceNetworkId;
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/// <summary>Raw ServerTick at which this hit logically LANDS (the appending tick), stamped via
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/// <c>TickUtil.NonZero</c> at every append site (0 = unstamped). The dash i-frame negation compares it
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/// against the dashing player's <c>DashState</c> window, so a strike appended a tick before it is
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/// drained is judged against the tick it was AUTHORED, not the tick it was applied.</summary>
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public uint SourceTick;
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}
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}
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