using Unity.Entities; namespace ProjectM.Simulation { /// /// The player's "unarmed" / base ability id, baked from PlayerAuthoring.PrimaryAbility. Restored into /// .Id by EquipSystem when a weapon is unequipped. NOT replicated (it never changes, /// so a [GhostField] would waste snapshot bytes and there is no client consumer). AbilityRef itself cannot /// serve double duty because EquipSystem overwrites AbilityRef.Id when a weapon is equipped — this preserves /// the immutable default to fall back to. Server-read only. /// public struct DefaultAbility : IComponentData { /// The (as a byte) the player fires with no weapon equipped. public byte Id; } }