using Unity.Entities; namespace ProjectM.Simulation { /// /// Dev god-mode marker for a player: while ENABLED, the server skips all damage to this entity /// (HealthApplyDamageSystem early-outs, exactly like the respawn-invuln window). A server-only /// ENABLEABLE component (NOT a [GhostField]) — the server is authoritative; the client never needs it. /// Baked PRESENT but DISABLED on the player prefab (mirrors the Dead gate) so toggling it is a bit /// flip, never a structural change / sync point. Toggled by the editor-only DebugCommandReceiveSystem. The /// type is unconditional (it is referenced by the always-compiled HealthApplyDamageSystem); in a player build /// nothing ever enables it, so the guard is a harmless always-false branch. /// public struct DebugGodMode : IComponentData, IEnableableComponent { } }