using Unity.Entities; using Unity.NetCode; namespace ProjectM.Simulation { /// /// Hit points for any damageable ghost (players, training dummies). Server-authoritative: /// only server systems write ; clients receive it via the [GhostField] /// for display and prediction reconciliation. is baked identically on both /// worlds and is not replicated. Added by PlayerBaker / TrainingDummyBaker. /// public struct Health : IComponentData { /// Current hit points. Replicated for display and reconciles the predicted value against the server's authoritative state. [GhostField] public float Current; /// Maximum hit points. Baked identically on client and server; not replicated. public float Max; } }