using Unity.Entities; namespace ProjectM.Simulation { /// /// Hit-test radius (world units) for a damageable entity. Baked identically on client and server /// from authoring so projectile collision is deterministic; consumed server-side by /// ProjectileDamageSystem to decide whether a projectile struck this entity. Not replicated. /// public struct HitRadius : IComponentData { /// Collision radius in world units; the projectile hit test compares planar (XZ) distance against this. public float Value; } }