using Unity.NetCode;
namespace ProjectM.Simulation
{
///
/// Client -> server request to equip an item from the sender's personal inventory into the slot the
/// catalog assigns it (). A one-off action, so it is an RPC (not a
/// per-tick predicted input); applied exactly once server-only in the plain SimulationSystemGroup. Carries
/// only the ItemId — the server derives the target slot from the catalog, so a client can't force a weapon
/// into the armor slot. Unconditional wire type (no #if); the server resolves the sender via SourceConnection.
///
public struct EquipRequest : IRpcCommand
{
/// The inventory item to equip; the server resolves its slot + effects from the catalog.
public ushort ItemId;
}
///
/// Client -> server request to unequip whatever occupies (an ),
/// returning the item to the personal inventory and stripping its effects. Unconditional wire type.
///
public struct UnequipRequest : IRpcCommand
{
/// The to clear.
public byte Slot;
}
}