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;
}
}