using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// One pending hit against a damageable entity, queued as a per-entity buffer element. The server
/// appends a DamageEvent when a projectile hits (ProjectileDamageSystem), then HealthApplyDamageSystem
/// drains the buffer once per tick to subtract from Health. Buffering decouples hit detection from
/// health resolution and lets multiple simultaneous hits accumulate before being applied. Not
/// replicated — only Health.Current is a GhostField; the buffer is server-side and cleared each tick.
///
public struct DamageEvent : IBufferElementData
{
/// Damage to subtract from the target's Health.Current (world health units).
public float Amount;
/// NetworkId of the firing player that caused this hit (attribution / self-hit filtering upstream).
public int SourceNetworkId;
/// Raw ServerTick at which this hit logically LANDS (the appending tick), stamped via
/// TickUtil.NonZero at every append site (0 = unstamped). The dash i-frame negation compares it
/// against the dashing player's DashState window, so a strike appended a tick before it is
/// drained is judged against the tick it was AUTHORED, not the tick it was applied.
public uint SourceTick;
}
}