using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Per-player movement tunables, baked from authoring. Identical on client (re-prediction) and
/// server so movement is deterministic. Not replicated.
///
public struct PlayerMoveStats : IComponentData
{
/// Planar movement speed in units/second.
public float MoveSpeed;
/// Max turn rate (radians/second) when rotating toward the facing direction.
public float TurnRateRadiansPerSec;
}
}