using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Baked singleton holding the entity reference to the projectile ghost prefab. Present in both
/// client and server worlds (the prefab is a predicted ghost), so AbilityFireSystem can instantiate
/// it deterministically during prediction on either side. Authored once via ProjectileSpawnerAuthoring;
/// AbilityFireSystem reads the prefab's baked Projectile component for Speed/Damage/Range. Not replicated.
///
public struct ProjectileSpawner : IComponentData
{
/// The projectile ghost prefab to instantiate when a player fires.
public Entity Prefab;
}
}