using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Hit-test radius (world units) for a damageable entity. Baked identically on client and server
/// from authoring so projectile collision is deterministic; consumed server-side by
/// ProjectileDamageSystem to decide whether a projectile struck this entity. Not replicated.
///
public struct HitRadius : IComponentData
{
/// Collision radius in world units; the projectile hit test compares planar (XZ) distance against this.
public float Value;
}
}