using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Phase 1 (B3): the enemy corpse window. Stamped ONCE by HealthApplyDamageSystem on the lethal
/// 0-crossing (server-only, never replicated — clients derive the death read from the replicated
/// Health.Current<=0); the entity is destroyed when ServerTick reaches .
/// While present the enemy is a CORPSE: every actor pass (AI move/windup/contact, boss kit), every
/// LIVING count (room clear, HUD Remaining, MaxAlive fit, summon cap, siege cleared) and every target
/// snapshot (projectiles, melee, turrets, auto-aim, aggro) must skip it — a corpse neither acts, counts,
/// nor soaks hits (design review wf_fd177263: all counts were entity-count based, all snapshots unfiltered).
///
public struct Dying : IComponentData
{
/// Server tick the corpse despawns (via TickUtil.NonZero; compared via NetworkTick).
public uint UntilTick;
}
}