e362aaeb43
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death gameplay systems and supporting vault docs/screenshots. Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive filesystems (Linux CI, case-sensitive macOS), not just locally where core.ignorecase=true masks the gap. Each .meta moved with its asset so GUID references are preserved. All ~1000 binaries tracked via LFS. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
18 lines
989 B
C#
18 lines
989 B
C#
namespace ProjectM.Simulation
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{
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/// <summary>
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/// Shared tick helpers for the project-wide convention that a stored raw "next tick" value of <c>0</c> means
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/// "ready / nothing pending". A computed absolute tick (<c>ServerTick + delay</c>) can legitimately equal 0 at
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/// <see cref="uint"/> wraparound, which would be misread as "ready"; <see cref="NonZero"/> coerces it to 1 (a
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/// 1-tick error only at the single wrap instant). Mirrors the guard already inlined in
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/// <see cref="RespawnMath.RespawnTick"/>, applied consistently at every cooldown/spawn "next tick" write
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/// (<c>AbilityCooldown.NextFireTick</c>, <c>EnemyAttackCooldown.NextAttackTick</c>,
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/// <c>EnemySpawner.NextSpawnTick</c>).
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/// </summary>
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public static class TickUtil
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{
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/// <summary>Coerce a computed raw tick of 0 to 1 so it never collides with the "0 = ready" sentinel.</summary>
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public static uint NonZero(uint tick) => tick == 0u ? 1u : tick;
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}
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}
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