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Additive socket data model per Phase1_Combat_Gym_Build_Spec §3 (no behaviour; legacy AbilityRef/AbilityCooldown left intact for the step-2 migration): - AbilitySocket: cold per-socket loadout buffer (EquipmentSlot-modelled, [GhostField] byte SparkId, SendToOwnerType.All, 4 rows baked empty). - SocketCooldown: hot owner-predicted per-socket cooldown (4x [GhostField] uint + Burst-safe switch indexer; SendToOwnerType.All for remote ability-feel parity with AbilityCooldown). - FrameId: replicated [GhostField] byte frame/class signal (SendToOwner; the class source the socket model needs since no single ability id maps 1:1 to a class). Baked onto the player ghost in PlayerAuthoring. L1 clean compile + domain reload. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 lines
59 B
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