- replay the shooter's combat update a second time when it launches a projectile, matching the client's own component-pass re-entry - carry the shooter's damage effect on every projectile and null a shot's target/source when either leaves the board - derive pending physical damage from the shots actually in flight instead of an incremental total, so it can never go negative - split the spawn ring's two angle registers so three- and five-unit cards land where the client puts them - attribute a combat target left at NONE to the exact site that did it, gated to report each object once - number and annotate every checksum field so a client-reported mismatch resolves straight to a name |
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|---|---|---|
| .. | ||
| auth-service | ||
| game-service | ||
| gateway | ||
| logic | ||
| logic-derive | ||
| scroll-server | ||
| service-rpc | ||
| storage | ||
| titan | ||
| titan-derive | ||