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05 — Hit auth and combat pipeline

Feel on the client, power on the server. Melee Drive / Precision Fire / Kinetic Flow contracts.

  • FS-ARCH-013 Hybrid hit auth
  • FS §8 Combat rhythm, §9 Damage
  • GDD: Hybrid Perspective Kinetic Combat Engine, Complete Damage Formula Bible, Combat Mechanics & TTK
sequenceDiagram
  participant Client
  participant Server
  Client->>Client: Same-frame presentation VFX
  Client->>Server: Hit claim / ability activate
  Server->>Server: GT rewind or trace validate
  Server->>Server: Apply GE damage pipeline
  Server->>Client: Replicate vitality / cues

Geometric hit-auth (rewind / cadence / LOS) stays on the Game Thread in TFACombat / TFAWeapons. Statistical anti-cheat, economy/marketplace fraud signals, and case-log writes go to MonetaryPlatform UAntiCheatSubsystem off the hot GE path (workers; FS-ARCH-012 / FS-ARCH-013). Combat never owns the case store; it only submits worker signals.

  • Design locks in GDD + FS for TTK, channels, pipelines
  • ADDON parkour movement GAs (not full combat pipeline)
  • Lyra ShooterCore hit path as temporary playable baseline
  • SKG available for wrap
  • TFACombat spine: hit-auth + GE damage pipeline host
  • TFAMelee (Plugify): Melee Drive / Counter
  • TFASingularity (Plugify): Kinetic Flow + Singularity (GA_TFA_SingularityTakedown, DA_TFA_SingularityBursts)
  • TFAWeapons (Plugify): Precision Fire / Firehand — kill credit via Core messages
  • Implement FS-DMG pipeline order exactly
  • Wire SKG / Firehand presentation without letting client own power
  • Tick off by default; no client Tick applying hits/Flow (FS-ARCH-014 / AC-ARCH-004)
  • AC-CMB-001, AC-DMG-001, AC-ARCH-* hit-auth + Tick checks