05 — Hit auth and combat pipeline
Intent
Section titled “Intent”Feel on the client, power on the server. Melee Drive / Precision Fire / Kinetic Flow contracts.
Anchors
Section titled “Anchors”- 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
Target flow
Section titled “Target flow”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