namespace SVSim.BattleNode.Protocol;
///
/// Wire value of turnState on BattleStart / TurnEnd frames: which side acts first.
/// The client reads it via Convert.ToInt32 (RealTimeNetworkAgent.cs "turnState"
/// case) into NetworkUserInfoData.TurnState, so it serializes as the underlying int via
/// .
///
public enum TurnState
{
/// This side takes the first turn.
First = 0,
/// This side takes the second turn.
Second = 1,
}