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Add an excerpt about entity flags into the book. #21

@Exiled1

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@Exiled1

Currently we have a pattern that goes something like

#[derive(Component, ...)]
struct PlayerFlag;

that gets used by the plugin to retrieve an entityID for an item that they've added components to. We use this pattern instead of attaching state to the ClientState, I think it would be good to explain that that pattern exists so that developers can choose whether or not their plugin entry structs hold state or not.

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