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chore: cleanup pointer management for LDF data (#1995)
* change network settings from vector to LwoNameValue * move settings on Entity to managed memory * Migrate more members * chore: remove pointer leakage from raw ldf pointers * feedback * fix ci
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@@ -23,7 +23,7 @@ void BaseEnemyMech::OnDie(Entity* self, Entity* killer) {
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NiPoint3 newLoc = { controlPhys->GetPosition().x, dpWorld::GetNavMesh()->GetHeightAtPoint(controlPhys->GetPosition()), controlPhys->GetPosition().z };
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EntityInfo info = EntityInfo();
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std::vector<LDFBaseData*> cfg;
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LwoNameValue cfg;
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std::u16string activatorPosStr;
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activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().x));
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activatorPosStr.push_back(0x1f);
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@@ -31,8 +31,7 @@ void BaseEnemyMech::OnDie(Entity* self, Entity* killer) {
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activatorPosStr.push_back(0x1f);
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activatorPosStr += (GeneralUtils::to_u16string(controlPhys->GetPosition().z));
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LDFBaseData* activatorPos = new LDFData<std::u16string>(u"rebuild_activators", activatorPosStr);
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cfg.push_back(activatorPos);
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cfg.Insert<std::u16string>(u"rebuild_activators", activatorPosStr);
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info.lot = qbTurretLOT;
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info.pos = newLoc;
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info.rot = controlPhys->GetRotation();
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