fix: constructions keep pending changes of five more components

The level, forced movement, possessable, possessor and combat AI parts
are each read behind a flag bit (LWOLevelProgressionComponent::
Deserialize 0x00c63bd0 and the others). DLU cleared their dirty flags
when it wrote a construction, which goes only to the client the object
came into range of, so a change waiting for the next update never
reached the clients already watching: a level up, a mount or dismount,
a rail ride.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-11-10 13:26:31 -06:00
parent 7893185cad
commit 1382606bd1
6 changed files with 39 additions and 6 deletions

View File

@@ -14,7 +14,7 @@ void PlayerForcedMovementComponent::Serialize(RakNet::BitStream& outBitStream, b
outBitStream.Write(m_PlayerOnRail);
outBitStream.Write(m_ShowBillboard);
}
m_DirtyInfo = false;
if (!bIsInitialUpdate) m_DirtyInfo = false;
}
void PlayerForcedMovementComponent::Allocator(Entity& entity, ObjectLoadState& state) {