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