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feat(stats): coins, bricks and smashes counted by the server as live did
The passport totals for coins, bricks and enemies came from the client's ModifyPlayerZoneStatistic, which live's client sent for its per-zone counts; live's server counted the totals itself and told the client (UpdatePlayerStatistic). Now: - CurrencyCollected (the amount gained) right after every SetCurrency that raised the coins (pickups, missions, achievements, selling, activities); none for losses. Captures: 15,815 pickups + mission/achievement/vendor/ activity gains, all with the stat; no loss had one. - BricksCollected (the count) after every add to the bricks inventory the client is told about (captures: 999 of 1,010, pickups and relocations). - The kill counts go to the killer right after Die, before the loot: EnemiesSmashed when the DestructibleComponent's isnpc is set, else SmashablesSmashed for a smashable (captures: 2,766 NPC kills and 538 smashables; faction or AI don't decide it, e.g. the Banana Cluster has AI and counted as a smashable). Neither while racing. Before, every kill was a SmashablesSmashed. - ModifyPlayerZoneStatistic from the client only updates the zone counts, so nothing is counted twice. Check in game: pick up coins, sell an item, finish a mission, pick up bricks, smash a stromling and a crate; each passport number goes up by the right amount at once and stays the same after relogging (no double counts). The per-zone statistics still go up. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -743,6 +743,16 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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die.lootOwnerID = source;
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die.Send(UNASSIGNED_SYSTEM_ADDRESS);
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// Live told the killer right after Die, before the loot: EnemiesSmashed for an NPC, SmashablesSmashed for another
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// smashable. Racing counts its own (RacingSmashablesSmashed).
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if (owner && owner != m_Parent) {
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auto* killerCharacter = owner->GetComponent<CharacterComponent>();
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if (killerCharacter && !killerCharacter->GetIsRacing()) {
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if (m_IsNPC) killerCharacter->UpdatePlayerStatistic(EnemiesSmashed);
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else if (m_IsSmashable) killerCharacter->UpdatePlayerStatistic(SmashablesSmashed);
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}
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}
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//NANI?!
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if (!isPlayer) {
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if (owner != nullptr) {
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