revert(world): the edit mode world

This reverts commit f6914940. The client's level editor builds a zone's objects
itself from its own files, so a world server that constructs none of them has no use.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-11-10 18:37:23 -06:00
parent a4c4c24a5c
commit 3526ee2eb0
14 changed files with 14 additions and 219 deletions

View File

@@ -47,7 +47,7 @@ Level::Level(Zone* parentZone, const std::string& filepath, int32_t sceneID) {
static_cast<LevelFile::ChunkHeader&>(header) = chunkHeader;
m_ChunkHeaders.insert(std::make_pair(id, header));
}
LoadSceneObjects(levelFile.objects, m_SceneID);
LoadSceneObjects(levelFile.objects);
}
void Level::MakeSpawner(const SceneObject& obj, int32_t sceneID) {
@@ -120,18 +120,7 @@ void Level::MakeSpawner(const SceneObject& obj, int32_t sceneID) {
Game::zoneManager->MakeSpawner(spawnInfo);
}
void Level::LoadSceneObjects(const std::vector<SceneObject>& objects, const int32_t sceneID) {
// Edit mode: the GM's client has the level's objects from its own files, so none is made here. The oldest files
// keep the spawn point in an object, which is still read.
if (Game::zoneManager->GetEditMode()) {
for (const auto& obj : objects) {
if (obj.lot != LOT_MARKER_PLAYER_START) continue;
Game::zoneManager->GetZoneMut()->SetSpawnPos(obj.position);
Game::zoneManager->GetZoneMut()->SetSpawnRot(obj.rotation);
}
return;
}
void Level::LoadSceneObjects(const std::vector<SceneObject>& objects) {
CDFeatureGatingTable* featureGatingTable = CDClientManager::GetTable<CDFeatureGatingTable>();
CDFeatureGating gating;
@@ -192,7 +181,7 @@ void Level::LoadSceneObjects(const std::vector<SceneObject>& objects, const int3
}
if (obj.lot == 176) { //Spawner
MakeSpawner(obj, sceneID);
MakeSpawner(obj, m_SceneID);
} else { //Regular object
EntityInfo info;
info.spawnerID = 0;
@@ -202,7 +191,7 @@ void Level::LoadSceneObjects(const std::vector<SceneObject>& objects, const int3
info.rot = obj.rotation;
info.settings = obj.settings;
info.scale = obj.scale;
info.scene = sceneID;
info.scene = m_SceneID;
Game::entityManager->CreateEntity(info);
}
}