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feat(property): zone position and build height come from PropertyTemplate
DownloadPropertyData sent the same zonePosition (548, 406, 178) and a maxBuildHeight of 128 for every property. Both now come from the property's PropertyTemplate row (zoneX/zoneY/zoneZ, maxBuildHeight), the same row the template ID, vendor map and spawn name already come from. A map with no row still sends the old values. Live rows: Avant Gardens small (1150) keeps 548/406/178 and 128; Avant Gardens medium (1151) is 428/413/82 with a build height of 256; the Nimbus Station (1250, 1251), Gnarled Forest (1350) and Forbidden Valley (1450) properties get their own positions with 128. Check in game: on the medium Avant Gardens property (1151) models can be placed higher than before (up to 256), and on the small one (1150) the limit is unchanged; on the other worlds' properties the property screens (plaque, news/claim UI) still show and building works as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -25,7 +25,11 @@ void CDPropertyTemplateTable::LoadValuesFromDatabase() {
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static_cast<uint32_t>(tableData.getIntField("id", -1)),
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static_cast<uint32_t>(tableData.getIntField("mapID", -1)),
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static_cast<uint32_t>(tableData.getIntField("vendorMapID", -1)),
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tableData.getStringField("spawnName", "")
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tableData.getStringField("spawnName", ""),
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tableData.getFloatField("zoneX", 548.0f),
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tableData.getFloatField("zoneY", 406.0f),
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tableData.getFloatField("zoneZ", 178.0f),
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tableData.getFloatField("maxBuildHeight", 128.0f)
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};
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entries.push_back(entry);
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@@ -6,6 +6,12 @@ struct CDPropertyTemplate {
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uint32_t mapID;
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uint32_t vendorMapID;
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std::string spawnName;
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// Sent to the client in DownloadPropertyData; the defaults are what was sent
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// for every property before these columns were read
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float zoneX = 548.0f;
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float zoneY = 406.0f;
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float zoneZ = 178.0f;
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float maxBuildHeight = 128.0f;
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};
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class CDPropertyTemplateTable : public CDTable<CDPropertyTemplateTable, std::vector<CDPropertyTemplate>> {
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