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refactor(component): physics components load in the client's phases
The physics row's collision group in LoadDataFromTemplate and the level's CollisionGroupID in LoadConfigData; each physics type then reads its own level keys and makes its physics after that, in the same order as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -49,11 +49,16 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity, const
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m_ImmuneToStunMoveCount = 0;
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m_ImmuneToStunTurnCount = 0;
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m_ImmuneToStunUseItemCount = 0;
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}
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if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
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// After the physics config: a character's body, in the physics component's group
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void ControllablePhysicsComponent::LoadConfigData() {
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PhysicsComponent::LoadConfigData();
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if (m_Parent->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
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return;
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if (entity->GetLOT() == 1) {
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if (m_Parent->GetLOT() == 1) {
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LOG("Using patch to load minifig physics");
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float radius = 1.5f;
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