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>
This commit is contained in:
Aaron Kimbrell
2026-10-01 08:34:28 -05:00
parent a4f1b974c8
commit 43b99b730f
10 changed files with 42 additions and 5 deletions

View File

@@ -49,11 +49,16 @@ ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity, const
m_ImmuneToStunMoveCount = 0;
m_ImmuneToStunTurnCount = 0;
m_ImmuneToStunUseItemCount = 0;
}
if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
// After the physics config: a character's body, in the physics component's group
void ControllablePhysicsComponent::LoadConfigData() {
PhysicsComponent::LoadConfigData();
if (m_Parent->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
return;
if (entity->GetLOT() == 1) {
if (m_Parent->GetLOT() == 1) {
LOG("Using patch to load minifig physics");
float radius = 1.5f;