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fix(loot): DropClientLoot positions like live
Live DropClientLoot (12,501 decoded): use_position is set only when a player is the source (1,432, all activity rewards such as the dragon, Frakjaw and BONS chests); drops from enemies, smashables and chests leave it clear, so the client spawns the loot at the source object as it sees it and falls back to spawn_position only if that object is gone (LWODestroyableComponent::GetLootSpawnPos). Coins land where they spawn (final = spawn in all 3,158 coin drops); items land 10 units away (median 9.998, uniform direction) at spawn height. DLU always set use_position and scattered everything 4.2 units away. Inferred: the 10-unit rule for player-sourced items (live spread there ranges 0-58 units, source unknown). Check: kill enemies and smash crates: coins pop out of the object, items fly about 10 units away; open an activity chest (e.g. after a dragon or Frakjaw) and the loot still appears around you. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -19,6 +19,7 @@ set(DGAMETEST_SOURCES
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"SceneGhostingTests.cpp"
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"HolidayEventsTests.cpp"
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"SetCurrencySourceTests.cpp"
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"LootDropPositionTests.cpp"
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)
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add_subdirectory(dComponentsTests)
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