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feat(loot): smashables use the level's smashable_loot_matrix
A level object's smashable_loot_matrix replaces the DestructibleComponent LootMatrixIndex when smashable_loot_matrix_set is true or absent and the matrix is not -1, as the client resolves it (LWODestroyableComponent::LoadConfigData 0x00c44cb0). DLU only read the key in BaseInteractDropLootServer, so tagged smashables dropped their template's loot. Resolution in DestroyableComponent::GetLevelLootMatrix, with tests. No wire change. In game: smash level smashables that carry smashable_loot_matrix_set=1 (11 level objects in the 1.10.64 levels) and ones with a matrix but no _set key; they drop the level's loot instead of the template's. Ordinary smashables (smashable_loot_matrix_set=0) drop what they did before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -493,6 +493,13 @@ void Entity::Initialize() {
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comp->SetFaction(levelFactions->front(), true);
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for (const auto faction : *levelFactions | std::views::drop(1)) comp->AddFaction(faction, true);
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}
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// Level files can give a smashable its own loot matrix in place of the template's
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const auto levelLootMatrix = DestroyableComponent::GetLevelLootMatrix(*this);
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if (!m_Character && levelLootMatrix) {
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comp->SetLootMatrixID(levelLootMatrix.value());
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Loot::CacheMatrix(levelLootMatrix.value());
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}
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}
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const auto characterID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHARACTER);
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