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>
This commit is contained in:
Aaron Kimbrell
2026-09-28 23:34:30 -05:00
parent 721925add0
commit 54cd9abd7a
4 changed files with 54 additions and 0 deletions

View File

@@ -493,6 +493,13 @@ void Entity::Initialize() {
comp->SetFaction(levelFactions->front(), true);
for (const auto faction : *levelFactions | std::views::drop(1)) comp->AddFaction(faction, true);
}
// Level files can give a smashable its own loot matrix in place of the template's
const auto levelLootMatrix = DestroyableComponent::GetLevelLootMatrix(*this);
if (!m_Character && levelLootMatrix) {
comp->SetLootMatrixID(levelLootMatrix.value());
Loot::CacheMatrix(levelLootMatrix.value());
}
}
const auto characterID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::CHARACTER);