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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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@@ -806,6 +806,15 @@ std::optional<std::vector<int32_t>> DestroyableComponent::GetLevelFactions(const
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return factions;
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}
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std::optional<int32_t> DestroyableComponent::GetLevelLootMatrix(const Entity& entity) {
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if (entity.HasVar(u"smashable_loot_matrix_set") && !entity.GetVar<bool>(u"smashable_loot_matrix_set")) return std::nullopt;
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if (!entity.HasVar(u"smashable_loot_matrix")) return std::nullopt;
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const auto lootMatrix = entity.GetVar<int32_t>(u"smashable_loot_matrix");
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if (lootMatrix == -1) return std::nullopt;
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return lootMatrix;
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}
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void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
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m_FactionIDs.clear();
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m_EnemyFactionIDs.clear();
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