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

@@ -377,6 +377,14 @@ public:
*/
static std::optional<std::vector<int32_t>> GetLevelFactions(const Entity& entity);
/**
* The loot matrix a level object's smashable_loot_matrix gives it in place of the template's LootMatrixIndex,
* resolved as the client does (LWODestroyableComponent::LoadConfigData 0x00c44cb0): used when
* smashable_loot_matrix_set is true or absent, unless the matrix is -1.
* @return the loot matrix, or nullopt when the template's stays
*/
static std::optional<int32_t> GetLevelLootMatrix(const Entity& entity);
/**
* Returns the ID of the entity that killed this entity, if any
* @return the ID of the entity that killed this entity, if any