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