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feat(entity): the client's blueprint component (24)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -90,6 +90,7 @@
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#include "CollectibleComponent.h"
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#include "ItemComponent.h"
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#include "MinifigComponent.h"
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#include "BlueprintComponent.h"
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#include "ChestComponent.h"
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#include "RebuildActivatorComponent.h"
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#include "BuildControllerComponent.h"
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@@ -994,6 +995,12 @@ void Entity::Initialize() {
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if (id > -1) AddComponent<ChestComponent>(id);
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break;
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}
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case eReplicaComponentType::BLUEPRINT: {
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// LWOBlueprintComponent: the client makes it from the registry
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const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::BLUEPRINT, -1);
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if (id > -1) AddComponent<BlueprintComponent>(id);
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break;
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}
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default:
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break;
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}
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17
dGame/dComponents/BlueprintComponent.h
Normal file
17
dGame/dComponents/BlueprintComponent.h
Normal file
@@ -0,0 +1,17 @@
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#ifndef BLUEPRINTCOMPONENT_H
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#define BLUEPRINTCOMPONENT_H
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Blueprint, as the client's LWOBlueprintComponent makes it from the registry. Nothing of it is sent or done on the server yet.
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*/
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class BlueprintComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::BLUEPRINT;
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BlueprintComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {}
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};
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#endif // BLUEPRINTCOMPONENT_H
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