diff --git a/dGame/Entity.cpp b/dGame/Entity.cpp index 150a04c0..57367616 100644 --- a/dGame/Entity.cpp +++ b/dGame/Entity.cpp @@ -541,15 +541,13 @@ void Entity::IsGhosted() { * Don't ghost big phantom physics triggers, as putting those to sleep might prevent interactions. * Don't ghost property related objects, as the client expects those to always be loaded. */ - if ( - !EntityManager::IsExcludedFromGhosting(GetLOT()) && + if (!EntityManager::IsExcludedFromGhosting(GetLOT()) && !HasComponent(eReplicaComponentType::SCRIPTED_ACTIVITY) && !HasComponent(eReplicaComponentType::MOVING_PLATFORM) && !HasComponent(eReplicaComponentType::PHANTOM_PHYSICS) && !HasComponent(eReplicaComponentType::PROPERTY) && !HasComponent(eReplicaComponentType::RACING_CONTROL) && - !HasComponent(eReplicaComponentType::VEHICLE_PHYSICS) - ) { + !HasComponent(eReplicaComponentType::VEHICLE_PHYSICS)) { m_IsGhostingCandidate = true; }