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fix(factions): override_faction 0 keeps the template's factions
The client (LWODestroyableComponent::LoadConfigData 0x00c44cb0) uses a level object's set_faction only when override_faction is absent or true; with override_faction=0 LoadDataFromTemplate (0x00c9f900) puts the DestructibleComponent factionList back. 2948 level objects have override_faction=0, and DLU applied their set_faction anyway. The resolution is now DestroyableComponent::GetLevelFactions, with tests. No wire change. In game: enemies and smashables placed in levels with a set_faction but override_faction=0 (most smashables, many enemies) are targeted and aggro as before for the common case; check a few enemies in AG/GF/FV still fight you and friendly objects are not attacked, and that smashables still smash and give credit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -790,6 +790,22 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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m_Parent->Kill(owner, killType);
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}
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std::optional<std::vector<int32_t>> DestroyableComponent::GetLevelFactions(const Entity& entity) {
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if (!entity.HasVar(u"set_faction")) return std::nullopt;
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// override_faction defaults to true when set_faction is there; false keeps the template's factions
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if (entity.HasVar(u"override_faction") && !entity.GetVar<bool>(u"override_faction")) return std::nullopt;
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// Many values have a trailing space ("6 ")
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std::vector<int32_t> factions;
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for (const auto& semicolonSplit : GeneralUtils::SplitString(entity.GetVarAsString(u"set_faction"), ';')) {
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for (const auto& faction : GeneralUtils::SplitString(semicolonSplit, ' ')) {
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const auto factionToAdd = GeneralUtils::TryParse<int32_t>(faction);
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if (factionToAdd) factions.push_back(factionToAdd.value());
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}
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}
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return factions;
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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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