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feat(entity): the client's spawner component (10) on spawner objects
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -95,6 +95,7 @@
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#include "GateRushComponent.h"
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#include "FactionTriggerComponent.h"
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#include "RocketLandingComponent.h"
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#include "SpawnerComponent.h"
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#include "PathfindingComponent.h"
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#include "PhysicsSystemComponent.h"
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#include "VehiclePhysicsComponent.h"
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@@ -1020,6 +1021,12 @@ void Entity::Initialize() {
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if (id > -1) AddComponent<PhysicsSystemComponent>(id);
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break;
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}
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case eReplicaComponentType::SPAWNER: {
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// A spawner object's spawner component, from the registry as the client makes it
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const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::SPAWNER, -1);
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if (id > -1) AddComponent<SpawnerComponent>(id);
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break;
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}
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case eReplicaComponentType::ROCKET_LANDING: {
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// LWORocketAnimationControlComponent: the client makes it from the registry
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const auto id = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::ROCKET_LANDING, -1);
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17
dGame/dComponents/SpawnerComponent.h
Normal file
17
dGame/dComponents/SpawnerComponent.h
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@@ -0,0 +1,17 @@
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#ifndef SPAWNERCOMPONENT_H
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#define SPAWNERCOMPONENT_H
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* The spawner component (10) of a spawner object (LOT 176), made from the registry as the client makes it.
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*/
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class SpawnerComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SPAWNER;
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SpawnerComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {}
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};
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#endif // SPAWNERCOMPONENT_H
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