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Player forced movement component (#672)
* Split out Level progression component from Character Component This is to get to the Player forced movement Comp in a sane way * move XML to component insted of abusing charComp * use overrides should probably make everything that calls that call it correctly * fix linking issue * Add proper Player Force movement component Not used, yet
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@@ -366,53 +366,54 @@ enum eNotifyType {
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};
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enum eReplicaComponentType : int32_t {
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COMPONENT_TYPE_CONTROLLABLE_PHYSICS = 1, //!< The ControllablePhysics Component
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COMPONENT_TYPE_RENDER = 2, //!< The Render Component
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COMPONENT_TYPE_SIMPLE_PHYSICS = 3, //!< The SimplePhysics Component
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COMPONENT_TYPE_CHARACTER = 4, //!< The Character Component
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COMPONENT_TYPE_SCRIPT = 5, //!< The Script Component
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COMPONENT_TYPE_BOUNCER = 6, //!< The Bouncer Component
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COMPONENT_TYPE_BUFF = 7, //!< The Buff Component
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COMPONENT_TYPE_SKILL = 9, //!< The Skill Component
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COMPONENT_TYPE_ITEM = 11, //!< The Item Component
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COMPONENT_TYPE_VENDOR = 16, //!< The Vendor Component
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COMPONENT_TYPE_INVENTORY = 17, //!< The Inventory Component
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COMPONENT_TYPE_SHOOTING_GALLERY = 19, //!< The Shooting Gallery Component
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COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS = 20, //!< The RigidBodyPhantomPhysics Component
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COMPONENT_TYPE_COLLECTIBLE = 23, //!< The Collectible Component
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COMPONENT_TYPE_MOVING_PLATFORM = 25, //!< The MovingPlatform Component
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COMPONENT_TYPE_PET = 26, //!< The Pet Component
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COMPONENT_TYPE_VEHICLE_PHYSICS = 30, //!< The VehiclePhysics Component
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COMPONENT_TYPE_MOVEMENT_AI = 31, //!< The MovementAI Component
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COMPONENT_TYPE_PROPERTY = 36, //!< The Property Component
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COMPONENT_TYPE_SCRIPTED_ACTIVITY = 39, //!< The ScriptedActivity Component
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COMPONENT_TYPE_PHANTOM_PHYSICS = 40, //!< The PhantomPhysics Component
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COMPONENT_TYPE_MODEL = 42, //!< The Model Component
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COMPONENT_TYPE_PROPERTY_ENTRANCE = 43, //!< The PhantomPhysics Component
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COMPONENT_TYPE_PROPERTY_MANAGEMENT = 45, //!< The PropertyManagement Component
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COMPONENT_TYPE_REBUILD = 48, //!< The Rebuild Component
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COMPONENT_TYPE_SWITCH = 49, //!< The Switch Component
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COMPONENT_TYPE_ZONE_CONTROL = 50, //!< The ZoneControl Component
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COMPONENT_TYPE_PACKAGE = 53, //!< The Package Component
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COMPONENT_TYPE_PLAYER_FLAG = 58, //!< The PlayerFlag Component
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COMPONENT_TYPE_BASE_COMBAT_AI = 60, //!< The BaseCombatAI Component
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COMPONENT_TYPE_MODULE_ASSEMBLY = 61, //!< The ModuleAssembly Component
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COMPONENT_TYPE_PROPERTY_VENDOR = 65, //!< The PropertyVendor Component
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COMPONENT_TYPE_ROCKET_LAUNCH = 67, //!< The RocketLaunch Component
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COMPONENT_TYPE_RACING_CONTROL = 71, //!< The RacingControl Component
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COMPONENT_TYPE_MISSION_OFFER = 73, //!< The MissionOffer Component
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COMPONENT_TYPE_EXHIBIT = 75, //!< The Exhibit Component
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COMPONENT_TYPE_RACING_STATS = 74, //!< The Racing Stats Component
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COMPONENT_TYPE_SOUND_TRIGGER = 77, //!< The Sound Trigger Component
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COMPONENT_TYPE_PROXIMITY_MONITOR = 78, //!< The Proximity Monitor Component
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COMPONENT_TYPE_MISSION = 84, //!< The Mission Component
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COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97, //!< The LUP Launchpad Componen
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COMPONENT_TYPE_RAIL_ACTIVATOR = 104,
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COMPONENT_TYPE_POSSESSABLE = 108, //!< The Possessable Component
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COMPONENT_TYPE_LEVEL_PROGRESSION = 109, //!< The Level Progression Component
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COMPONENT_TYPE_POSSESSOR = 110, //!< The Possessor Component
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COMPONENT_TYPE_BUILD_BORDER = 114, //!< The Build Border Component
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COMPONENT_TYPE_DESTROYABLE = 1000, //!< The Destroyable Component
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COMPONENT_TYPE_CONTROLLABLE_PHYSICS = 1, //!< The ControllablePhysics Component
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COMPONENT_TYPE_RENDER = 2, //!< The Render Component
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COMPONENT_TYPE_SIMPLE_PHYSICS = 3, //!< The SimplePhysics Component
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COMPONENT_TYPE_CHARACTER = 4, //!< The Character Component
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COMPONENT_TYPE_SCRIPT = 5, //!< The Script Component
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COMPONENT_TYPE_BOUNCER = 6, //!< The Bouncer Component
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COMPONENT_TYPE_BUFF = 7, //!< The Buff Component
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COMPONENT_TYPE_SKILL = 9, //!< The Skill Component
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COMPONENT_TYPE_ITEM = 11, //!< The Item Component
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COMPONENT_TYPE_VENDOR = 16, //!< The Vendor Component
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COMPONENT_TYPE_INVENTORY = 17, //!< The Inventory Component
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COMPONENT_TYPE_SHOOTING_GALLERY = 19, //!< The Shooting Gallery Component
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COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS = 20, //!< The RigidBodyPhantomPhysics Component
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COMPONENT_TYPE_COLLECTIBLE = 23, //!< The Collectible Component
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COMPONENT_TYPE_MOVING_PLATFORM = 25, //!< The MovingPlatform Component
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COMPONENT_TYPE_PET = 26, //!< The Pet Component
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COMPONENT_TYPE_VEHICLE_PHYSICS = 30, //!< The VehiclePhysics Component
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COMPONENT_TYPE_MOVEMENT_AI = 31, //!< The MovementAI Component
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COMPONENT_TYPE_PROPERTY = 36, //!< The Property Component
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COMPONENT_TYPE_SCRIPTED_ACTIVITY = 39, //!< The ScriptedActivity Component
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COMPONENT_TYPE_PHANTOM_PHYSICS = 40, //!< The PhantomPhysics Component
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COMPONENT_TYPE_MODEL = 42, //!< The Model Component
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COMPONENT_TYPE_PROPERTY_ENTRANCE = 43, //!< The PhantomPhysics Component
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COMPONENT_TYPE_PROPERTY_MANAGEMENT = 45, //!< The PropertyManagement Component
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COMPONENT_TYPE_REBUILD = 48, //!< The Rebuild Component
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COMPONENT_TYPE_SWITCH = 49, //!< The Switch Component
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COMPONENT_TYPE_ZONE_CONTROL = 50, //!< The ZoneControl Component
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COMPONENT_TYPE_PACKAGE = 53, //!< The Package Component
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COMPONENT_TYPE_PLAYER_FLAG = 58, //!< The PlayerFlag Component
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COMPONENT_TYPE_BASE_COMBAT_AI = 60, //!< The BaseCombatAI Component
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COMPONENT_TYPE_MODULE_ASSEMBLY = 61, //!< The ModuleAssembly Component
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COMPONENT_TYPE_PROPERTY_VENDOR = 65, //!< The PropertyVendor Component
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COMPONENT_TYPE_ROCKET_LAUNCH = 67, //!< The RocketLaunch Component
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COMPONENT_TYPE_RACING_CONTROL = 71, //!< The RacingControl Component
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COMPONENT_TYPE_MISSION_OFFER = 73, //!< The MissionOffer Component
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COMPONENT_TYPE_EXHIBIT = 75, //!< The Exhibit Component
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COMPONENT_TYPE_RACING_STATS = 74, //!< The Racing Stats Component
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COMPONENT_TYPE_SOUND_TRIGGER = 77, //!< The Sound Trigger Component
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COMPONENT_TYPE_PROXIMITY_MONITOR = 78, //!< The Proximity Monitor Component
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COMPONENT_TYPE_MISSION = 84, //!< The Mission Component
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COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97, //!< The LUP Launchpad Componen
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COMPONENT_TYPE_RAIL_ACTIVATOR = 104, //!< The Rail Activator Component
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COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT = 106, //!< The Player Forced Movement Component
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COMPONENT_TYPE_POSSESSABLE = 108, //!< The Possessable Component
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COMPONENT_TYPE_LEVEL_PROGRESSION = 109, //!< The Level Progression Component
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COMPONENT_TYPE_POSSESSOR = 110, //!< The Possessor Component
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COMPONENT_TYPE_BUILD_BORDER = 114, //!< The Build Border Component
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COMPONENT_TYPE_DESTROYABLE = 1000, //!< The Destroyable Component
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};
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enum class UseItemResponse : uint32_t {
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