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refactor(entity): components load their config and save after all exist, as the client
LWOGameObject::MakeReadyForSerialization runs each component's LoadConfigData and then a character's LoadFromSaveData, in the order the components were made, once DoObjectComponentLoad has made them all; then their Startup. Entity::Initialize now does the same with a component list in creation order (the client's componentList); the walk's own save calls (mission, physics, destroyable, level, character, skill, ghost) and the destroyable's call into the buff go. A model's behaviors load in its LoadConfigData; controllable physics places a non-character at construction, as the client's physics takes the spawn position. A component added later still loads at once. Same bytes for every LOT. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -274,11 +274,6 @@ void DestroyableComponent::LoadFromSaveData(const tinyxml2::XMLDocument& doc) {
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return;
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}
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auto* buffComponent = m_Parent->GetComponent<BuffComponent>();
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if (buffComponent != nullptr) {
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buffComponent->LoadFromSaveData(doc);
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}
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dest->QueryAttribute("hc", &m_iHealth);
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dest->QueryAttribute("hm", &m_fMaxHealth);
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