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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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@@ -33,6 +33,7 @@ ModelComponent::ModelComponent(Entity* parent, const int32_t componentID) : Comp
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// The level config: the user model this is
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void ModelComponent::LoadConfigData() {
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m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID");
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LoadBehaviors();
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}
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bool ModelComponent::OnResetModelToDefaults(GameMessages::ResetModelToDefaults& reset) {
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