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Collectible, Item, further re-implement initialize
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@@ -57,8 +57,15 @@ public:
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explicit Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity = nullptr);
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virtual ~Entity();
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void ApplyComponentWhitelist(TemplateComponents& components);
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void ApplyComponentWhitelist(TemplateComponents& components) const;
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static const std::vector<ComponentWhitelist>& GetComponentWhitelists() { return m_ComponentWhitelists; }
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// There are some very very edge cases we need to take care of with what components
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// are kept and removed. Here is where we take care of those cases.
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void ApplyComponentBlacklist(TemplateComponents& components) const;
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// For adding and removing components based on LDF keys
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void ApplyComponentConfig(TemplateComponents& components) const;
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virtual void Initialize();
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bool operator==(const Entity& other) const;
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@@ -77,8 +84,6 @@ public:
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eGameMasterLevel GetGMLevel() const { return m_GMLevel; }
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void SetGMLevel(const eGameMasterLevel value);
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const uint32_t GetCollectibleID() const { return m_CollectibleID; }
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Entity* GetParentEntity() const { return m_ParentEntity; }
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const std::vector<std::string>& GetGroups() { return m_Groups; };
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@@ -317,7 +322,6 @@ protected:
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Entity* m_ParentEntity; //For spawners and the like
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std::vector<Entity*> m_ChildEntities;
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eGameMasterLevel m_GMLevel;
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uint32_t m_CollectibleID;
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std::vector<std::string> m_Groups;
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uint16_t m_NetworkID;
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std::vector<std::function<void()>> m_DieCallbacks;
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