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perf: Loot memory savings (#1165)
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Huge loot namespace rework - Remove all excess memory usage - do not cache components registry - cache loot matrices on startup of the destroyable component - convert loot singleton class to a namespace - rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables) - Memory usage reduced by 10%+ across the board * cache rebuild matrix * Database: move reading to own function Also change name of cache to PascalCase * Database: Move common function rading
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@@ -13,7 +13,7 @@ void GrowingFlower::OnSkillEventFired(Entity* self, Entity* target, const std::s
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const auto mission1 = self->GetVar<int32_t>(u"missionID");
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const auto mission2 = self->GetVar<int32_t>(u"missionID2");
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LootGenerator::Instance().DropActivityLoot(target, self, self->GetLOT(), 0);
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Loot::DropActivityLoot(target, self, self->GetLOT(), 0);
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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