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fix(scripts): AG elevator, bus door and property platform drive their movers as their live scripts did
StopPathing, StartPathing and GoToWaypoint instead of hand-made resyncs; a built platform starts before the scripts hear of it so a script can stop it; the FV tree platform's resync hack is gone. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -617,12 +617,6 @@ void Entity::Initialize() {
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quickBuildComponent->SetResetTime(rebuildResetTime);
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}
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const auto objectID = GetObjectID();
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// FV tree handler for when built so it sets the state to moving at the correct time
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if (GetLOT() == 9483) quickBuildComponent->AddQuickBuildCompleteCallback([objectID](Entity* user) {
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auto* const entity = Game::entityManager->GetEntity(objectID);
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if (entity) GameMessages::PlatformResync(*entity, false, 0, 1, 1, eMovementPlatformState::Moving, true).Send(UNASSIGNED_SYSTEM_ADDRESS);
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});
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// The level's activityID replaces the template's. The client (LWOQuickBuildComponent::LoadDataFromTemplate)
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// reads RebuildComponent.activityID over it unless the level sets actIDovrd, but live used the level's:
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