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>
This commit is contained in:
Aaron Kimbrell
2026-09-30 23:36:00 -05:00
parent 83f321bec6
commit c6f6aa5d2b
5 changed files with 20 additions and 30 deletions

View File

@@ -617,12 +617,6 @@ void Entity::Initialize() {
quickBuildComponent->SetResetTime(rebuildResetTime);
}
const auto objectID = GetObjectID();
// FV tree handler for when built so it sets the state to moving at the correct time
if (GetLOT() == 9483) quickBuildComponent->AddQuickBuildCompleteCallback([objectID](Entity* user) {
auto* const entity = Game::entityManager->GetEntity(objectID);
if (entity) GameMessages::PlatformResync(*entity, false, 0, 1, 1, eMovementPlatformState::Moving, true).Send(UNASSIGNED_SYSTEM_ADDRESS);
});
// The level's activityID replaces the template's. The client (LWOQuickBuildComponent::LoadDataFromTemplate)
// reads RebuildComponent.activityID over it unless the level sets actIDovrd, but live used the level's: