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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-12-28 23:42:44 +00:00
Further re-implement Entity::Initialize
wheee
This commit is contained in:
@@ -74,6 +74,8 @@
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#include "eGameMasterLevel.h"
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#include "eReplicaComponentType.h"
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#include "eReplicaPacketType.h"
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#include "RacingStatsComponent.h"
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#include "MinigameControlComponent.h"
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// Table includes
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#include "CDComponentsRegistryTable.h"
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@@ -134,28 +136,55 @@ Entity::~Entity() {
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}
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void Entity::Initialize() {
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// A few edge cases to tackle first
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const auto triggerInfo = GetVarAsString(u"trigger_id");
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if (!triggerInfo.empty()) AddComponent<TriggerComponent>(triggerInfo);
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const auto groupIDs = GetVarAsString(u"groupID");
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if (!groupIDs.empty()) {
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m_Groups = GeneralUtils::SplitString(groupIDs, ';');
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if (m_Groups.back().empty()) m_Groups.erase(m_Groups.end() - 1);
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}
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if (m_ParentEntity) m_ParentEntity->AddChild(this);
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// Brick-by-Brick models don't have all their components in the registry for some reason? Might have to be related to using ldf keys for physics
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if (GetLOT() == 14) {
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AddComponent<SimplePhysicsComponent>(0);
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AddComponent<ModelBehaviorComponent>();
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AddComponent<RenderComponent>();
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AddComponent<DestroyableComponent>();
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return;
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}
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auto* componentsRegistry = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto components = componentsRegistry->GetTemplateComponents(m_TemplateID);
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// Apply the whitelist here based on the corresponding ldf key. Removes components that are not whitelisted. List is determined based on the clients whitelist data.
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for (const auto& [componentTemplate, componentId] : components) {
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switch (componentTemplate) {
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case eReplicaComponentType::CONTROLLABLE_PHYSICS:
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AddComponent<ControllablePhysicsComponent>();
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break;
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case eReplicaComponentType::RENDER:
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AddComponent<RenderComponent>();
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break;
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case eReplicaComponentType::SIMPLE_PHYSICS:
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break;
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case eReplicaComponentType::CHARACTER:
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AddComponent<CharacterComponent>(m_Character);
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AddComponent<MissionComponent>();
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break;
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case eReplicaComponentType::SCRIPT:
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break;
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case eReplicaComponentType::BOUNCER:
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AddComponent<BouncerComponent>();
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break;
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case eReplicaComponentType::DESTROYABLE:
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break;
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case eReplicaComponentType::GHOST:
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break;
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case eReplicaComponentType::SKILL:
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AddComponent<SkillComponent>();
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break;
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case eReplicaComponentType::SPAWN:
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break;
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@@ -170,12 +199,14 @@ void Entity::Initialize() {
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case eReplicaComponentType::ICON_ONLY:
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break;
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case eReplicaComponentType::VENDOR:
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AddComponent<VendorComponent>();
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break;
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case eReplicaComponentType::INVENTORY:
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break;
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case eReplicaComponentType::PROJECTILE_PHYSICS:
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break;
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case eReplicaComponentType::SHOOTING_GALLERY:
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AddComponent<ShootingGalleryComponent>();
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break;
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case eReplicaComponentType::RIGID_BODY_PHANTOM_PHYSICS:
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break;
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@@ -190,6 +221,7 @@ void Entity::Initialize() {
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case eReplicaComponentType::MOVING_PLATFORM:
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break;
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case eReplicaComponentType::PET:
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AddComponent<PetComponent>(componentId);
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break;
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case eReplicaComponentType::PLATFORM_BOUNDARY:
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break;
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@@ -210,12 +242,14 @@ void Entity::Initialize() {
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case eReplicaComponentType::MINIFIG:
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break;
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case eReplicaComponentType::PROPERTY:
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AddComponent<PropertyComponent>();
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break;
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case eReplicaComponentType::PET_CREATOR:
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break;
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case eReplicaComponentType::MODEL_BUILDER:
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break;
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case eReplicaComponentType::SCRIPTED_ACTIVITY:
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AddComponent<ScriptedActivityComponent>(componentId);
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break;
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case eReplicaComponentType::PHANTOM_PHYSICS:
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break;
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@@ -224,10 +258,12 @@ void Entity::Initialize() {
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case eReplicaComponentType::MODEL_BEHAVIOR:
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break;
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case eReplicaComponentType::PROPERTY_ENTRANCE:
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AddComponent<PropertyEntranceComponent>(componentId);
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break;
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case eReplicaComponentType::FX:
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break;
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case eReplicaComponentType::PROPERTY_MANAGEMENT:
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AddComponent<PropertyManagementComponent>();
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break;
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case eReplicaComponentType::VEHICLE_PHYSICS:
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break;
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@@ -236,8 +272,10 @@ void Entity::Initialize() {
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case eReplicaComponentType::QUICK_BUILD:
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break;
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case eReplicaComponentType::SWITCH:
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AddComponent<SwitchComponent>();
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break;
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case eReplicaComponentType::MINIGAME_CONTROL:
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AddComponent<MinigameControlComponent>();
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break;
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case eReplicaComponentType::CHANGLING_BUILD:
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break;
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@@ -258,8 +296,10 @@ void Entity::Initialize() {
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case eReplicaComponentType::CUSTOM_BUILD_ASSEMBLY:
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break;
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case eReplicaComponentType::BASE_COMBAT_AI:
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AddComponent<BaseCombatAIComponent>(componentId);
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break;
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case eReplicaComponentType::MODULE_ASSEMBLY:
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AddComponent<ModuleAssemblyComponent>();
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break;
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case eReplicaComponentType::SHOWCASE_MODEL_HANDLER:
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break;
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@@ -268,6 +308,7 @@ void Entity::Initialize() {
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case eReplicaComponentType::GENERIC_ACTIVATOR:
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break;
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case eReplicaComponentType::PROPERTY_VENDOR:
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AddComponent<PropertyVendorComponent>();
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break;
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case eReplicaComponentType::HF_LIGHT_DIRECTION_GADGET:
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break;
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@@ -280,14 +321,18 @@ void Entity::Initialize() {
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case eReplicaComponentType::DROPPED_LOOT:
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break;
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case eReplicaComponentType::RACING_CONTROL:
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AddComponent<RacingControlComponent>();
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break;
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case eReplicaComponentType::FACTION_TRIGGER:
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break;
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case eReplicaComponentType::MISSION_OFFER:
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AddComponent<MissionOfferComponent>(GetLOT());
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break;
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case eReplicaComponentType::RACING_STATS:
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AddComponent<RacingStatsComponent>();
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break;
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case eReplicaComponentType::LUP_EXHIBIT:
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AddComponent<LUPExhibitComponent>();
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break;
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case eReplicaComponentType::BBB:
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break;
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@@ -354,6 +399,7 @@ void Entity::Initialize() {
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case eReplicaComponentType::CRAFTING:
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break;
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case eReplicaComponentType::POSSESSABLE:
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AddComponent<PossessableComponent>(componentId);
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break;
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case eReplicaComponentType::LEVEL_PROGRESSION:
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break;
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@@ -366,6 +412,7 @@ void Entity::Initialize() {
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case eReplicaComponentType::PROPERTY_PLAQUE:
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break;
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case eReplicaComponentType::BUILD_BORDER:
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AddComponent<BuildBorderComponent>();
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break;
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case eReplicaComponentType::UNKNOWN_115:
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break;
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@@ -379,20 +426,20 @@ void Entity::Initialize() {
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}
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}
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for (const auto&[componentId, component] : m_Components) {
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for (const auto& [componentId, component] : m_Components) {
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component->LoadTemplateData();
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}
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for (const auto&[componentId, component] : m_Components) {
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for (const auto& [componentId, component] : m_Components) {
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component->LoadConfigData();
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}
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for (const auto&[componentId, component] : m_Components) {
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for (const auto& [componentId, component] : m_Components) {
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component->Startup();
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}
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if (!IsPlayer()) return; // No save data to load for non players
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for (const auto&[componentId, component] : m_Components) {
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for (const auto& [componentId, component] : m_Components) {
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component->LoadFromXml(m_Character->GetXMLDoc());
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}
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}
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@@ -419,7 +466,7 @@ bool Entity::HasComponent(const eReplicaComponentType componentId) const {
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std::vector<ScriptComponent*> Entity::GetScriptComponents() {
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std::vector<ScriptComponent*> comps;
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for (const auto&[componentType, component] : m_Components) {
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for (const auto& [componentType, component] : m_Components) {
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if (componentType == eReplicaComponentType::SCRIPT) {
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comps.push_back(dynamic_cast<ScriptComponent*>(component.get()));
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}
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