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docs(quickbuild): the level's activityID wins as the client resolves it
LWOActivityComponent::Startup (0x00d006b0) sets actIDovrd, when the level leaves it out, to whether the level has an activityID, so LWOQuickBuildComponent::LoadDataFromTemplate (0x00cbb2e0) keeps the level's activityID; the template's is read only for an explicit actIDovrd=0. Every quickbuild with actIDovrd=0 in the levels has the template's activityID as its level one. Comment only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -90,9 +90,11 @@ void QuickBuildComponent::LoadConfigData() {
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if (rebuildResetTime != 0.0f) SetResetTime(rebuildResetTime);
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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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// the AM Center draw bridge (LOT 12047: level activityID 12047 without actIDovrd, template activity 6,
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// the quickbuild rewards) dropped no loot in 4 of 4 live completions.
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// reads RebuildComponent.activityID over it only when actIDovrd is false, and actIDovrd left out means "the level
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// has an activityID" (LWOActivityComponent::Startup), so the level's wins, as live: the AM Center draw bridge
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// (LOT 12047: level activityID 12047 without actIDovrd, template activity 6, the quickbuild rewards) dropped no
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// loot in 4 of 4 live completions. Every quickbuild the levels set actIDovrd=0 on has the template's activityID
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// as its level activityID, so not reading actIDovrd changes nothing.
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const auto activityID = m_Parent->GetVar<int32_t>(u"activityID");
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if (activityID > 0) {
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SetActivityId(activityID);
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