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https://github.com/DarkflameUniverse/DarkflameServer.git
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Remove commented out logic, add ghosting exclusion
We dont create items that are in an inventory, so that path is pointless for us.
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3f328a18be
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@ -310,6 +310,7 @@ void Entity::Initialize() {
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break;
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case eReplicaComponentType::MOVING_PLATFORM:
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AddComponent<MovingPlatformComponent>(GetVarAsString(u"attached_path"));
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m_IsGhostingCandidate = false;
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break;
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case eReplicaComponentType::PET:
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AddComponent<PetComponent>(componentId);
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@ -325,6 +326,7 @@ void Entity::Initialize() {
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havokVehiclePhysicsComponent->SetRotation(m_DefaultRotation);
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}
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}
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m_IsGhostingCandidate = false;
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hasPhysicsComponent = true;
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break;
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}
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@ -333,14 +335,17 @@ void Entity::Initialize() {
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break;
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case eReplicaComponentType::PROPERTY:
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AddComponent<PropertyComponent>();
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m_IsGhostingCandidate = false;
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break;
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case eReplicaComponentType::SCRIPTED_ACTIVITY:
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AddComponent<ScriptedActivityComponent>(componentId);
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m_IsGhostingCandidate = false;
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break;
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case eReplicaComponentType::PHANTOM_PHYSICS: {
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auto* phantomPhysicsComponent = AddComponent<PhantomPhysicsComponent>();
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if (phantomPhysicsComponent) phantomPhysicsComponent->SetPhysicsEffectActive(false);
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hasPhysicsComponent = true;
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m_IsGhostingCandidate = false;
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break;
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}
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case eReplicaComponentType::MODEL_BEHAVIOR: {
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@ -359,9 +364,6 @@ void Entity::Initialize() {
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hasPhysicsComponent = true;
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}
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}
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// if has LDF of propertyObjectID || inInventory is true
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// AddComponent<MutableModelBehaviorComponent>();
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// else
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AddComponent<ModelBehaviorComponent>();
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if (!HasComponent(eReplicaComponentType::DESTROYABLE)) {
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auto* destroyableComponent = AddComponent<DestroyableComponent>(componentId);
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@ -417,6 +419,7 @@ void Entity::Initialize() {
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break;
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case eReplicaComponentType::RACING_CONTROL:
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AddComponent<RacingControlComponent>();
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m_IsGhostingCandidate = false;
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break;
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case eReplicaComponentType::MISSION_OFFER:
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AddComponent<MissionOfferComponent>(GetLOT());
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