Live DropClientLoot (12,501 decoded): use_position is set only when a
player is the source (1,432, all activity rewards such as the dragon,
Frakjaw and BONS chests); drops from enemies, smashables and chests
leave it clear, so the client spawns the loot at the source object as
it sees it and falls back to spawn_position only if that object is
gone (LWODestroyableComponent::GetLootSpawnPos). Coins land where they
spawn (final = spawn in all 3,158 coin drops); items land 10 units
away (median 9.998, uniform direction) at spawn height. DLU always set
use_position and scattered everything 4.2 units away.
Inferred: the 10-unit rule for player-sourced items (live spread there
ranges 0-58 units, source unknown).
Check: kill enemies and smash crates: coins pop out of the object,
items fly about 10 units away; open an activity chest (e.g. after a
dragon or Frakjaw) and the loot still appears around you.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Move away from constructor queries
Fix up other large tables to have proper backup lookups
Revert "idk im just dumb ig"
This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585.
idk im just dumb ig
* Fix slow components registry lookup
* add define for cdclient cache all
* Huge loot namespace rework
- Remove all excess memory usage
- do not cache components registry
- cache loot matrices on startup of the destroyable component
- convert loot singleton class to a namespace
- rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables)
- Memory usage reduced by 10%+ across the board
* cache rebuild matrix
* Database: move reading to own function
Also change name of cache to PascalCase
* Database: Move common function rading
* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity
* address feedback
* make player flag types consistent
* fix typo
Added support for Items to have a loot source attached to them when dropped or rolled. This fixes the issue where achievements would give the item before it appeared in the achievement window.