LWOGameObject loads these itself: interactionDistance from its Objects row
(16 without one) and the level's interaction_distance over it,
CheckPrecondition and objectWorldState from the level config, before its
components load theirs. The quickbuild, the pet and the race instancer read
them from the object; the race instancer now uses the Objects row's
distance like the client does, instead of a fixed 16.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Components no longer have a virtual OnUse; each component that reacts to a
use registers a RequestUse handler, like the client's components. The entity
runs the INTERACT trigger and the script, then delivers a RequestUseEvent
(carrying the user) to the handlers. The mission choice of a multi-interact
use goes only to the mission offer, as before. Switches keep a direct
EnterIfResponding for touches and pets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Covers the key names and name value types, a pickup from an object, from the
player and from an object that is gone, metrics after an item's config (and
not kept on the item), a removal's loot source, and a quickbuild taking its
item cost with itself as the source.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>