The client's rail activator sends RequestRailActivatorState (1479, no
payload) when it is added to the world (LWORailActivatorComponent::
SendMessage 0x00c00da0) and live answered with
NotifyRailActivatorStateChange (1478, bActive) to that client; the client
stores rail_activator_active and updates the rail's pick type (usable or
not). Live: 152 requests, 413 answers, every one bActive = true. DLU
dropped the request and never answered.
RailActivatorComponent keeps the level key rail_activator_active
(default true; every rail in the live levels sets it to 1) and the
request is answered with it.
Check in game: in Ninjago Monastery and Nimbus Station, rails (spinjitzu
posts, the Nexus Tower rails) show as usable and work as before when
first loading the world and after zone changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
StartRailMovement's bDamageImmune, bNoAggro and bShowNameBillboard came
only from the level keys rail_activator_damage_immune, rail_no_aggro and
rail_show_name_billboard, which 23 of the 80 level rails do not have, so
those rails sent false. The client reads the same flags from the
RailActivatorComponent row (DamageImmune, NoAggro, ShowNameBillboard; all
11 rows are 1) in LWOPlayerForcedMovementComponent::LoadRailData
(0x00c85dc0), and the message's values replace the row's unless bUseDB
(msgStartRailMovement 0x00ccd9c0). The server now takes the row's value
and lets a level key replace it when the key is there. Wire format is
unchanged; only the flag values sent for the 23 rails change (to true,
matching the 5 live samples).
In game: ride the 23 rails without the keys, all in the Ninjago earth gauntlet
(earthgauntlet levels: dart spinners, 8 spinners, millstones, boss) near enemies: you are not
damaged or targeted while riding, and name billboards behave as on the
other rails.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Components: Make ComponentType inline
Prevents the next commits ODR violation
* Components: Add new components
* Entity: Add headers
inline script component ComponentType
* Components: Flip constructor argument order
Entity comes first always
* Entity: Add generic AddComponent
Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity.
* Entity: Migrate all component constructors
Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified.
The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead.
* Entity: Add placement new
For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator.
* Entity: Add comments on likely new code
* Tests: Fix tests
* Update Entity.cpp
* Update SGCannon.cpp
* Entity: call destructor when re-constructing
* Update Entity.cpp
Update Entity.cpp
---------
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* breakout the component types into a scoped enum
tested that things are the same as they were before
* fix missed rename
* fix brick-by-brick name to be crafting
because that's what it is