LWOGameObject::MakeReadyForSerialization runs each component's
LoadConfigData and then a character's LoadFromSaveData, in the order the
components were made, once DoObjectComponentLoad has made them all; then
their Startup. Entity::Initialize now does the same with a component list in
creation order (the client's componentList); the walk's own save calls
(mission, physics, destroyable, level, character, skill, ghost) and the
destroyable's call into the buff go. A model's behaviors load in its
LoadConfigData; controllable physics places a non-character at
construction, as the client's physics takes the spawn position. A component
added later still loads at once. Same bytes for every LOT.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Where an object starts (where the level put it) moves into
ControllablePhysicsComponent::LoadConfigData, and where a character comes
into the world (its save, then its respawn point, the target scene or the
zone's spawn when it came from elsewhere) into LoadFromSaveData, out of
Entity::Initialize. Same placement.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Physics/, Activity/ (activity, scripted activity, shooting gallery,
quickbuild, minigame control, racing control base, racing control, gate rush),
Vendor/, Character/ (what the client makes with a character, plus ghost,
minifig and mission), Sound/ and Property/; the rest stays where it was.
File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>