Commit Graph

4 Commits

Author SHA1 Message Date
Aaron Kimbrell
599f33d436 fix: a phantom physics construction keeps the pending effect change
LWOPhantomPhysicsComponent::Deserialize (0x00c34db0) reads the effect
behind a flag bit. DLU cleared the dirty flag when it wrote a
construction, which goes only to the client the volume came into range
of, so the clients already watching it never got an effect change that
was waiting for the next update.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 14:26:46 -06:00
Aaron Kimbrell
5832567bc4 fix: trigger volume effects go out as live sent them
A trigger's SetPhysicsVolumeEffect is "type,amount,x,y,z,use distance,
min,max". In live phantom physics constructions:
- the direction has the amount as its length: "Push,50,0.91,-0.34,-0.22"
  went out as 45.68, -17.07, -11.04. DLU multiplied the arguments as
  they were, so a direction that isn't a unit vector pushed harder;
- a zero direction ("Repulse,150,0,0,0,true,25,100") is no direction;
- the distances go out when use distance is "true" ("true,150,175" as 1
  and 175, "true,20,50" as 1 and 50) and not when it is "1"
  ("Push,40.0,0,1,0,1,20,50"). DLU never wrote them.
LWOPhantomPhysicsComponent::Deserialize (0x00c34db0) reads the two
distances as floats and keeps the least of the min and 1, and a max of at
least that.

Seven arguments no longer read an eighth.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 14:26:46 -06:00
Aaron Kimbrell
260e6cb1b1 refactor(entity): each component type has an allocator, as the client
DoObjectComponentLoad walks the client's load order and calls the type's
allocator from a table, like ObjectLoader2, instead of one 76-case switch.
Components with rules of their own have a static Allocator (the client's
LWOxComponent::Allocator); the rest share a registry allocator. The load
state moves to ObjectLoadState.h so the allocators can take it.

Construction bytes are identical for all 15,962 LOTs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:11:58 -05:00
Aaron Kimbrell
9a464ac35f refactor(component): group the component files by the client's families
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>
2026-10-01 15:37:45 -05:00