Commit Graph

3 Commits

Author SHA1 Message Date
Aaron Kimbrell
f081dafb94 feat: a player's construction can leave out its position and world transition
For the one construction a client gets of its own player after a seamless instance move. The client applies a
construction's frame to its player at once (LWOBasePhysComponent::Deserialize, 0x00bf5a10), and world transition
state 0 makes it fade the screen in from white (LWOCharacterComponent::PostCharacterLoaded, 0x00c71660). State 3 is
read but nothing acts on it. Nothing sets either flag yet.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 15:15:16 -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