#include "BBBComponent.h" #include "Entity.h" #include "ObjectLoadState.h" void BBBComponent::Allocator(Entity& entity, ObjectLoadState& state) { // DoObjectPreLoad gives a character (LOT 1) one with id 0; any other object the registry's const auto id = entity.GetLOT() == 1 ? 0 : state.GetComponentID(eReplicaComponentType::BBB, -1); if (id > -1) entity.AddComponent(id); }