Files
DarkflameServer/dGame/dComponents/SpawnerComponent.cpp
Aaron Kimbrell 2d7b5cca13 refactor(spawner): the spawner object's SpawnerComponent owns its spawner
The zone manager keeps an index of spawners by object ID; the spawner now
belongs to the SpawnerComponent of its LOT 176 object and goes with it (the
component tells the zone manager to stop indexing it). Spawning, timers and
the update order are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:31:18 -05:00

18 lines
571 B
C++

#include "SpawnerComponent.h"
#include "Entity.h"
#include "Game.h"
#include "Spawner.h"
#include "dZoneManager.h"
SpawnerComponent::SpawnerComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {}
// The zone manager stops indexing the spawner before it goes with the object
SpawnerComponent::~SpawnerComponent() {
if (m_Spawner && Game::zoneManager) Game::zoneManager->ForgetSpawner(m_Parent->GetObjectID(), m_Spawner.get());
}
void SpawnerComponent::SetSpawner(std::unique_ptr<Spawner> spawner) {
m_Spawner = std::move(spawner);
}