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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>
25 lines
1.0 KiB
C++
25 lines
1.0 KiB
C++
#include "PlayerForcedMovementComponent.h"
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#include "Entity.h"
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#include "ObjectLoadState.h"
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PlayerForcedMovementComponent::PlayerForcedMovementComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
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m_Parent = parent;
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}
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PlayerForcedMovementComponent::~PlayerForcedMovementComponent() {}
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void PlayerForcedMovementComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write(m_DirtyInfo || bIsInitialUpdate);
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if (m_DirtyInfo || bIsInitialUpdate) {
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outBitStream.Write(m_PlayerOnRail);
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outBitStream.Write(m_ShowBillboard);
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}
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m_DirtyInfo = false;
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}
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void PlayerForcedMovementComponent::Allocator(Entity& entity, ObjectLoadState& state) {
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// From the registry, as the client makes it (a character got one with its character component)
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const auto id = state.GetComponentID(eReplicaComponentType::PLAYER_FORCED_MOVEMENT, -1);
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if (id > -1 && !entity.HasComponent(eReplicaComponentType::PLAYER_FORCED_MOVEMENT)) entity.AddComponent<PlayerForcedMovementComponent>(id);
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}
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