Aaron Kimbrell
b81ffb2d28
refactor(entity): components load their config and save after all exist, as the client
...
LWOGameObject::MakeReadyForSerialization runs each component's
LoadConfigData and then a character's LoadFromSaveData, in the order the
components were made, once DoObjectComponentLoad has made them all; then
their Startup. Entity::Initialize now does the same with a component list in
creation order (the client's componentList); the walk's own save calls
(mission, physics, destroyable, level, character, skill, ghost) and the
destroyable's call into the buff go. A model's behaviors load in its
LoadConfigData; controllable physics places a non-character at
construction, as the client's physics takes the spawn position. A component
added later still loads at once. Same bytes for every LOT.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
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