Files
DarkflameServer/dGame/dComponents/BBBComponent.cpp
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

10 lines
393 B
C++

#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<BBBComponent>(id);
}