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The client never loads a level object whose config has carver_only set (its resource manager skips the load; LWOBasePhysComponent::LoadConfigData 0x00c495c9 reads the flag next to navmesh_carver), and live never sent one: none of the 331 carver_only placements (mostly Crux Prime's trigger boxes) shows up among the live constructions, where their zones' other objects do. DLU spawned them as objects. They are skipped now. The ones that carve the navmesh (53, in six zones, among them the Avant Gardens Sentinel camp walls) still stop the server's movers: their shape goes into the world's movement blockers without an object, owned by the physics world (dpWorld::AddOwnedMovementBlocker) and freed when it shuts down. None of them has a script, trigger or group. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
193 lines
7.0 KiB
C++
193 lines
7.0 KiB
C++
#include "Game.h"
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#include "Level.h"
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <string>
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#include "BinaryIO.h"
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#include "Logger.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "GeneralUtils.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "CDFeatureGatingTable.h"
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#include "CDClientManager.h"
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#include "AssetManager.h"
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#include "LevelFile.h"
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#include "ZoneFileLog.h"
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#include "ClientVersion.h"
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#include "PhysicsComponent.h"
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#include "dConfig.h"
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#include <ranges>
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Level::Level(Zone* parentZone, const std::string& filepath, int32_t sceneID) {
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m_ParentZone = parentZone;
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m_SceneID = sceneID;
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auto stream = Game::assetManager->GetFile(filepath.c_str());
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if (!stream) {
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LOG("Failed to load %s", filepath.c_str());
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return;
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}
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ZoneFileLog::RecordAsset(Game::assetManager, ZoneFileLog::eKind::SCENE, filepath, stream);
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// The file itself is read by LevelFile (dCommon), which the dashboard uses too
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LevelFile levelFile;
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levelFile.Read(stream);
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for (const auto& [id, chunkHeader] : levelFile.chunkHeaders) {
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Header header;
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static_cast<LevelFile::ChunkHeader&>(header) = chunkHeader;
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m_ChunkHeaders.insert(std::make_pair(id, header));
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}
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LoadSceneObjects(levelFile.objects);
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}
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void Level::MakeSpawner(const SceneObject& obj, int32_t sceneID) {
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SpawnerInfo spawnInfo = SpawnerInfo();
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spawnInfo.scene = sceneID;
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SpawnerNode* node = new SpawnerNode();
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spawnInfo.templateID = obj.lot;
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spawnInfo.spawnerID = obj.id;
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spawnInfo.templateScale = obj.scale;
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node->position = obj.position;
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node->rotation = obj.rotation;
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node->config = obj.settings;
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spawnInfo.nodes.push_back(node);
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for (const auto& data : obj.settings.values | std::views::values) {
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if (!data) continue;
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if (data->GetKey() == u"spawntemplate") {
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spawnInfo.templateID = GeneralUtils::TryParse(data->GetValueAsString(), 0);
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}
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if (data->GetKey() == u"spawner_node_id") {
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node->nodeID = GeneralUtils::TryParse(data->GetValueAsString(), 0u);
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}
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if (data->GetKey() == u"spawner_name") {
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spawnInfo.name = data->GetValueAsString();
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}
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if (data->GetKey() == u"max_to_spawn") {
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spawnInfo.maxToSpawn = GeneralUtils::TryParse(data->GetValueAsString(), 0);
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}
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if (data->GetKey() == u"spawner_active_on_load") {
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spawnInfo.activeOnLoad = GeneralUtils::TryParse(data->GetValueAsString(), false);
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}
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if (data->GetKey() == u"active_on_load") {
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spawnInfo.activeOnLoad = GeneralUtils::TryParse(data->GetValueAsString(), false);
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}
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if (data->GetKey() == u"respawn") {
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if (data->GetValueType() == eLDFType::LDF_TYPE_FLOAT) // Floats are in seconds
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{
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spawnInfo.respawnTime = GeneralUtils::TryParse(data->GetValueAsString(), 0.0f);
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} else if (data->GetValueType() == eLDFType::LDF_TYPE_U32) // Ints are in ms
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{
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spawnInfo.respawnTime = GeneralUtils::TryParse(data->GetValueAsString(), 0) / 1000;
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}
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}
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if (data->GetKey() == u"spawnsGroupOnSmash") {
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spawnInfo.spawnsOnSmash = GeneralUtils::TryParse(data->GetValueAsString(), false);
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}
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if (data->GetKey() == u"spawnNetNameForSpawnGroupOnSmash") {
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spawnInfo.spawnOnSmashGroupName = data->GetValueAsString();
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}
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if (data->GetKey() == u"groupID") { // Load object groups
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spawnInfo.groups = GeneralUtils::SplitString(data->GetValueAsString(), ';');
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if (spawnInfo.groups.back().empty()) spawnInfo.groups.erase(spawnInfo.groups.end() - 1);
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}
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if (data->GetKey() == u"no_auto_spawn") {
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spawnInfo.noAutoSpawn = GeneralUtils::TryParse(data->GetValueAsString(), false);
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}
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if (data->GetKey() == u"no_timed_spawn") {
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spawnInfo.noTimedSpawn = GeneralUtils::TryParse(data->GetValueAsString(), false);
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}
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if (data->GetKey() == u"spawnActivator") {
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spawnInfo.spawnActivator = GeneralUtils::TryParse(data->GetValueAsString(), false);
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}
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}
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Game::zoneManager->MakeSpawner(spawnInfo);
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}
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void Level::LoadSceneObjects(const std::vector<SceneObject>& objects) {
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CDFeatureGatingTable* featureGatingTable = CDClientManager::GetTable<CDFeatureGatingTable>();
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CDFeatureGating gating;
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gating.major =
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GeneralUtils::TryParse<int32_t>(Game::config->GetValue("version_major")).value_or(ClientVersion::major);
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gating.current =
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GeneralUtils::TryParse<int32_t>(Game::config->GetValue("version_current")).value_or(ClientVersion::current);
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gating.minor =
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GeneralUtils::TryParse<int32_t>(Game::config->GetValue("version_minor")).value_or(ClientVersion::minor);
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const auto zoneControlObject = Game::zoneManager->GetZoneControlObject();
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DluAssert(zoneControlObject != nullptr);
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for (const auto& obj : objects) {
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//This is a little bit of a bodge, but because the alpha client (HF) doesn't store the
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//spawn position / rotation like the later versions do, we need to check the LOT for the spawn pos & set it.
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if (obj.lot == LOT_MARKER_PLAYER_START) {
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Game::zoneManager->GetZoneMut()->SetSpawnPos(obj.position);
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Game::zoneManager->GetZoneMut()->SetSpawnRot(obj.rotation);
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}
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// We should never have more than 1 zone control object; and the client never loads a scene object of LOT 1 (the
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// player; ReadLvlObjectData)
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bool skipLoadingObject = obj.lot == zoneControlObject->GetLOT() || obj.lot == 1;
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for (const auto& data : obj.settings | std::views::values) {
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if (!data) continue;
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if (data->GetKey() == u"gatingOnFeature") {
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gating.featureName = data->GetValueAsString();
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if (gating.featureName == Game::config->GetValue("event_1")) continue;
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else if (gating.featureName == Game::config->GetValue("event_2")) continue;
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else if (gating.featureName == Game::config->GetValue("event_3")) continue;
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else if (gating.featureName == Game::config->GetValue("event_4")) continue;
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else if (gating.featureName == Game::config->GetValue("event_5")) continue;
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else if (gating.featureName == Game::config->GetValue("event_6")) continue;
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else if (gating.featureName == Game::config->GetValue("event_7")) continue;
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else if (gating.featureName == Game::config->GetValue("event_8")) continue;
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else if (!featureGatingTable->FeatureUnlocked(gating)) {
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// The feature is not unlocked, so we can skip loading this object
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skipLoadingObject = true;
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break;
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}
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}
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// If this is a client only object, we can skip loading it
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if (data->GetKey() == u"loadOnClientOnly") {
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skipLoadingObject |= GeneralUtils::TryParse(data->GetValueAsString(), false);
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break;
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}
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}
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if (skipLoadingObject) {
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continue;
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}
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// The client never loads a carver_only object (and live never sent one), but it still carves the AI navmesh:
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// keep it as a wall the server's movers can't walk through, without an object
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if (obj.lot != 176 && PhysicsComponent::IsCarverOnly(obj.settings)) {
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PhysicsComponent::AddLevelMovementBlocker(obj.id, obj.lot, obj.settings, obj.position, obj.rotation, obj.scale);
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continue;
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}
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if (obj.lot == 176) { //Spawner
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MakeSpawner(obj, m_SceneID);
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} else { //Regular object
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EntityInfo info;
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info.spawnerID = 0;
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info.id = obj.id;
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info.lot = obj.lot;
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info.pos = obj.position;
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info.rot = obj.rotation;
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info.settings = obj.settings;
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info.scale = obj.scale;
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info.scene = m_SceneID;
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Game::entityManager->CreateEntity(info);
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}
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}
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}
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