Files
DarkflameServer/dGame/dComponents/Vendor/VendorComponent.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

14 lines
541 B
C++

#include "VendorComponent.h"
#include "Entity.h"
#include "ObjectLoadState.h"
#include "ProximityMonitorComponent.h"
void VendorComponent::Allocator(Entity& entity, ObjectLoadState& state) {
const auto vendorID = state.GetComponentID(eReplicaComponentType::VENDOR);
// The vendor allocators add a proximity monitor first when there is none
if (vendorID > 0) {
if (!entity.HasComponent(eReplicaComponentType::PROXIMITY_MONITOR)) entity.AddComponent<ProximityMonitorComponent>(-1);
entity.AddComponent<VendorComponent>(vendorID);
}
}