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DestructibleComponent.attack_priority is loaded onto the DestroyableComponent as a signed value. The client's LWODestroyableComponent (LoadDataFromTemplate, 0x00c9f900) starts it at 1 and keeps 1 when the column is empty, and answers GetAttackPriority with it; the server now does the same so TacArcs can order their targets by it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
29 lines
1.4 KiB
C++
29 lines
1.4 KiB
C++
#pragma once
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// Custom Classes
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#include "CDTable.h"
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struct CDDestructibleComponent {
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uint32_t id; //!< The component ID from the ComponentsRegistry Table
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int32_t faction; //!< The Faction ID of the object
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std::string factionList; //!< A list of the faction IDs
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int32_t life; //!< The amount of life of the object
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uint32_t imagination; //!< The amount of imagination of the object
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int32_t LootMatrixIndex; //!< The Loot Matrix Index
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int32_t CurrencyIndex; //!< The Currency Index
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uint32_t level; //!< ???
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float armor; //!< The amount of armor of the object
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uint32_t death_behavior; //!< The behavior ID of the death behavior
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bool isnpc; //!< Whether or not the object is an NPC
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int32_t attack_priority; //!< TacArc target order, lower first; 1 when unset
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bool isSmashable; //!< Whether or not the object is smashable
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int32_t difficultyLevel; //!< ???
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};
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class CDDestructibleComponentTable : public CDTable<CDDestructibleComponentTable, std::vector<CDDestructibleComponent>> {
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public:
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void LoadValuesFromDatabase();
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// Queries the table with a custom "where" clause
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std::vector<CDDestructibleComponent> Query(std::function<bool(CDDestructibleComponent)> predicate);
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};
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