Files
DarkflameServer/dGame/dComponents/LUPExhibitComponent.cpp
Aaron Kimbrell d3f5c20323 fix: a LUP exhibit's construction always carries the exhibit
LWOLUPExhibitComponent::Deserialize (0x00c63790) reads a flag and the
exhibit's LOT, and that is the only way the client learns which exhibit
is shown. DLU wrote the block on a construction only while it was dirty,
so a player who came into range after the first update saw no exhibit
until the next one was picked, up to 20 seconds later.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 14:26:46 -06:00

28 lines
870 B
C++

#include "LUPExhibitComponent.h"
#include "EntityManager.h"
void LUPExhibitComponent::Run(float deltaTime) {
m_UpdateTimer += deltaTime;
if (m_UpdateTimer > 20.0f) {
NextLUPExhibit();
m_UpdateTimer = 0.0f;
}
}
void LUPExhibitComponent::NextLUPExhibit() {
m_LUPExhibitIndex++;
m_DirtyLUPExhibit = true;
Game::entityManager->SerializeEntity(m_Parent);
}
void LUPExhibitComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
// LWOLUPExhibitComponent::Deserialize (0x00c63790) only learns the exhibit from this block, so a client the object
// comes into range of gets it too
const bool writeExhibit = bIsInitialUpdate || m_DirtyLUPExhibit;
outBitStream.Write(writeExhibit);
if (writeExhibit) {
outBitStream.Write(m_LUPExhibits[m_LUPExhibitIndex % m_LUPExhibits.size()]);
if (!bIsInitialUpdate) m_DirtyLUPExhibit = false;
}
}