mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-11-14 15:57:13 +00:00
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>
22 lines
660 B
C++
22 lines
660 B
C++
#ifndef __ITEMCOMPONENT__H__
|
|
#define __ITEMCOMPONENT__H__
|
|
|
|
#include "Component.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
struct ObjectLoadState;
|
|
|
|
class ItemComponent final : public Component {
|
|
public:
|
|
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ITEM;
|
|
|
|
// The client's allocator for this type (ObjectLoader2::DoObjectComponentLoad calls it in load order)
|
|
static void Allocator(Entity& entity, ObjectLoadState& state);
|
|
|
|
ItemComponent(Entity* entity, const int32_t componentID) : Component(entity, componentID) {}
|
|
|
|
void Serialize(RakNet::BitStream& bitStream, bool isConstruction) override;
|
|
};
|
|
|
|
#endif //!__ITEMCOMPONENT__H__
|