Files
DarkflameServer/dGame/dComponents/ItemComponent.h
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

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__