Files
DarkflameServer/dGame/dComponents/Vendor/VendorComponent.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
658 B
C++

#ifndef VENDORCOMPONENT_H
#define VENDORCOMPONENT_H
#include "BaseVendorComponent.h"
struct ObjectLoadState;
/**
* A vendor (16), as the client's LWOVendorComponent: a BaseVendorComponent.
*/
class VendorComponent final : public BaseVendorComponent {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::VENDOR;
// The client's allocator for this type (ObjectLoader2::DoObjectComponentLoad calls it in load order)
static void Allocator(Entity& entity, ObjectLoadState& state);
VendorComponent(Entity* parent, const int32_t componentID) : BaseVendorComponent(parent, componentID) {}
};
#endif // VENDORCOMPONENT_H