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