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LWOGameObject::MakeReadyForSerialization runs each component's LoadConfigData and then a character's LoadFromSaveData, in the order the components were made, once DoObjectComponentLoad has made them all; then their Startup. Entity::Initialize now does the same with a component list in creation order (the client's componentList); the walk's own save calls (mission, physics, destroyable, level, character, skill, ghost) and the destroyable's call into the buff go. A model's behaviors load in its LoadConfigData; controllable physics places a non-character at construction, as the client's physics takes the spawn position. A component added later still loads at once. Same bytes for every LOT. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
90 KiB
90 KiB