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StartRailMovement's bDamageImmune, bNoAggro and bShowNameBillboard came only from the level keys rail_activator_damage_immune, rail_no_aggro and rail_show_name_billboard, which 23 of the 80 level rails do not have, so those rails sent false. The client reads the same flags from the RailActivatorComponent row (DamageImmune, NoAggro, ShowNameBillboard; all 11 rows are 1) in LWOPlayerForcedMovementComponent::LoadRailData (0x00c85dc0), and the message's values replace the row's unless bUseDB (msgStartRailMovement 0x00ccd9c0). The server now takes the row's value and lets a level key replace it when the key is there. Wire format is unchanged; only the flag values sent for the 23 rails change (to true, matching the 5 live samples). In game: ride the 23 rails without the keys, all in the Ninjago earth gauntlet (earthgauntlet levels: dart spinners, 8 spinners, millstones, boss) near enemies: you are not damaged or targeted while riding, and name billboards behave as on the other rails. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
26 lines
819 B
CMake
26 lines
819 B
CMake
set(DCOMPONENTS_TESTS
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"DeletionRestrictionTests.cpp"
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"InventorySaveTests.cpp"
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"DestroyableLevelConfigTests.cpp"
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"RailActivatorComponentTests.cpp"
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"VendorBuybackTests.cpp"
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"RacingWrongWayTests.cpp"
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"DestroyableComponentTests.cpp"
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"PetComponentTests.cpp"
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"SimplePhysicsComponentTests.cpp"
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"SavingTests.cpp"
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"ReplicaComponentOrderTests.cpp"
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)
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# Get the folder name and prepend it to the files above
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get_filename_component(thisFolderName ${CMAKE_CURRENT_SOURCE_DIR} NAME)
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list(TRANSFORM DCOMPONENTS_TESTS PREPEND "${thisFolderName}/")
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# Export to parent scope
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set(DCOMPONENTS_TESTS ${DCOMPONENTS_TESTS} PARENT_SCOPE)
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# Copy test files to testing directory
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add_subdirectory(TestData)
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list(TRANSFORM COMPONENT_TEST_DATA PREPEND "${thisFolderName}/")
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set(COMPONENT_TEST_DATA ${COMPONENT_TEST_DATA} PARENT_SCOPE)
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