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Live sent the launchpad's FireEventClientSide("RocketEquipped") to every
client in the zone: 1,196 of 1,265 captured were other players'
launches. On each client it starts that player's launch
(LWORocketLaunchComponentCommon::msgFireEventClientSide sends
BeginLaunch to the sender), so others see the rocket take off; DLU sent
it only to the launcher. param1 is the property clone for property
launches (7 of 7 equal the clone in the following TransferToZone) and
param2 the picked world of a LUP entrance (0-3, one pad only).
The capture notes read the RocketEquipped and ChangeObjectWorldState
seen before LEVEL_LOAD_COMPLETE as the arriving player's own rocket:
all 21 are other players launching (their sender is never the loading
player), so arrival itself is left as it is.
Check: with two players at a launchpad, launch one: the other sees the
rocket launch animation; launch to a property and to a LUP world and
land in the right place.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
31 lines
966 B
CMake
31 lines
966 B
CMake
set(DCOMPONENTS_TESTS
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"DeletionRestrictionTests.cpp"
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"InventorySaveTests.cpp"
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"EquipMessagesTests.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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"CharacterSaveFieldsTests.cpp"
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"CollectibleComponentTests.cpp"
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"ReplicaComponentOrderTests.cpp"
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"QuickBuildCompleteTests.cpp"
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"RocketLaunchTests.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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