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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>
10 lines
393 B
C++
10 lines
393 B
C++
#include "BBBComponent.h"
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#include "Entity.h"
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#include "ObjectLoadState.h"
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void BBBComponent::Allocator(Entity& entity, ObjectLoadState& state) {
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// DoObjectPreLoad gives a character (LOT 1) one with id 0; any other object the registry's
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const auto id = entity.GetLOT() == 1 ? 0 : state.GetComponentID(eReplicaComponentType::BBB, -1);
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if (id > -1) entity.AddComponent<BBBComponent>(id);
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}
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