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World placed objects overhaul #1665
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QuentinGruber
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Mar 12, 2024
https://www.youtube.com/watch?v=gCDJL4-oxnw (2:48) So in 2016, wood planks had an additional chance to spawn inside wooden crates on top of the selected item (so 2 items). Currently on H1EMU, wood planks are apart of the loot tables so that was updated to be removed and into it's own area to generate on top of the base item from the crate (currently 60% chance of wood plank if player breaks w/ crowbar and 20% - same chance as the loot spawn table) Also in #1665 and in H1Z1 2016, crowbars did significant damage to "metal objects" and were the primary way to remove freeplaced entities in the world. Currently I set it to 8 melee hits on objects with parents and 4 melee hits on objects without parents (so world placed essentially). I also added a 2x decay multiplier to world freeplaced entities so they'll decay in 7 ticks so ~7 days. I moved the logic for bee box retaliation to its own function to provide some clarity for OnMeleeHit inside of LootableConstructionEntity too.
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All freeplace entities in the world should be easily destructable to prevent griefing (not too many melee or projectile hits)
Freeplace entities in the world should have heavier decay
Freeplace entities should have a "protectionParent" assigned if they are not directly parented to another base part, meaning that they'll disappear if that parent respawns, and they are protected from extra damage / decay unless a player has demo perms on the parent.
foundations / tampers / expansions need to check for lootableConstruction under placement area on placement
Hidden player / container security in shelters should apply to all entities in a shelter (would also block explosions outside from killing players inside) Freeplace entities inside shelters/shacks don't despawn for outside players #2000
All placable entities and characters should have a "securedShelter" variable that is the characterId of the shelter containing them, in order to check if they should / should not spawn for other players. Change "isHidden" back to a boolean and use that only for vanished characters / spectating.
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