Sadly, there is no real way around it: We either have to define the precise template object for every element instance, or we have to change the approach.
- ❌ I already tested an instance based approach. However, the definition is complicated, and it can not create filled structs. There is also the downside that certain structures that were already broken using the game ptr now are even more broken.
- ❓It might be possible to create a function based approach again. This should have consequences for the creation, will add artifacts to the init process, and the risk of double creation rises. It has also some of the same shortcomings as the instance based approach, since this only can help with creation of the instance, not with referencing.
- ❓Switch to a macro based approach. Unsure how that would look, but instead of templates, the entire system is switched.
- ❓We could talk to the reccmp people more, but I am not sure what to request. Our approach is just so different.
Sadly, there is no real way around it: We either have to define the precise template object for every element instance, or we have to change the approach.