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fix: look up the scene at a position as the client does, in constant time
Chunk bounds span (width - 1) * scale; the nearest scene map cell is used and the far edge is kept one cell inside. Chunks are indexed by grid cell when they form a grid. Skipping reads instead of seeking, so a cut-off file can't seek past the end. Terrain mesh indices follow the vertex order. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -77,6 +77,11 @@ public:
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*/
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std::vector<LWOSCENEID> GetAdjacentScenes(LWOSCENEID sceneID) const;
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/**
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* @brief (Re)builds the scene graph adjacency list from the loaded zone's scene transitions.
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*/
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void BuildSceneGraph();
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// The world config should not be modified by a caller.
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const WorldConfig& GetWorldConfig() {
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if (!m_WorldConfig) LoadWorldConfig();
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@@ -84,10 +89,6 @@ public:
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};
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private:
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/**
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* Builds the scene graph adjacency list from scene transitions
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*/
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void BuildSceneGraph();
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/**
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* The starting unique mission ID.
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*/
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