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fix(level): find a scene file's chunks and sections as the client does
SceneLoader::ReadLvlFile (1.10.64):
- chunked files: the file info chunk starts the file and gives where
the environment, object and particle chunks start, 0 for none
(DoLvlChunk, ReadLvlChunk1000); the reader walked the chunks one after
another by their sizes instead;
- older files: the editor settings are a u32 size and that many bytes
(SceneLoader::ReadEditorSettings, skipped by size); the reader took
them for a u32 and then a count of 12 byte points;
- older files before version 3 have no objects for the client ("Level
file is unsupported").
LevelFile now does the same. Every scene file on disk reads the same
objects as before.
Check in game: every world spawns its objects as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -255,6 +255,7 @@ TEST(LevelGatingTests, CountsGatedObjects) {
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w.Put<uint32_t>(41).Put<uint32_t>(1).Put<uint32_t>(0).Put<uint32_t>(0).Put<uint32_t>(0);
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w.End(info);
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auto objects = w.Chunk(2001);
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w.At<uint32_t>(info + 32, static_cast<uint32_t>(objects)); // the file info chunk says where the objects start, as in real files
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w.Put<uint32_t>(5);
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w.Object(1000, "gatingOnFeature=13:oct2011content");
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w.Object(1001, "custom_config_names=0:\ngatingOnFeature=13:oct2011content\r");
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