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fix: load the zone without scene lookups when its raw terrain is missing or unreadable
Log at debug when it parses; build the terrain mesh only for the OBJ export; read the zone name and description only for version 31 and later, as the client does. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -234,7 +234,6 @@ public:
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void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; }
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const Raw::Raw& GetZoneRaw() const { return m_Raw; }
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const Raw::TerrainMesh& GetTerrainMesh() const { return m_TerrainMesh; }
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const SceneRef* GetScene(LWOSCENEID sceneID) const;
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const std::vector<SceneTransition>& GetSceneTransitions() const { return m_SceneTransitions; }
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const std::map<LWOSCENEID, SceneRef>& GetScenes() const { return m_Scenes; }
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@@ -256,7 +255,6 @@ private:
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std::string m_ZoneDesc; //Description of the zone by a level designer
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std::string m_ZoneRawPath; //Path to the .raw file of this zone.
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Raw::Raw m_Raw; // The Raw data for this zone
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Raw::TerrainMesh m_TerrainMesh; // Pre-generated terrain mesh for fast scene lookups
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std::map<LWOSCENEID, SceneRef> m_Scenes;
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std::vector<SceneTransition> m_SceneTransitions;
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