refactor(zone): LWOSCENEID lives with the zone code, its layer is an eSceneType

LWOSCENEID and LWOSCENEID_INVALID move from dCommonVars.h to
dZoneManager/LWOSCENEID.h; only the zone code uses them. The layer half
is the scene's layer, now the new eSceneType (dCommon/dEnums) instead of
a uint32_t: General (0), Audio (1, the *_audio.lvl scenes named
"Audio") and FX (2, Nexus Tower's *_fxs.lvl scenes named "FXs"), the
three layers the zone files of every client on disk use. ZoneScene's
sceneType is an eSceneType too, so a scene's LWOSCENEID is built from it
directly, and the dashboard compares against eSceneType::General instead
of 0. The zone checksum still hashes the layer's number.

Check in game: every world loads (the zone checksum the client checks is
unchanged), Nexus Tower included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 04:49:42 -05:00
parent 0143ed834c
commit d5563ad5da
10 changed files with 58 additions and 33 deletions

View File

@@ -10,6 +10,7 @@
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "LDFFormat.h"
#include "eSceneType.h"
#include "eWaypointCommandType.h"
/**
@@ -26,7 +27,7 @@ struct WaypointCommand {
struct ZoneScene {
std::string filename;
uint32_t id{};
uint32_t sceneType{}; //0 = general, 1 = audio?
eSceneType sceneType{};
std::string name;
NiPoint3 unknown1;
float unknown2{};