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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>
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@@ -54,32 +54,6 @@ constexpr float PI = 3.14159f;
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//============ STRUCTS ==============
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struct LWOSCENEID {
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public:
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constexpr LWOSCENEID() noexcept { m_sceneID = -1; m_layerID = 0; }
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constexpr LWOSCENEID(int32_t sceneID) noexcept { m_sceneID = sceneID; m_layerID = 0; }
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constexpr LWOSCENEID(int32_t sceneID, uint32_t layerID) noexcept { m_sceneID = sceneID; m_layerID = layerID; }
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constexpr LWOSCENEID& operator=(const LWOSCENEID& rhs) noexcept { m_sceneID = rhs.m_sceneID; m_layerID = rhs.m_layerID; return *this; }
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constexpr LWOSCENEID& operator=(const int32_t rhs) noexcept { m_sceneID = rhs; m_layerID = 0; return *this; }
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constexpr bool operator<(const LWOSCENEID& rhs) const noexcept { return (m_sceneID < rhs.m_sceneID || (m_sceneID == rhs.m_sceneID && m_layerID < rhs.m_layerID)); }
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constexpr bool operator<(const int32_t rhs) const noexcept { return m_sceneID < rhs; }
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constexpr bool operator==(const LWOSCENEID& rhs) const noexcept { return (m_sceneID == rhs.m_sceneID && m_layerID == rhs.m_layerID); }
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constexpr bool operator==(const int32_t rhs) const noexcept { return m_sceneID == rhs; }
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constexpr int32_t GetSceneID() const noexcept { return m_sceneID; }
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constexpr uint32_t GetLayerID() const noexcept { return m_layerID; }
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constexpr void SetSceneID(const int32_t sceneID) noexcept { m_sceneID = sceneID; }
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constexpr void SetLayerID(const uint32_t layerID) noexcept { m_layerID = layerID; }
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private:
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int32_t m_sceneID;
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uint32_t m_layerID;
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};
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struct LWOZONEID {
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public:
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constexpr const LWOMAPID& GetMapID() const noexcept { return m_MapID; }
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@@ -99,7 +73,6 @@ private:
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LWOCLONEID m_CloneID = LWOCLONEID_INVALID; //To differentiate between "your property" and "my property". Always 0 for non-prop worlds.
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};
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constexpr LWOSCENEID LWOSCENEID_INVALID = -1;
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struct FriendData {
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public:
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13
dCommon/dEnums/eSceneType.h
Normal file
13
dCommon/dEnums/eSceneType.h
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@@ -0,0 +1,13 @@
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#ifndef ESCENETYPE_H
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#define ESCENETYPE_H
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#include <cstdint>
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// A zone scene's layer (the second half of the client's SceneAndLayer); zones split into a scene per layer
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enum class eSceneType : uint32_t {
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General = 0, // the scene's objects ("Global Scene" and the named scenes)
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Audio = 1, // *_audio.lvl scenes, named "Audio"
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FX = 2, // *_fxs.lvl scenes, named "FXs" (Nexus Tower)
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};
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#endif //!ESCENETYPE_H
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