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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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@@ -701,7 +701,7 @@ std::optional<std::string> ZoneTerrainLayersJson(uint32_t zoneId) {
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const auto luz = ClientAssets::ReadResFile("maps/" + zone->luzPath);
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std::string error;
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if (const auto header = luz ? ZonePaths::ReadHeader(*luz, error) : std::nullopt) {
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for (const auto& scene : header->scenes) if (scene.sceneType == 0) names.try_emplace(scene.id, scene.name);
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for (const auto& scene : header->scenes) if (scene.sceneType == eSceneType::General) names.try_emplace(scene.id, scene.name);
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}
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std::map<uint8_t, uint64_t> cells;
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nlohmann::json chunks = nlohmann::json::array();
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