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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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@@ -373,7 +373,7 @@ namespace {
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if (!lvl) continue;
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const auto objectsBefore = assetOf.size();
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const auto lighting = WorldScene::ReadLighting(*lvl);
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if (lighting && scene.sceneType == 0) lightingOf.try_emplace(scene.id, LightingJson(*lighting));
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if (lighting && scene.sceneType == eSceneType::General) lightingOf.try_emplace(scene.id, LightingJson(*lighting));
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if (sky < 0) {
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const auto skydome = JoinPath("", WorldScene::ReadSkydome(*lvl));
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if (skydome.ends_with(".nif") && Files().paths.contains(skydome)) sky = static_cast<int64_t>(scenery.IndexOf(skydome));
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