mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-11 07:13:44 +00:00
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:
@@ -138,7 +138,7 @@ namespace {
|
||||
size_t index = 0;
|
||||
for (const auto& scene : zoneFile->scenes) {
|
||||
// Audio scenes share their general scene's id; the general one names it
|
||||
if (scene.sceneType == 0 || !scenes.contains(std::to_string(scene.id))) scenes[std::to_string(scene.id)] = scene.name;
|
||||
if (scene.sceneType == eSceneType::General || !scenes.contains(std::to_string(scene.id))) scenes[std::to_string(scene.id)] = scene.name;
|
||||
const auto lvl = ClientAssets::ReadResFile("maps/" + folder + scene.filename);
|
||||
if (!lvl) continue;
|
||||
for (const auto& object : WorldScene::ReadObjects(*lvl)) {
|
||||
|
||||
Reference in New Issue
Block a user