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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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@@ -65,7 +65,7 @@ TEST(ZoneFileTests, ReadsScenesAndPaths) {
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ASSERT_EQ(zone.scenes.size(), 1u);
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EXPECT_EQ(zone.scenes[0].filename, "scene.lvl");
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EXPECT_EQ(zone.scenes[0].id, 7u);
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EXPECT_EQ(zone.scenes[0].sceneType, 2u);
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EXPECT_EQ(zone.scenes[0].sceneType, eSceneType::FX);
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EXPECT_EQ(zone.zoneRawPath, "zone.raw");
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ASSERT_EQ(zone.sceneTransitions.size(), 1u);
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EXPECT_EQ(zone.sceneTransitions[0].points.size(), 2u);
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