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fix: keep the zone boundary lines and read the luz scene count as the client does
Each boundary line's destination is read as a map ID and an instance ID into a LWOZONEID. The scene count is a byte before version 37 and a u32 from it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -45,6 +45,15 @@ struct SceneTransitionInfo {
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NiPoint3 position;
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};
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// A zone boundary line from the .luz
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struct ZoneBoundary {
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NiPoint3 normal;
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NiPoint3 point;
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LWOZONEID destinationZone; // the clone ID is always 0
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uint32_t destinationSceneID{};
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NiPoint3 spawnLocation;
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};
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struct SceneTransition {
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std::string name;
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std::vector<SceneTransitionInfo> points;
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@@ -236,6 +245,7 @@ public:
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const Raw::Raw& GetZoneRaw() const { return m_Raw; }
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const SceneRef* GetScene(LWOSCENEID sceneID) const;
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const std::vector<SceneTransition>& GetSceneTransitions() const { return m_SceneTransitions; }
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const std::vector<ZoneBoundary>& GetBoundaries() const { return m_Boundaries; }
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const std::map<LWOSCENEID, SceneRef>& GetScenes() const { return m_Scenes; }
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private:
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@@ -258,6 +268,7 @@ private:
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std::map<LWOSCENEID, SceneRef> m_Scenes;
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std::vector<SceneTransition> m_SceneTransitions;
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std::vector<ZoneBoundary> m_Boundaries;
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uint32_t m_PathDataLength;
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uint32_t m_PathChunkVersion;
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