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Refactor ResId into CAssetId
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@@ -75,7 +75,7 @@ void CWorldLayerState::InitializeWorldLayers(const std::vector<CWorldLayers::Are
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x10_saveLayers.clear();
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}
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CWorldState::CWorldState(ResId id)
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CWorldState::CWorldState(CAssetId id)
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: x0_mlvlId(id), x4_areaId(0)
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{
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x8_relayTracker = std::make_shared<CRelayTracker>();
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@@ -84,7 +84,7 @@ CWorldState::CWorldState(ResId id)
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x14_layerState = std::make_shared<CWorldLayerState>();
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}
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CWorldState::CWorldState(CBitStreamReader& reader, ResId mlvlId, const CSaveWorld& saveWorld)
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CWorldState::CWorldState(CBitStreamReader& reader, CAssetId mlvlId, const CSaveWorld& saveWorld)
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: x0_mlvlId(mlvlId)
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{
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x4_areaId = reader.ReadEncoded(32);
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@@ -97,7 +97,7 @@ CWorldState::CWorldState(CBitStreamReader& reader, ResId mlvlId, const CSaveWorl
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void CWorldState::PutTo(CBitStreamWriter& writer, const CSaveWorld& savw) const
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{
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writer.WriteEncoded(x4_areaId, 32);
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writer.WriteEncoded(x10_desiredAreaAssetId, 32);
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writer.WriteEncoded(x10_desiredAreaAssetId.Value(), 32);
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x8_relayTracker->PutTo(writer, savw);
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xc_mapWorldInfo->PutTo(writer, savw, x0_mlvlId);
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x14_layerState->PutTo(writer);
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@@ -114,7 +114,7 @@ CGameState::GameFileStateInfo CGameState::LoadGameFileState(const u8* data)
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ret.x20_hardMode = stream.ReadEncoded(1);
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stream.ReadEncoded(1);
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ResId origMLVL = stream.ReadEncoded(32);
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CAssetId origMLVL = stream.ReadEncoded(32);
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ret.x8_mlvlId = g_ResFactory->TranslateOriginalToNew(origMLVL);
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BitsToDouble conv;
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@@ -236,7 +236,7 @@ void CGameState::PutTo(CBitStreamWriter& writer) const
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writer.WriteEncoded(CBasics::ToWiiTime(std::chrono::system_clock::now()) / CBasics::TICKS_PER_SECOND, 32);
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writer.WriteEncoded(x228_24_hardMode, 1);
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writer.WriteEncoded(x228_25_deferPowerupInit, 1);
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writer.WriteEncoded(g_ResFactory->TranslateNewToOriginal(x84_mlvlId), 32);
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writer.WriteEncoded(g_ResFactory->TranslateNewToOriginal(x84_mlvlId).Value(), 32);
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BitsToDouble conv;
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conv.doub = xa0_playTime;
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@@ -257,7 +257,7 @@ void CGameState::PutTo(CBitStreamWriter& writer) const
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}
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}
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void CGameState::SetCurrentWorldId(ResId id)
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void CGameState::SetCurrentWorldId(CAssetId id)
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{
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StateForWorld(id);
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x84_mlvlId = id;
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@@ -269,7 +269,7 @@ void CGameState::SetTotalPlayTime(float time)
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xa0_playTime = zeus::clamp<double>(0.0, time, 359999.0);
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}
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CWorldState& CGameState::StateForWorld(ResId mlvlId)
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CWorldState& CGameState::StateForWorld(CAssetId mlvlId)
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{
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auto it = x88_worldStates.begin();
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for (; it != x88_worldStates.end() ; ++it)
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