package methods // // SyncSceneFogMapAllUnlock(64915741) — reveal a whole scene's map fog. // Wire shape read from the client's own Lua reader (RPCDeserializeAuto.lua // midToReader[64915741], export option **LuaOnly** — the native side never touches it): // // local sceneId = reader.ReadUInt32(reader) // local unlock = reader.ReadBoolean(reader) // // Two bare primitives with NO complex header, so this contract must be Inline; a 0xFF // marker would shift the scene id. // The Lua impl is GameToClientImpl.SyncSceneFogMapAllUnlock -> MapFogDataMgr.SyncUnlockScene // (sceneId, unlocked), i.e. the client's own "whole map revealed" switch. // IMPORTANT: the parameter is a **sceneId** (RaidConfig.SceneId, e.g. 20001222), NOT a raid // id. MapSystem_FogMap.IsUnlocked calls MapFogDataMgr.IsInFog(sceneId, x, z), so a raid id // here silently unlocks nothing. // Note this is the correct mechanism — publishing PlayerClientInfoAchievement.SceneFogMaps // at login does nothing, because no client code reads that field for fog state. //