Rename staircase_rooms_vec_ to z3_staircases for clarity and update related usages
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@@ -301,7 +301,7 @@ void Room::LoadObjects() {
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LoadChests();
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staircase_rooms_vec_.clear();
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z3_staircases_.clear();
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int nbr_of_staircase = 0;
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int pos = objects_location + 2;
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@@ -375,7 +375,7 @@ void Room::LoadObjects() {
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if (nbr_of_staircase < 4) {
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tile_objects_.back().set_options(ObjectOption::Stairs |
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tile_objects_.back().options());
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staircase_rooms_vec_.push_back(z3_staircase(
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z3_staircases_.push_back(z3_staircase(
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posX, posY,
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absl::StrCat("To ", staircase_rooms_[nbr_of_staircase])
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.data()));
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@@ -383,7 +383,7 @@ void Room::LoadObjects() {
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} else {
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tile_objects_.back().set_options(ObjectOption::Stairs |
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tile_objects_.back().options());
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staircase_rooms_vec_.push_back(z3_staircase(posX, posY, "To ???"));
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z3_staircases_.push_back(z3_staircase(posX, posY, "To ???"));
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}
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}
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}
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@@ -159,10 +159,13 @@ class Room : public SharedRom {
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int64_t room_size_pointer_;
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std::array<uint8_t, 16> blocks_;
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std::array<uchar, 16> chest_list_;
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std::array<gfx::Bitmap, 3> background_bmps_;
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std::vector<RoomObject> tile_objects_;
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std::vector<zelda3::Sprite> sprites_;
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std::vector<z3_staircase> staircase_rooms_vec_;
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std::vector<z3_staircase> z3_staircases_;
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std::vector<z3_chest_data> chests_in_room_;
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z3_dungeon_background2 bg2_;
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z3_dungeon_destination pits_;
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@@ -170,12 +173,6 @@ class Room : public SharedRom {
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z3_dungeon_destination stair2_;
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z3_dungeon_destination stair3_;
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z3_dungeon_destination stair4_;
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std::array<uchar, 16> chest_list_;
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std::vector<z3_chest_data> chests_in_room_;
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std::vector<RoomObject> tile_objects_;
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std::vector<int> room_addresses_;
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};
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constexpr std::string_view kRoomNames[] = {
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