fix(items): finish corpse pickup and combat switching
Port retail's first-slot ShowPendingInPlayer path for double-click loot and carry the current owned-container destination through deferred pickup. Retire the previous ground-container view as soon as a replacement is requested so its range close cannot cancel ACE's active MoveTo chain. Preserve active-combat weapon intent across ACE's authoritative wand-to-missile stance tail while leaving peace-mode switches unchanged. Release build succeeds and all 5,885 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
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17 changed files with 631 additions and 81 deletions
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@ -274,6 +274,7 @@ public sealed class RetailUiRuntime : IDisposable
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public SelectedObjectController? SelectedObjectController { get; private set; }
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public UiViewport? PaperdollViewportWidget { get; private set; }
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public UiNineSlicePanel? InventoryFrame { get; private set; }
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public InventoryController? InventoryPanelController { get; private set; }
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public RetailDialogFactory? DialogFactory { get; private set; }
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public ExternalContainerController? ExternalContainerController { get; private set; }
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@ -1603,6 +1604,7 @@ public sealed class RetailUiRuntime : IDisposable
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() => CloseWindow(WindowNames.Inventory),
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StackSplitQuantity,
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b.ResolveDragIcon);
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InventoryPanelController = inventory;
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PaperdollController paperdoll = PaperdollController.Bind(
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layout, b.Objects, b.PlayerGuid, b.ResolveIcon, b.Selection, b.ItemInteraction,
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contents, _bindings.Assets.DefaultFont, paperdollClickMap,
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