diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 085f26af..a2832cc3 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2468,7 +2468,7 @@ public sealed class GameWindow : IDisposable // D.5.4: ingest CreateObject into the object table (upsert) and wire Delete + // UiEffects live update. Wire BEFORE EntitySpawned += OnLiveEntitySpawned so // the table is populated before the render handler runs. - AcDream.Core.Net.ObjectTableWiring.Wire(session, Objects); + AcDream.Core.Net.ObjectTableWiring.Wire(session, Objects, () => _playerServerGuid); _liveSession.EntitySpawned += OnLiveEntitySpawned; _liveSession.EntityDeleted += OnLiveEntityDeleted; _liveSession.MotionUpdated += OnLiveMotionUpdated; @@ -2566,7 +2566,8 @@ public sealed class GameWindow : IDisposable Console.WriteLine($"player: applied server skills run={_lastSeenRunSkill} jump={_lastSeenJumpSkill}"); } }, - onShortcuts: list => Shortcuts = list); + onShortcuts: list => Shortcuts = list, + playerGuid: () => _playerServerGuid); // Phase I.7: subscribe to CombatState events and emit // retail-faithful "You hit X for Y damage" chat lines into