feat(inventory): port retail weapon switching
Sequence primary weapon replacement through the server-confirmed AutoWield transaction: return the occupied weapon to the player pack, wait for its move event, then wield the requested item. Route authoritative CombatMode property updates so peace stays peace and war adopts the new weapon stance without client-synthesized animation. Co-Authored-By: Codex <codex@openai.com>
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14 changed files with 736 additions and 155 deletions
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@ -454,6 +454,12 @@ include dungeons.
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- **L.1c held-object foundation (implemented and live-gated 2026-07-11)** — exact
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equipment-aware default combat mode (bow→Missile, caster→Magic) plus retail
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CreateObject/ParentEvent child attachment and per-frame hand-follow rendering.
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- **L.1c inventory weapon switching (implemented 2026-07-12; live gate pending)** —
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inventory double-click ports retail's two-stage `AutoWield`: return the occupied
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primary weapon to the main pack, wait for the server move confirmation, then
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wield the requested bow/sword/caster/two-hander. The shared transaction works
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in peace and war; ACE owns stance-specific motions and its PropertyInt 40 update
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now drives the client `CombatState`.
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- **L.1c local attack receive path (implemented 2026-07-11; live gate pending)** —
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local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted
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funnel and action-stamp gate, so ACE's server-selected melee/missile action
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