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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@ -2032,7 +2032,9 @@ public sealed class GameWindow : IDisposable
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sendSplitToWorld: (item, amount) =>
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_liveSession?.SendStackableSplitTo3D(item, amount),
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selectedObjectId: () => _selection.SelectedObjectId ?? 0u,
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stackSplitQuantity: _stackSplitQuantity);
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stackSplitQuantity: _stackSplitQuantity,
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sendPutItemInContainer: (item, container, placement) =>
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_liveSession?.SendPutItemInContainer(item, container, placement));
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var cursorFeedbackController = new AcDream.App.UI.CursorFeedbackController(
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_itemInteractionController,
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// Retail UpdateCursorState (0x00564630) keys target-mode
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@ -2527,6 +2529,7 @@ public sealed class GameWindow : IDisposable
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// UiEffects live update. Wire BEFORE EntitySpawned += OnLiveEntitySpawned so
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// the table is populated before the render handler runs.
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AcDream.Core.Net.ObjectTableWiring.Wire(session, Objects, () => _playerServerGuid);
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AcDream.Core.Net.CombatStateWiring.Wire(session, Combat);
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_liveSession.EntitySpawned += OnLiveEntitySpawned;
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_liveSession.EntityDeleted += OnLiveEntityDeleted;
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_liveSession.MotionUpdated += OnLiveMotionUpdated;
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