fix(paperdoll): restore authored slot backgrounds
Port the retail UIItem catalog path so every supported equipment location resolves its exact empty-state silhouette from live DAT. Share one definition table between equip behavior and presentation, wire runtime plus UI Studio, pin all 21 prototypes and surfaces, and retire AP-66. Co-Authored-By: Codex <codex@openai.com>
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11 changed files with 335 additions and 52 deletions
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@ -136,6 +136,7 @@ public static class FixtureProvider
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uint contentsEmpty = ItemListCellTemplate.ResolveEmptySprite(dats, 0x21000021u, 0x100001C6u);
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uint sideBagEmpty = ItemListCellTemplate.ResolveEmptySprite(dats, 0x21000022u, 0x100001CAu);
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uint mainPackEmpty = ItemListCellTemplate.ResolveEmptySprite(dats, 0x21000022u, 0x100001C9u);
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var paperdollEmpty = PaperdollSlotBackgrounds.ResolveEmptySprites(dats);
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var iconIds = MakeIconIds(stack);
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var selection = new AcDream.Core.Selection.SelectionState();
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@ -152,9 +153,7 @@ public static class FixtureProvider
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sideBagEmptySprite: sideBagEmpty,
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mainPackEmptySprite: mainPackEmpty);
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// Bind the paperdoll equip slots (same imported subtree as the inventory).
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// Mirrors GameWindow:2257-2265: PaperdollController.Bind with contentsEmpty as
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// emptySlotSprite (each slot shows the same square-frame placeholder as the grid).
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// Bind the paperdoll equip slots with their authored per-location UIItem prototypes.
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PaperdollController.Bind(
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layout,
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objects,
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@ -163,7 +162,8 @@ public static class FixtureProvider
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selection: selection,
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sendWield: null, // no live session in the studio
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emptySlotSprite: contentsEmpty,
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datFont: stack.VitalsDatFont);
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datFont: stack.VitalsDatFont,
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emptySlotSprites: paperdollEmpty);
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break;
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}
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