Revert "feat(B.5): pickup feedback chat line + toast ("You pick up the X.")"

This reverts commit 87ba5c9a98.
This commit is contained in:
Erik 2026-05-14 17:02:29 +02:00
parent 7be13938bc
commit 20ecb23396
2 changed files with 2 additions and 32 deletions

View file

@ -84,17 +84,6 @@ public sealed class WorldSession : IDisposable
/// </summary>
public event Action<DeleteObject.Parsed>? EntityDeleted;
/// <summary>
/// Fires when the session parses a 0xF74A PickupEvent game message —
/// distinguishes a despawn caused by a player pickup from a generic
/// <c>DeleteObject</c> despawn. Fires BEFORE <see cref="EntityDeleted"/>
/// for the same guid so subscribers can read entity state (e.g. name)
/// before the despawn handler removes the entity. Useful for "You pick
/// up the <i>X</i>" chat/toast feedback that needs the entity's display
/// name at the moment of pickup.
/// </summary>
public event Action<PickupEvent.Parsed>? EntityPickedUp;
/// <summary>
/// Payload for <see cref="MotionUpdated"/>: the server guid of the entity
/// whose motion changed and its new server-side stance + forward command.
@ -728,21 +717,13 @@ public sealed class WorldSession : IDisposable
// ACE sends PickupEvent (0xF74A) instead of DeleteObject
// when a player picks up a world item (Player_Tracking
// .RemoveTrackedObject with fromPickup=true). Downstream
// view-removal semantics are identical to DeleteObject, so
// we adapt to DeleteObject.Parsed and reuse the existing
// EntityDeleted handler. We also fire a distinct
// EntityPickedUp event BEFORE the despawn so a subscriber
// can read entity-side state (e.g. its display name) for
// pickup-feedback chat / toast lines while the entity is
// still resident.
// view-removal semantics are identical, so we adapt to
// DeleteObject.Parsed and reuse the existing handler.
var parsed = PickupEvent.TryParse(body);
if (parsed is not null)
{
EntityPickedUp?.Invoke(parsed.Value);
EntityDeleted?.Invoke(
new DeleteObject.Parsed(
parsed.Value.Guid, parsed.Value.InstanceSequence));
}
}
else if (op == UpdateMotion.Opcode)
{