fix(chat): Campaign CH user-gate round 1 — jump-in-air edge, portal cue cadence, wrap/prefix/color fixes
The user tested Campaign CH's CODE-COMPLETE build live and reported ten defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate — round 1"). Items A-G are fixed here; the remaining three (extra chat windows on 1/2/3/4, resize working in only one corner, transparency/ artifacts) are out of scope for a fix and filed as slice CH6. A. Jump-in-air refusal never fired live: the jump block only ever evaluated input.Jump inside the grounded-charge or already-charging branches. PlayerMovementController now detects the press RISING EDGE while airborne and reports WeenieError.NotGrounded once per press, leaving the grounded charge/fire path untouched. B. ChatVM's invented "[System] " prefix is dropped — retail prints system text bare. [Popup] is unchanged (AP-175). C. SpewBoxController's color is now the user-pinned exact value (1, 1, 0.247, 1), the same bright yellow as an incoming Tell. Register row AP-178 updated: color CLOSES, size/position/font stay open per the user's live report that they still differ. D. Closes #329: PortalTunnelPresentation now emits the portal wait cue unconditionally on every rotation-segment boundary, matching gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating on a 5-second hold local transits never reached. PortalWaitNotice Controller now renders it in the same pinned yellow as item C. Register row AP-150 retired. E. Closes #362: new ClientCommandResponses.cs parses and renders the four previously-unhandled inbound GameEvents (ChannelIndex, ChannelList, AvailableHouses, AllegianceInfoResponse), each ported line-for-line from the named-retail decomp's inbound handlers. Register row TS-70 retired. F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n' first, then word-wraps each segment independently — server text like /help's reply no longer collapses onto one line. G. The chat input field's right edge no longer holds a fixed absolute pixel position across a window resize; Bind now upgrades it to retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch fallback so it tracks the window's client width instead of overflowing past a narrower resize. Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline 12,221/4/0 + 26 new tests across items A, E, F, G). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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17 changed files with 1428 additions and 81 deletions
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@ -455,6 +455,13 @@ public sealed class PlayerMovementController
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private bool _jumpCharging;
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private float _jumpExtent;
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// Campaign CH user-gate round 1 (item A, #329 sibling finding): previous
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// frame's raw Jump input, so an airborne jump press can be reported on
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// its RISING edge only — retail's jump_is_allowed (called from
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// ClientCombatSystem::DoJump @0x0056B110) refuses once per press, not
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// once per frame the key is held.
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private bool _prevJumpHeld;
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/// <summary>
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/// Current retail jump-powerbar state. Power is always zero when no jump is
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/// pending and otherwise lies in [0,1].
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@ -2574,6 +2581,21 @@ public sealed class PlayerMovementController
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_jumpCharging = false;
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_jumpExtent = 0f;
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}
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else if (input.Jump && !_prevJumpHeld && !_body.OnWalkable)
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{
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// Campaign CH user-gate round 1, item A: the whole jump block
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// above only ever evaluates `input.Jump` inside
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// `input.Jump && _body.OnWalkable` (charge) or `_jumpCharging`
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// (fire/refuse) — pressing jump while airborne and NOT already
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// charging never reached either branch, so retail's 0x24 "You
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// can't jump while in the air" (jump_is_allowed via
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// ClientCombatSystem::DoJump @0x0056B110) could never fire live.
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// Report it exactly like the grounded refusals above, gated to
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// the press EDGE only (see _prevJumpHeld) so holding space
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// in-air raises exactly one report, not one per frame.
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ReportJumpRefusal(WeenieError.NotGrounded);
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}
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_prevJumpHeld = input.Jump;
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// ── 2. Run admitted complete-object quanta ────────────────────────────
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// CPhysicsObj::update_object (0x00515D10) retains a remainder at or
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