feat(ui): port retail toolbar ammo count

Resolve stacked thrown weapons versus separately equipped missile ammo exactly like gmToolbarUI, normalize a zero stack to one, and refresh the authored missile indicator from equipment and stack events. Keep the decision in pure Core with retained and real-DAT conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-11 12:29:51 +02:00
parent 400f01eef1
commit 564d39dfea
9 changed files with 330 additions and 7 deletions

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# Retail toolbar ammunition pseudocode
## Named-retail oracle
- `gmToolbarUI::UpdateAmmoID @ 0x004BF210`
- `gmToolbarUI::UpdateAmmoNumber @ 0x004BE9E0`
- `gmToolbarUI::RecvNotice_ServerSaysMoveItem @ 0x004BF2B0`
- `gmToolbarUI::RecvNotice_ItemAttributesChanged @ 0x004BF8F0`
- `ACCWeenieObject::GetObjectAtLocation @ 0x0058CE00`
The Binary Ninja text corrupts the second `GetObjectAtLocation` constant into a
string literal. The surrounding branch, retail `INVENTORY_LOC` header, ACE
`EquipMask`, and holtburger equipment model agree that the two locations are
`MISSILE_WEAPON_LOC = 0x00400000` and `MISSILE_AMMO_LOC = 0x00800000`.
## Literal pseudocode
```text
UpdateAmmoID:
oldAmmoID = ammoID
ammoID = 0
player = GetWeenieObject(playerID)
if player exists:
weaponID = player.GetObjectAtLocation(MISSILE_WEAPON_LOC, priority=0)
if weaponID != 0:
weapon = GetWeenieObject(weaponID)
if weapon exists and weapon.maxStackSize > 1:
ammoID = weaponID
if ammoID == 0:
ammoID = player.GetObjectAtLocation(MISSILE_AMMO_LOC, priority=0)
if ammoID != oldAmmoID:
UpdateAmmoNumber()
UpdateAmmoNumber:
text = ""
ammo = GetWeenieObject(ammoID)
if ammo exists:
count = ammo.stackSize
if count == 0:
count = 1
text = decimal(count)
SetText(toolbarElement 0x10000194, text)
```
`GetObjectAtLocation` walks the player's ordered inventory-placement list and
returns the first entry whose location mask intersects the requested mask.
Stackable missile weapons therefore display their own count (thrown weapons);
ordinary launchers display the separately equipped ammunition stack.
Move notices touching player equipment locations `0x00C00000` recompute the
ammo object ID. Attribute/stack changes for the current ammo object refresh its
number. Player-description arrival also performs an initial resolution.
## Port boundary
`ToolbarAmmoPolicy` is pure Core logic over the ordered player placement list.
`ToolbarController` owns repository event subscriptions and writes the resulting
decimal label into authored element `0x10000194`. Missing ammo is an empty label.