feat(combat): port retail held weapon parenting
Select the default combat mode from ordered equipped objects so bows request missile stance. Parse CreateObject parent metadata and ParentEvent, then render held objects as separate children composed from setup holding locations and placement frames each animation tick.
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18 changed files with 1152 additions and 17 deletions
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@ -495,6 +495,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
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- **✓ SHIPPED — Wave 4.4c exact selected-health policy.** Core ports `ObjectIsAttackable @ 0x0056A600`; CreateObject preserves second-header PetOwner; toolbar player/pet composition is exact. Self, pets, and Free-PK creatures now query health while friendly NPCs and attackable non-creatures remain name-only. AP-46 retired. The world/radar policy matrix and exact DAT paperdoll body-map + upper-item-priority route passed live 2026-07-11.
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- **✓ SHIPPED — Wave 4.4d toolbar launchers + Use/Examine.** All seven authored launchers are discovered through their DAT panel-id attribute; mounted Inventory/Character panels toggle through the registry and the other five buttons are ghosted. Typed window-visibility events own Highlight/Normal state. Use and Examine act on selection or enter their one-shot retail target modes, with exact Appraise wire dispatch and retail cursors. Warning-free App build and 4,747-pass / 5-skip Release suite are green; the connected live gate passed 2026-07-11. AP-101 is narrowed to the remaining ammo-number display.
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- **Wave 4.4e implemented — exact missile ammo number (live gate pending).** Pure Core reproduces retail's thrown-weapon-vs-separate-ammo resolution over the ordered player equipment list and its zero-to-one count normalization. Relevant equipment/stack events update authored missile indicator `0x10000194` with the DAT font. Warning-free Release build and 4,754-pass / 5-skip suite are green; AP-101 is retired.
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- **M2 held-object parenting implemented 2026-07-11; live gate pending.** The combat toggle now ports `GetDefaultCombatMode` over ordered equipped contents, so a bow requests Missile instead of the old hardcoded Melee. CreateObject preserves parent/placement/timestamp fields, `0xF749` ParentEvent is handled, and `EquippedChildRenderController` renders the weapon as a separate child composed from the animated hand part + holding frame + child placement frame. App Release builds with zero warnings; the full 4,765-pass / 5-skip suite is green. AP-111 is retired; research: `docs/research/2026-07-11-combat-default-and-parent-event-pseudocode.md`.
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- **✓ SHIPPED — Character window** (`LayoutDesc 0x2100002E`, `CharacterStatController`, 2026-06-26, same branch). **Visually user-confirmed 2026-06-26 — Attributes tab reads as retail.** Three tabs, header (name/heritage/PK), large-gold level number (dat font, `largeDatFont` 18px), "Total Experience (XP):" + "XP for next level:" captions, 9-row attribute list (icons + right-aligned values + Health/Stamina/Mana vitals), click-to-select (top/bottom selection bars + footer State-B "{Attr}: {value}" / "Experience To Raise: Infinity!" + affordability-gated raise triangles), centered footer. User noted "still needs some polish for later" — deferred to Issue #158.
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- **✓ SHIPPED — D.5.4 — Client object/item data model (foundation).** Shipped 2026-06-18 (`b506f53`..`a33e897`, 11 commits). Renamed `ItemRepository`→`ClientObjectTable` / `ItemInstance`→`ClientObject`; broadened the table to hold EVERY server object (retail `weenie_object_table` shape). `CreateObject` is now the canonical merge-upsert (`ClientObjectTable.Ingest`, retail `SetWeenieDesc` semantics) via a new Core.Net `ObjectTableWiring` (off GameWindow); `DeleteObject` evicts; `PlayerDescription` is a membership manifest (`RecordMembership`); live container-membership index (`GetContents`, retail `object_inventory_table`). `_liveEntityInfoByGuid` retired (selection/describe resolve from the one table). Root fix: the old enrich-existing-only `EnrichItem` dropped `CreateObject`s for items with no `PlayerDescription` stub — live-Coldeve 4/6 hotbar slots blank; items are now created, not dropped. **Crux resolved:** retail is TWO tables (`object_table` + `weenie_object_table`), NOT one — acdream's `WorldEntity` (3D system) + `ClientObjectTable` (data/UI) split was already architecturally faithful; the fix was the ingestion path, not a table unification. 2671 tests green.
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- **Roadmap correction (2026-07-10):** the completion order is now the architecture-first campaign in `docs/superpowers/plans/2026-07-10-retail-ui-fidelity-completion.md`. Retail `gmToolbarUI` is object-only: preserve `ShortCutData.index_`, `objectID_`, and `spellID_`, but do not invent spell glyphs on this bar. `PlayerModule::favorite_spells_[8]` feeds separate spell bars.
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@ -451,6 +451,9 @@ include dungeons.
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Inventory list) — minimal ImGui surfaces, retail-skin deferred to M5.
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- **L.1c** — Combat animation wiring (draw/sheath, attack swings by
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stance/power/height, hit reactions, evades).
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- **L.1c held-object foundation (implemented 2026-07-11; live gate pending)** — exact
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equipment-aware default combat mode (bow→Missile, caster→Magic) plus retail
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CreateObject/ParentEvent child attachment and per-frame hand-follow rendering.
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- **L.1b** — Command router + motion-state cleanup (prereq for L.1c).
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**Freeze on landing:**
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