fix(ui): #411 — pointer swaps over inventory items unconditionally, not only in UseTarget mode
Corrects an incomplete reading from #411's original investigation. UIElement_SmartBoxWrapper::FindObject @0x004E5430 calls SmartBox::set_found_object(itemID, 0xFFFFFFFF) whenever the hovered UI element (m_pElementLastOver) casts to UIElement_UIItem (class 0x10000032) — UNCONDITIONALLY, not gated on target mode, and returns WITHOUT running the 3D raycast. ClientUISystem:: UpdateCursorState @0x00564630 computes its "found" flag ONCE at the top of the function (ebx = SmartBox::get_found_object_id() != 0, @0x00564642) and every later branch (default/melee-missile/magic/ use/examine/use-target/busy) reads that SAME flag — so hovering an occupied item cell shows the cursor's "...Found" variant in EVERY mode, not only during an active UseTarget selection. CursorFeedbackController.Update(UiRoot) already had the item-hover special case wired from an earlier round but incorrectly gated it to TargetMode.UseTarget only; that one-line gate is removed. ResolveGlobalKind needed no changes at all — it already read the snapshot's HoverTargetGuid unconditionally across every mode. Two new tests pin the widened behavior in ordinary peace mode and in combat mode. Live-DAT-independent (pure decomp + unit fixture). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2 changed files with 68 additions and 8 deletions
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@ -109,17 +109,32 @@ public sealed class CursorFeedbackController
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UiElement? hover = root.Pick(root.MouseX, root.MouseY);
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// Retail UpdateCursorState (0x00564630) keys the target-mode cursor off
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// the SmartBox found object — the WORLD entity under the cursor. A UI
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// window occludes the world (no found object → pending). The one
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// UI-side source retail-style cells contribute is an occupied item
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// slot's own item.
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// Retail UpdateCursorState (0x00564630) keys EVERY mode's cursor off
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// the SAME SmartBox found-object flag, computed once at the top of
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// the function (ebx = SmartBox::get_found_object_id() != 0,
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// @0x00564642) and read verbatim by every later branch — target mode
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// and combat mode only pick WHICH cursor variant (Default vs.
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// DefaultFound, Use vs. UseFound, ...) to show for that SAME found
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// state, never whether it is set.
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//
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// #411 correction (2026-08-16): the found object itself is not
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// world-only. UIElement_SmartBoxWrapper::FindObject @0x004E5430 runs
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// every frame regardless of input focus (Global_Loop @0x004E5620)
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// and, when the currently-hovered UI element (m_pElementLastOver)
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// casts to UIElement_UIItem (0x10000032), calls
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// SmartBox::set_found_object(itemID) directly — UNCONDITIONALLY, not
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// gated on target mode — and returns WITHOUT running the 3D raycast.
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// So hovering an occupied item cell sets the SAME found flag in
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// EVERY mode (peace, melee/missile, magic, busy, examine, use,
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// use-target), which is why retail's cursor visibly changes there —
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// the earlier reading here (item slots only contribute in
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// UseTarget) covered only the Valid/Invalid sub-branch, not the
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// found flag driving the Default/Combat/Use/Examine/Busy Found
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// variants too.
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RetailCursorTargetMode targetMode = ModeFromInteraction(_itemInteraction);
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uint hoverTarget = hover is null
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? _worldTargetProvider?.Invoke() ?? 0u
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: targetMode == RetailCursorTargetMode.UseTarget
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? FindHoveredItemSlot(hover)?.ItemId ?? 0u
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: 0u;
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: FindHoveredItemSlot(hover)?.ItemId ?? 0u;
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bool? hoverTargetCompatible = targetMode == RetailCursorTargetMode.UseTarget
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&& hoverTarget != 0
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? _itemInteraction?.IsCurrentTargetCompatible(hoverTarget)
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