feat(ui): D.2b item interaction + retail cursors + live character sheet
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02 UI architecture review mandated before commit: - ItemInteractionController: single owner of double-click use/equip/ container-open, targeted-use mode (health kits), drag-out drop; toolbar shortcut drags don't drop the real item. ItemEquipRules for multi-slot (coat) coverage via equip masks. - Cursor phase: CursorFeedbackController (semantic priority chain: drag > resize > window-move > target-mode > text) + RetailCursorCatalog (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState 0x00564630) resolved through the portal EnumIDMap chain by RetailCursorResolver; RetailCursorManager applies dat cursor art to the OS cursor. Register row AP-72 covers the OS standard-cursor fallback. - Character window goes live: CharacterSheetProvider owns sheet assembly, XP-curve/raise-cost math and the raise flow — extracted out of GameWindow per Code Structure Rule 1 instead of committing the ~430-line feature body there. Optimistic XP/credit debits go through eventful store APIs (new ClientObjectTable.UpdateInt64Property + LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw property-dictionary writes; register row AP-73 covers the still-missing raise ledger (#163). - RetailWindowFrame: the shared nine-slice window mount recipe; the character window uses it, remaining windows migrate via #164. - Status-bar buttons toggle inventory/character windows; retail row-major backpack ordering; WorldSession.SendUseWithTarget + raise/train sends. GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the sheet/raise logic is unit-tested in CharacterSheetProviderTests instead of trapped in the god object. Build green; full suite 3,286 tests pass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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74 changed files with 6669 additions and 238 deletions
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@ -239,9 +239,12 @@ public static class GameEventWiring
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{
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var p = GameEvents.ParseWieldObject(e.Payload.Span);
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if (p is null) return;
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uint wielderGuid = p.Value.WielderGuid != 0u
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? p.Value.WielderGuid
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: (playerGuid?.Invoke() ?? 0u);
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items.MoveItem(
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p.Value.ItemGuid,
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newContainerId: p.Value.WielderGuid,
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newContainerId: wielderGuid,
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newEquipLocation: (AcDream.Core.Items.EquipMask)p.Value.EquipLoc);
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items.ConfirmMove(p.Value.ItemGuid); // Slice 1: confirm an optimistic wield (mirrors the 0x0022 handler)
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});
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@ -249,7 +252,11 @@ public static class GameEventWiring
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{
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var p = GameEvents.ParsePutObjInContainer(e.Payload.Span);
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if (p is null) return;
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items.MoveItem(p.Value.ItemGuid, p.Value.ContainerGuid, newSlot: (int)p.Value.Placement);
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items.MoveItem(
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p.Value.ItemGuid,
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p.Value.ContainerGuid,
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newSlot: (int)p.Value.Placement,
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containerTypeHint: p.Value.ContainerType);
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items.ConfirmMove(p.Value.ItemGuid); // B-Drag: the server confirmed our optimistic move
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});
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@ -262,9 +269,12 @@ public static class GameEventWiring
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{
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var p = GameEvents.ParseViewContents(e.Payload.Span);
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if (p is null) return;
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var guids = new uint[p.Value.Items.Count];
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for (int i = 0; i < guids.Length; i++) guids[i] = p.Value.Items[i].Guid;
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items.ReplaceContents(p.Value.ContainerGuid, guids);
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var entries = new ContainerContentEntry[p.Value.Items.Count];
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for (int i = 0; i < entries.Length; i++)
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entries[i] = new ContainerContentEntry(
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p.Value.Items[i].Guid,
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p.Value.Items[i].ContainerType);
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items.ReplaceContents(p.Value.ContainerGuid, entries);
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});
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// B-Wire: InventoryPutObjectIn3D (0x019A) — server confirms an item dropped
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@ -273,7 +283,11 @@ public static class GameEventWiring
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dispatcher.Register(GameEventType.InventoryPutObjectIn3D, e =>
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{
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var guid = GameEvents.ParsePutObjectIn3D(e.Payload.Span);
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if (guid is not null) items.MoveItem(guid.Value, newContainerId: 0u);
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if (guid is not null)
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{
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items.MoveItem(guid.Value, newContainerId: 0u);
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items.ConfirmMove(guid.Value);
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}
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});
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// B-Drag: InventoryServerSaveFailed (0x00A0) — server rejected an optimistic move.
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@ -284,8 +298,12 @@ public static class GameEventWiring
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var p = GameEvents.ParseInventoryServerSaveFailed(e.Payload.Span);
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if (p is null) return;
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// B-Drag: the server rejected an optimistic move — snap the item back to its pre-move slot.
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if (!items.RollbackMove(p.Value.ItemGuid))
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Console.WriteLine($"[B-Drag] InventoryServerSaveFailed guid=0x{p.Value.ItemGuid:X8} err=0x{p.Value.WeenieError:X} (no pending move)");
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var item = items.Get(p.Value.ItemGuid);
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string itemInfo = item is null
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? "unknown"
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: $"'{item.Name}' valid=0x{(uint)item.ValidLocations:X8} equip=0x{(uint)item.CurrentlyEquippedLocation:X8} priority=0x{item.Priority:X8} container=0x{item.ContainerId:X8} wielder=0x{item.WielderId:X8}";
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bool rolledBack = items.RollbackMove(p.Value.ItemGuid);
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Console.WriteLine($"[B-Drag] InventoryServerSaveFailed guid=0x{p.Value.ItemGuid:X8} err=0x{p.Value.WeenieError:X} rolledBack={rolledBack} item={itemInfo}");
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});
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// B-Wire: CloseGroundContainer (0x0052) — server closed a ground-container
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@ -366,6 +384,8 @@ public static class GameEventWiring
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if (localPlayer is not null)
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{
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localPlayer.OnProperties(p.Value.Properties);
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foreach (var attr in p.Value.Attributes)
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{
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if (attr.Current is uint cur)
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@ -408,14 +428,12 @@ public static class GameEventWiring
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// component; .Ranks is XP-bought additions. Their sum is
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// the closest we get to ACE's CreatureSkill.Current short
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// of porting the full Aug/Multiplier/Vitae chain.
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if (onSkillsUpdated is not null)
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if (localPlayer is not null || onSkillsUpdated is not null)
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{
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int runSkill = -1;
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int jumpSkill = -1;
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foreach (var s in p.Value.Skills)
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{
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if (s.SkillId != 22u && s.SkillId != 24u) continue;
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// K-fix13: total = AttributeFormula(skill, attrs)
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// + InitLevel (s.Init from wire)
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// + Ranks (s.Ranks from wire)
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@ -428,6 +446,19 @@ public static class GameEventWiring
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uint formulaBonus = resolveSkillFormulaBonus is not null
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? resolveSkillFormulaBonus(s.SkillId, attrCurrents)
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: 0u;
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localPlayer?.OnSkillUpdate(
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skillId: s.SkillId,
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ranks: s.Ranks,
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status: s.Status,
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xp: s.Xp,
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init: s.Init,
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resistance: s.Resistance,
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lastUsed: s.LastUsed,
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formulaBonus: formulaBonus);
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if (s.SkillId != 22u && s.SkillId != 24u) continue;
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int total = (int)(formulaBonus + s.Init + s.Ranks);
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if (s.SkillId == 24u) runSkill = total;
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else if (s.SkillId == 22u) jumpSkill = total;
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@ -437,7 +468,7 @@ public static class GameEventWiring
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$"vitals: PD-skill id={s.SkillId} init={s.Init} ranks={s.Ranks} formulaBonus={formulaBonus} total={total}");
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}
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if (runSkill >= 0 || jumpSkill >= 0)
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onSkillsUpdated(runSkill, jumpSkill);
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onSkillsUpdated?.Invoke(runSkill, jumpSkill);
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}
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// Issue #7 — enchantment block: feed each entry into the
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@ -463,8 +494,21 @@ public static class GameEventWiring
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// actual weenie data via ObjectTableWiring. (Previously this seeded
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// stubs with WeenieClassId = ContainerType, a misuse — ContainerType
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// is a 0/1/2 container-kind discriminator, not a weenie class id.)
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foreach (var inv in p.Value.Inventory)
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items.RecordMembership(inv.Guid);
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uint ownerGuid = playerGuid?.Invoke() ?? 0u;
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if (ownerGuid != 0u)
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{
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var entries = new ContainerContentEntry[p.Value.Inventory.Count];
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for (int i = 0; i < entries.Length; i++)
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entries[i] = new ContainerContentEntry(
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p.Value.Inventory[i].Guid,
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p.Value.Inventory[i].ContainerType);
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items.ReplaceContents(ownerGuid, entries);
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}
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else
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{
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foreach (var inv in p.Value.Inventory)
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items.RecordMembership(inv.Guid, containerTypeHint: inv.ContainerType);
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}
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foreach (var eq in p.Value.Equipped)
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items.RecordMembership(eq.Guid, equip: (EquipMask)eq.EquipLocation);
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@ -146,6 +146,7 @@ public static class CreateObject
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// publish it.
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uint? Useability = null,
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float? UseRadius = null,
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uint? TargetType = null,
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// D.5.1 (2026-06-17): icon overlay/underlay dat ids from the
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// WeenieHeader optional tail. IconOverlayId is gated by
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// WeenieHeaderFlag.IconOverlay (0x40000000) in weenieFlags;
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@ -645,6 +646,7 @@ public static class CreateObject
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// SAFE because IconComposer early-returns on id==0 per layer.
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uint? useability = null;
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float? useRadius = null;
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uint? targetType = null;
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uint iconOverlayId = 0;
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uint iconUnderlayId = 0;
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uint uiEffects = 0;
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@ -707,7 +709,7 @@ public static class CreateObject
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if ((weenieFlags & 0x00080000u) != 0) // TargetType u32
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{
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if (body.Length - pos < 4) throw new FormatException("trunc TargetType");
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pos += 4;
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targetType = ReadU32(body, ref pos);
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}
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if ((weenieFlags & 0x00000080u) != 0) // UiEffects u32 ← CAPTURE
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{
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@ -850,7 +852,7 @@ public static class CreateObject
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physicsState, objectDescriptionFlags,
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friction, elasticity,
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IconId: iconId,
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Useability: useability, UseRadius: useRadius,
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Useability: useability, UseRadius: useRadius, TargetType: targetType,
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IconOverlayId: iconOverlayId, IconUnderlayId: iconUnderlayId,
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UiEffects: uiEffects,
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WeenieClassId: weenieClassId,
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@ -336,11 +336,14 @@ public static class GameEvents
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public static WieldObject? ParseWieldObject(ReadOnlySpan<byte> payload)
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{
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if (payload.Length < 12) return null;
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if (payload.Length < 8) return null;
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uint wielderGuid = payload.Length >= 12
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? BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(8))
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: 0u;
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return new WieldObject(
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BinaryPrimitives.ReadUInt32LittleEndian(payload),
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BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(4)),
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BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(8)));
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wielderGuid);
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}
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/// <summary>0x0022 InventoryPutObjInContainer: server puts item into container slot.
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@ -81,5 +81,7 @@ public static class ObjectTableWiring
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ContainersCapacity: s.ContainersCapacity,
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Structure: s.Structure,
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MaxStructure: s.MaxStructure,
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Workmanship: s.Workmanship);
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Workmanship: s.Workmanship,
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Useability: s.Useability,
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TargetType: s.TargetType);
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}
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@ -82,6 +82,7 @@ public sealed class WorldSession : IDisposable
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// server publishes it for non-useable display entities.
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uint? Useability = null,
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float? UseRadius = null,
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uint? TargetType = null,
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// D.5.1: icon datId from CreateObject WeenieHeader, for toolbar rendering.
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uint IconId = 0,
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// D.5.1 (2026-06-17): icon overlay/underlay dat ids from the extended
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@ -807,6 +808,7 @@ public sealed class WorldSession : IDisposable
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parsed.Value.Elasticity,
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parsed.Value.Useability,
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parsed.Value.UseRadius,
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parsed.Value.TargetType,
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parsed.Value.IconId,
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parsed.Value.IconOverlayId,
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parsed.Value.IconUnderlayId,
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@ -1209,6 +1211,34 @@ public sealed class WorldSession : IDisposable
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SendGameAction(body);
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}
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/// <summary>Send retail RaiseAttribute (0x0045).</summary>
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public void SendRaiseAttribute(uint attrId, ulong xpSpent)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(CharacterActions.BuildRaiseAttribute(seq, attrId, xpSpent));
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}
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/// <summary>Send retail RaiseVital (0x0044).</summary>
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public void SendRaiseVital(uint vitalId, ulong xpSpent)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(CharacterActions.BuildRaiseVital(seq, vitalId, xpSpent));
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}
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/// <summary>Send retail RaiseSkill (0x0046).</summary>
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public void SendRaiseSkill(uint skillId, ulong xpSpent)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(CharacterActions.BuildRaiseSkill(seq, skillId, xpSpent));
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}
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/// <summary>Send retail TrainSkill (0x0047).</summary>
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public void SendTrainSkill(uint skillId, uint credits)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(CharacterActions.BuildTrainSkill(seq, skillId, credits));
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}
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/// <summary>Send AddShortcut (0x019C) — pin an item to toolbar slot <paramref name="index"/>.
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/// Retail: CM_Character::Event_AddShortCut. Mirrors the SendChangeCombatMode pattern.</summary>
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public void SendAddShortcut(uint index, uint objectGuid, ushort spellId = 0, ushort layer = 0)
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@ -1255,9 +1285,17 @@ public sealed class WorldSession : IDisposable
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SendGameAction(InteractRequests.BuildUse(seq, targetGuid));
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}
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/// <summary>Send PutItemInContainer (0x0019) — move an item into a container at a slot. placement
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/// <summary>Send UseWithTarget (0x0035) - use a source item on an acquired target.
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/// Retail: CM_Inventory::Event_UseWithTargetEvent.</summary>
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public void SendUseWithTarget(uint sourceGuid, uint targetGuid)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(InteractRequests.BuildUseWithTarget(seq, sourceGuid, targetGuid));
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}
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/// <summary>Send PutItemInContainer (0x0019) - move an item into a container at a slot. placement
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/// = the target slot (server packs/shifts); the drag-drop drop handler computes it. Retail:
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/// CM_Inventory::Event_PutItemInContainer → ACE Player.HandleActionPutItemInContainer.</summary>
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/// CM_Inventory::Event_PutItemInContainer -> ACE Player.HandleActionPutItemInContainer.</summary>
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public void SendPutItemInContainer(uint itemGuid, uint containerGuid, int placement)
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{
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uint seq = NextGameActionSequence();
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