feat(ui): finish retail toolbar controls
Discover all seven panel launchers from their DAT panel-id attributes, route mounted panels through event-driven retained window state, and ghost unavailable panels. Port Use and Examine selection/target behavior with exact Appraise dispatch and retail cursor modes. Co-Authored-By: Codex <codex@openai.com>
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19 changed files with 478 additions and 72 deletions
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@ -1331,6 +1331,13 @@ public sealed class WorldSession : IDisposable
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SendGameAction(InteractRequests.BuildUseWithTarget(seq, sourceGuid, targetGuid));
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}
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/// <summary>Send retail IdentifyObject/Appraise (0x00C8).</summary>
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public void SendAppraise(uint targetGuid)
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{
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uint seq = NextGameActionSequence();
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SendGameAction(AppraiseRequest.Build(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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/// = 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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