Code-quality review on Task 5:
- I1: Concerns was unscoped (CurrentlyEquippedLocation != None) → an NPC's
wielded item (which also carries that wire field) triggered spurious full
repaints. Narrowed to (WielderId==p || ContainerId==p), matching
InventoryController; OnObjectMoved's from/to-player backstop still catches
unwield-into-a-side-bag. Populate's own scope already prevented wrong data;
this kills the wasted repaints.
- I2: replaced the dual-`index++` (assign-vs-skip) with a for-i loop;
SlotIndex = SlotMap position (= the drag payload's SourceSlot on unwield).
- M1/M2: comment that the cell's SpriteResolve + the discrete-slot accept/
reject ring (0x060011F9/F8, not the grid insert-arrow) are factory-provided.
- Added two behavioral tests: a live player wield repaints the slot
(ObjectMoved → Concerns → Populate); an NPC's wielded item never appears on
the doll (player-scoping).
- Synced the stale spec §4b/§6c/§8 to the Task-3 Option-1 reality (the
optimistic wield is ContainerId-based and does NOT write WielderId).
App suite 580 passed / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>