Clear retail AutoWield on the matching authoritative WieldObject instead of waiting for unrelated rollback bookkeeping to drain. This prevents a completed switch from consuming the next weapon activation locally, including crossbows. Co-Authored-By: Codex <codex@openai.com>
5.4 KiB
Retail inventory weapon-switch pseudocode
Scope
Inventory double-click of a weapon while another primary weapon is equipped, in both peace and combat modes. The UI request sequence is shared; combat-mode animation remains server-authoritative.
Retail oracle
ItemHolder::DetermineUseResult @ 0x00588460classifies an owned combat-use item asWieldRight.CPlayerSystem::UsingItem @ 0x00562F70dispatches that result toAutoWield(item, SLOT_SIDE_RIGHT, 0, 1, 0, 1).CPlayerSystem::AutoWield @ 0x00560A60treats0x03500000(MeleeWeapon | MissileWeapon | Held | TwoHanded) as one weapon-ready group. If occupied, it records the requested item, sends the blocking weapon to the player container, and does not wield the requested item yet.CPlayerSystem::RecvNotice_ServerSaysMoveItem @ 0x00563260retriesAutoWieldonly after the server confirms the blocking item moved.ACCWeenieObject::UIAttemptWield @ 0x0058D590sendsGetAndWieldItem(item, equipMask).ClientCombatSystem::OnQualityChanged @ 0x0056C1B0reads player PropertyInt 40 (CombatMode) and applies it throughSetCombatMode.
Addresses are from docs/research/named-retail/symbols.json; pseudo-C is in
docs/research/named-retail/acclient_2013_pseudo_c.txt.
Cross-reference
- ACE
Player_Inventory.cssays the client normally sends the conflicting item's dequip beforeGetAndWieldItem.TryShuffleStancechanges a player who is already in combat to Missile, Magic, or Melee after the new item is equipped; it leaves a player in peace mode in peace. - ACE
Creature_Combat.cs::SwitchCombatStylesperforms the visible old-stance -> peace -> new-stance motion chain and sendsPrivateUpdatePropertyInt(CombatMode, ...). - holtburger independently confirms the action/event shapes:
GetAndWieldItem { item_guid, equip_mask },WieldObject, and PropertyInt 40 asCombatMode.
Faithful pseudocode
on inventory item double-click(item):
decision = DetermineUseResult(item)
if decision is WieldRight or WieldLeft or AutoSort:
auto_wield(item)
auto_wield(item):
if another auto-wield transaction is waiting for the server:
consume the request without sending another inventory action
if item has no valid equip location or is already equipped:
return false
if item.validLocations intersects WEAPON_READY_MASK:
desiredMask = item.validLocations & WEAPON_READY_MASK
blocker = player's equipped item intersecting WEAPON_READY_MASK
if blocker exists:
pending = (requestedItem = item.id, blockingItem = blocker.id)
send PutItemInContainer(blocker.id, player.id, placement = 0)
return true
if BlocksUseOfShield(item) and a shield is equipped:
begin the same confirmed blocker transaction for the shield
if item.ammoType is not AMMO_NONE
and equipped ammo has a different ammoType:
begin the same confirmed blocker transaction for the ammo
send_wield(item, desiredMask)
return true
use the existing retail slot/auto-wear selection rules
send_wield(item, selectedMask)
on server-confirmed item move(blocker):
if blocker matches pending.blockingItem
and blocker is now loose in the player's main pack:
requested = pending.requestedItem
clear pending before re-entry
auto_wield(requested)
on server inventory-request failure(item, error):
if item matches pending.blockingItem or pending.requestedItem:
clear pending
send_wield(item, mask):
pending = (requestedItem = item.id, blockingItem = none)
update the retained inventory/paperdoll projection optimistically
send GetAndWieldItem(item.id, mask)
on server-confirmed WieldObject(item):
reconcile the item's optimistic rollback snapshot separately
if item matches pending.requestedItem
and pending.blockingItem is none:
clear pending
on PrivateUpdatePropertyInt(property = CombatMode, value):
if value is exactly NonCombat, Melee, Missile, or Magic:
CombatState.SetCombatMode(value)
Animation ownership
The client must not synthesize a local bow-to-sword animation. In peace mode,
ACE leaves CombatMode as NonCombat. In combat mode, ACE selects the new
weapon's stance and sends the authoritative motion stream plus PropertyInt 40.
The inventory controller only sequences the two wire requests and waits for
the old weapon's confirmed move; the existing motion and equipped-child
render paths consume the server events.
The request is not complete when GetAndWieldItem is merely sent. Retail
UIAttemptWield records prevRequest = IR_WIELD and leaves the item waiting
until ServerSaysMoveItem reconciles it. acdream therefore keeps AutoWield
busy through the final authoritative WieldObject; allowing another switch
during the optimistic interval makes ACE reject otherwise valid items. Retail
ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0 clears the matching request
directly; that UI completion is intentionally independent of the object's
separate optimistic rollback counter.
Known remaining retail surface
This port covers the primary weapon-ready group plus retail's secondary
incompatible-shield and mismatched-ammo blockers. CreateObject now retains
the exact AmmoType needed for those decisions. Full AutoWieldIsLegal,
Aetheria, and dual-wield/off-hand rules remain tracked by divergence row
AP-108.