Keep active-combat AutoWield intent through ACE's pre-wield transition and queued trailing peace notice, while allowing explicit combat input to supersede it. Queue one-shot item interactions until the frame's movement edge has been serialized, so a movement release cannot cancel ACE's server-side corpse approach callback. Release build succeeds and all 5,890 runnable tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
8.8 KiB
Retail inventory weapon-switch pseudocode
Scope
Inventory double-click of a weapon while another primary weapon is equipped, or dragging an item onto a specific paperdoll slot, 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).gmPaperDollUI::HandleDropRelease @ 0x004A4D80routes an accepted physical item throughAcceptDragObject @ 0x004A3B10, which callsAutoWield(orAutoWear) with the paperdoll's resolved target side. It does not send a directGetAndWieldItemwhile a blocker remains equipped.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)
on paperdoll drop(item, target slot):
resolvedMask = resolve item.ValidLocations against the authored slot side
auto_wield(item, resolvedMask)
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:
print system text "Moving <blocker name> to your backpack"
pending = (requestedItem = item.id,
blockingItem = blocker.id,
resolvedMask = desiredMask)
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, pending.resolvedMask)
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
if the transaction began in an active combat mode:
// ACE compatibility boundary; see below.
retain the ready mode implied by the confirmed equip location
on combat-mode notices after confirmed WieldObject:
if the first notice is the retained ready mode
and no authoritative transition occurred during blocker removal:
clear the retained mode; the server already settled correctly
else if blocker removal already emitted a non-ready transition
and notices finish retained ready mode -> NonCombat:
clear the retained mode
request that ready mode from ACE's trailing NonCombat notice
else if post-wield notices form NonCombat -> retained ready mode -> NonCombat:
clear the retained mode
request that ready mode from ACE's trailing NonCombat notice
on explicit user combat-mode request:
clear retained AutoWield mode intent
the user's newer request wins
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. The inventory controller 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.
ACE active-combat compatibility boundary
A connected 2026-07-17 trace of Magic wand -> missile weapon showed ACE emit
Magic -> Melee -> NonCombat -> Missile -> NonCombat. This is a consequence of
ACE Player_Inventory.TryShuffleStance plus its queued dequip callbacks: the
server does select Missile for the new weapon, but a later queued callback
publishes NonCombat after the authoritative WieldObject. Retail's client does
not need a second request against the retail server.
acdream therefore preserves the user's desired ready mode only when AutoWield
begins in active combat. Authoritative WieldObject arms settlement. A server
that emitted no blocker transition and immediately reports the desired mode
needs no request. Local ACE can begin its old-weapon transition before
WieldObject, report the desired mode for the new weapon, and then publish a
queued trailing NonCombat; it can also emit the complete
NonCombat -> desired mode -> NonCombat tail after WieldObject. The client
sends one normal ChangeCombatMode request from that trailing notice,
necessarily after the queued callback that caused it. All resulting state and animation remain server-
authoritative. No update is ignored, delayed, or locally fabricated, and a
transaction begun in peace sends no mode request. An explicit user combat-mode
request cancels retained settlement so the compatibility owner cannot fight a
deliberate switch to Peace. This narrow server-
compatibility adaptation is recorded as AP-118.
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 inventory activation and paperdoll drops through the same
primary weapon-ready transaction, plus retail's secondary incompatible-shield
and mismatched-ammo blockers. CreateObject retains the exact AmmoType
needed for those decisions, and paperdoll target-side intent survives every
authoritative blocker retry. Full AutoWieldIsLegal and dual-wield/off-hand
rules remain tracked by divergence row AP-108. Retail also appends
" - cannot unwield the %s" when AttemptToPlaceInContainer rejects
synchronously. ACDream's current send seam is void and ACE reports that
rejection asynchronously, so the successful status line is exact while that
failure suffix remains tracked instead of being fabricated at the wrong
transaction boundary.