the bank is the reference's own window, and far sight freezes your body
- the bank window is the reference's own `BankFrame.xml` run off the player's chain — our 890-line copy is deleted whole; putting bags into the bank's bag slots works (the two verbs its buttons are wired to now exist), the purse is a real `SmallMoneyFrameTemplate` splitting 987654321 copper into three coin buttons instead of one string, `BANKFRAME_OPENED` loses the argument the real client never fires, and the bank stops auto-opening your bags while the vendor and mailbox keep doing it; the empty-slot click still plays the bag sound, because the reference's own line plays it on every click the cursor did not consume — named as faithful rather than quietly fixed - underneath it, the bank's inventory band is a VIEW over the container feed, not a second copy — inventory ids 40..69 had answered nil because the doll array stops at 24, so the stock file swapped in would have drawn an empty bank; the six bank bag slots become real inventory slots (64..=69) fed off the player descriptor, the three bag verbs are carved from the binary (`PutItemInBackpack` IS `PutItemInBag(0xFF)` through a ten-byte thunk, the occupied-by-an-ordinary-item leg auto-stores with no destination slot at all, and the return is the Lua number 1 or nil — the nil being the whole reason a plain left-click opens a bag), and the swap caught `BankButtonIDToInvSlotID`'s bag arm six slots wrong: it took a bag number 1..6 where the reference passes the button's own id, which is the container id - far sight freezes your own body while the view is out — the fifth conjunct of the movement predicates' shared precondition, joining the health term so the walk, the turn and the follow teardown go down together; both halves are load-bearing: the `IsActivePlayer` half is what keeps a Mind Control victim walking (possession rides the same PLAYER_FARSIGHT field), and the latch half is the RESOLVED engage rather than the raw field — and the camera is untouched, you still look around freely, which is the whole point of the spell - the reset offer no longer outlives the character that earned it — log out after walking out of the Deadmines and your next character was offered a reset the first one had earned — and the one lockout leg no probe can ever reach (vmangos writes a last-instance map only from raid binds, which the client's handler discards as not-a-party-dungeon) is now covered end to end through the real system, its module doc saying plainly: tested and never observed Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -103,6 +103,18 @@ impl WorldWriter {
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)
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}
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/// Auto-store an item into a bag (`CMSG_AUTOSTORE_BAG_ITEM`, layout in
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/// [`messages::auto_store_bag_item`]): take `(src_bag, src_slot)` and put it anywhere inside
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/// `dst_bag` — **the client names no destination slot; the server picks it**. The wire for
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/// `PutItemInBag`'s auto-store leg and the whole of `PutItemInBackpack` (wow-re
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/// `bag-verbs-law.md`). Refusal answers `SMSG_INVENTORY_CHANGE_FAILURE`.
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pub fn auto_store_bag_item(&mut self, src_bag: u8, src_slot: u8, dst_bag: u8) -> Result<()> {
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self.send(
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opcode::CMSG_AUTOSTORE_BAG_ITEM,
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&messages::auto_store_bag_item(src_bag, src_slot, dst_bag),
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)
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}
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/// Split a stack (`CMSG_SPLIT_ITEM`, layout in [`messages::split_item`]): carry `count` off
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/// `(src_bag, src_slot)` onto `(dst_bag, dst_slot)` — either endpoint may be an equipped bag
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/// (unlike [`Self::swap_inv_item`]). Success settles both slots via values deltas; refusal
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