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>
This commit is contained in:
Sam
2026-08-31 20:18:51 +07:00
co-authored by Claude Fable 5
parent 25c865c00a
commit 14bd5ea1a4
35 changed files with 1804 additions and 1347 deletions
@@ -168,7 +168,7 @@ fn hiding_a_frame_does_not_reopen_the_gate() {
///
/// `ContainerFrameItemButton_OnUpdate` re-runs `OnEnter` every frame while the tooltip is the
/// button's own — faithful, and UNTHROTTLED in 1.12 (its `updateTooltip` throttle is commented
/// out; `BagFrame.xml`'s `BenillaBagSlot_OnUpdate` ships the same loop). So a bag hover clears and
/// out; the reference's `ContainerFrameItemButton_OnUpdate` ships the same loop). So a bag hover clears and
/// rebuilds the SAME tooltip 60×/sec, and the engine must absorb that: identical content re-derives
/// an identical model, so the measure cache re-validates on its content key and the gate stays shut.
///