the inspect and talent windows are the reference's own
- the inspect and talent windows are the reference's own: `Blizzard_InspectUI` and `Blizzard_TalentUI` are LoadOnDemand addons whose real `.xml`/`.lua` live inside `patch.MPQ` — the loose `Interface\AddOns` folder holds only a `.pub` signature, which three notes in this tree had read as "packed, no source to migrate from", one wrong inference that kept five windows on hand-written transcriptions; 2300 lines of ours out, no engine work needed, and three things our talent transcription had quietly invented fell out (there was no level-10 gate, every tree scrolled where a shallow one does not, and a nil `TalentMicroButton` threw out of OnShow before the window painted) - a nil unit token RAISES in 53 of 83 bindings: wow-re censused the registrar table at `0x850438` — `UnitName(nil)` raises and `UnitIsVisible(nil)` is quiet, one line apart in stock files, so there is no rule to derive, the table is the rule; ours answered a default and our own test had pinned it; both token positions of the seven two-token predicates are gated, `GetRaidTargetIndex` too, and `UnitIsAFK`/`UnitIsDND` are confirmed not to exist in 5875 at all (zero occurrences under a positive control) — we invented them, and they stay deliberately ungated - `EditBox:SetNumber` did not exist (the only chain file calling it is `MoneyInputFrame.lua`, on the chain since the money kit): it is byte-identical to `SetText`, formats through `%.14g` in MSVC's CRT (`1e+020`, `1.#INF`), and `OnTextChanged` never fires from an edit — it fires from the dirty-word drain inside the box's own OnUpdate, coalesced to one per box per frame, where ours fired synchronously and `MoneyInputFrame_SetCopper` raised on it; `PanelTemplates_TabResize`'s `tab` argument is optional as the reference's is (stock macro tabs call it with `0`) - the skull or star on your CURRENT target never appeared or cleared until you re-targeted — `RAID_TARGET_UPDATE` was never fired, and stock `TargetFrame.lua` hangs its repaint off it; a raid-to-party conversion now empties the mark board as `0x4ba550` does; and the group-loot roll popups were already on the chain inside stock `LootFrame.xml` — our 546-line `GroupLootFrame.xml` had been shadowing all four of them Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -610,9 +610,17 @@ mod tests {
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///
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/// **A remaining `<?>` in the `fx=` column is usually a LoadOnDemand addon**, not something to
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/// build. `ClassTrainerFrame_Show`, `CraftFrame_Show`, `MacroFrame_SaveMacro`,
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/// `InspectFrame_Show`, `TalentFrame_Toggle` and their siblings live in `Blizzard_*` addons the
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/// install ships **packed as `.pub`**, so no amount of scanning the extracted FrameXML finds
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/// them. They arrive when that addon does, exactly like an `fx=` name with a home.
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/// `InspectFrame_Show`, `TalentFrame_Toggle` and their siblings live in `Blizzard_*` addons, so
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/// no amount of scanning the extracted **FrameXML** finds them. They arrive when that addon does,
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/// exactly like an `fx=` name with a home.
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///
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/// **They are NOT unreachable, and this doc used to say they were.** It claimed the install
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/// ships them "packed as `.pub`", which is a misreading of the loose
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/// `Interface\AddOns\<name>\` folder — that really does hold only a `.pub` signature file.
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/// The addon's real `.xml`/`.lua`/`.toc` are inside **`patch.MPQ`**, and `Chain` mounts MPQs, so
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/// `reference_ui::read` reaches them and `is_chain_entry` accepts the path. Verified by reading
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/// `Interface\AddOns\Blizzard_MacroUI\Blizzard_MacroUI.xml` and `Blizzard_InspectUI`'s twin
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/// straight out of the archive. Every one of those windows is buildable today.
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///
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/// One crudeness remains, stated because it decides how to read the output: neither scan can
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/// see a name reached through `getglobal`, so both can under-report.
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