the action bars' empty slots go ghost, and a rooted creature stays put

- picking a spell up off the bar no longer blacks out every empty slot: `UI-Quickslot` is a FILLED 60%-black plate, not a hollow ring (decoded off the shipped BLPs — Quickslot2's interior is RGBA 0,0,0,0, Quickslot's 0,0,0,153), and the reference dims it to half alpha in `ActionButton_ShowGrid`, so an empty well now ghosts at 30% black where it read as a hole; the wow-re cross-check then found the reference never UN-dims it (a 3-argument `SetVertexColor` preserves the current alpha at `0x79abd0`, and `SetNormalTexture` reuses the region), so in the real client the first drag leaves every button's border at half alpha for the rest of the session — benilla ends the dim on purpose and records it as the divergence it is (1782)
- the bag bar is the reference's own `MainMenuBarBagButtons.xml` (window 3 of the stock-first migration), and the swap found a real bug rather than a move: the reference's `ItemAnim_OnEvent` matches a push against the button's inventory-slot id (20..23) and benilla emitted its own container numbering (1..4), so all four bag-push cards would have silently never played against the stock body — `push_container` now emits the reference's selector (`bag + 1`), which is what an addon expects anyway; beside it, a readiness probe that asks the LOADER, not a grep, which of the 85 stock windows load off the player's chain today (58 do; the 27 that don't name their own blocker)
- a rooted, hovering, water-walking or walking creature reached benilla as an unhandled opcode: the twelve `SMSG_SPLINE_MOVE_*` (the observer twin of the ack'd force family — bare packed guid, no ack, any unit) now decode into one MOVEMENTFLAGS word per unit, which benilla kept for our mover and for a relayed player and not at all for a creature, the one body this family is ever addressed to; ROOT wipes the direction bits so the dead-reckon stops walking a rooted body on for its next heartbeat (`0x7c7340`), HOVER clears a yard off the floor without climbing a body already inside that yard (`0x636e81`), WATERWALK elects the liquid surface against the terrain, SAFE_FALL's terminal is 7.0 not 60.148 (`0x7c5d23`), and SET_RUN_MODE's bool is inverted against the bit, folded at the parse; the inspect card names a unit's granted modes in words (`granted rooted+hover`) so a creature resting a yard off the floor reads as intended rather than broken

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Sam
2026-09-02 16:57:55 +07:00
co-authored by Claude Fable 5.1
parent 631b4a99c1
commit 6da7ed3fca
43 changed files with 2048 additions and 1266 deletions
@@ -75,7 +75,7 @@ fn escape_closes_bag_and_panel_releases_loot_and_clears_cursor() {
s.set_container(0, Some(one_item_backpack()));
// Open the bag and the loot window; drain the open kits (not under test here).
s.run("BenillaBagToggle_OnClick()").unwrap();
s.run("MainMenuBarBackpackButton:Click()").unwrap();
s.set_loot(Some(LootState {
fishing: false,
master_candidates: Vec::new(),
@@ -147,7 +147,7 @@ fn escape_is_consumed_by_a_focused_editbox_and_leaves_windows_open() {
s.set_money(0);
s.set_container(0, Some(one_item_backpack()));
s.run("BenillaBagToggle_OnClick()").unwrap();
s.run("MainMenuBarBackpackButton:Click()").unwrap();
assert!(
s.focus_editbox("ChatFrameEditBox"),
"the chat edit box focuses"
@@ -264,7 +264,7 @@ fn escape_closes_an_open_stack_split_frame() {
slots,
}),
);
s.run("BenillaBagToggle_OnClick()").unwrap();
s.run("MainMenuBarBackpackButton:Click()").unwrap();
assert!(bag_open(&s, 0), "the backpack window is up");
// Open the spinner with a real SHIFT + left-click on the button holding slot 1 — asked of the
@@ -311,7 +311,7 @@ fn escape_ladder_cast_then_windows_then_target_one_eater_per_press() {
load_xml(&s, "MerchantFrame.xml");
s.set_money(0);
s.set_container(0, Some(one_item_backpack()));
s.run("BenillaBagToggle_OnClick()").unwrap();
s.run("MainMenuBarBackpackButton:Click()").unwrap();
let _ = s.take_sounds();
assert!(bag_open(&s, 0));
s.set_unit(
@@ -405,7 +405,7 @@ fn escape_ladder_targeting_rung_after_cast_before_windows() {
load_xml(&s, "MerchantFrame.xml");
s.set_money(0);
s.set_container(0, Some(one_item_backpack()));
s.run("BenillaBagToggle_OnClick()").unwrap();
s.run("MainMenuBarBackpackButton:Click()").unwrap();
let _ = s.take_sounds();
assert!(bag_open(&s, 0));