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>
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@@ -204,7 +204,7 @@ fn escape_opens_the_menu_only_when_nothing_else_wants_the_press_and_then_closes_
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s.set_container(0, Some(backpack()));
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// A press with a window open is eaten by CloseAllWindows — the menu stays down.
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s.run("BenillaBagToggle_OnClick()").unwrap();
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s.run("MainMenuBarBackpackButton:Click()").unwrap();
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let _ = s.take_sounds();
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s.run("ToggleGameMenu()").unwrap();
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assert!(!bag_open(&s, 0), "the press closed the bag");
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@@ -239,7 +239,7 @@ fn the_clicked_form_closes_everything_and_opens_the_menu_in_one_go() {
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let mut s = bag_harness_with(&[], &["MerchantFrame.xml"]);
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s.set_money(0);
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s.set_container(0, Some(backpack()));
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s.run("BenillaBagToggle_OnClick()").unwrap();
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s.run("MainMenuBarBackpackButton:Click()").unwrap();
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assert!(bag_open(&s, 0));
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s.run("ToggleGameMenu(1)").unwrap();
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@@ -272,7 +272,7 @@ fn the_open_menu_takes_the_screen_and_refuses_every_other_panel() {
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);
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s.set_money(0);
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s.set_container(0, Some(backpack()));
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s.run("BenillaBagToggle_OnClick()").unwrap();
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s.run("MainMenuBarBackpackButton:Click()").unwrap();
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s.set_loot(Some(LootState {
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fishing: false,
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master_candidates: Vec::new(),
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