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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@@ -616,6 +616,57 @@ pub const SMSG_SPLINE_SET_SWIM_SPEED: u16 = 0x0300; // 768
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pub const SMSG_SPLINE_SET_WALK_SPEED: u16 = 0x0301; // 769
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pub const SMSG_SPLINE_SET_SWIM_BACK_SPEED: u16 = 0x0302; // 770
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pub const SMSG_SPLINE_SET_TURN_RATE: u16 = 0x0303; // 771
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// **The OBSERVER movement-mode family** (decision 1780) — the spline-move twelve. Where the
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// `SMSG_FORCE_*`/`SMSG_MOVE_*` family above hands the *controlling client* a mode to ack, this one
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// tells everyone else that some unit's mode changed, and it is a different wire in three ways:
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// the body is a **bare packed guid** (no counter, no `MovementInfo`), there is **no ack**, and the
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// target is **any unit**, not our mover.
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//
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// VERIFIED both ends. Server: vmangos `MovementPacketSender::SendMovementFlagChangeToAll` /
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// `SendToggleRunWalkToAll` (`MovementPacketSender.cpp:399-462`) write `data << unit->GetPackGUID()`
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// and stop — the `+ 4` / `9` in the `WorldPacket` ctor is a capacity hint, not content. Client:
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// all twelve register the single handler `0x603c80`, which reads one packed guid (`0x642ed0`),
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// resolves it with `ClntObjMgrObjectPtr(TYPEMASK_UNIT)` and calls the dispatcher `0x601420`
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// (`lea eax,[edi-0x304]; cmp eax,0x16; ja` — so `0x304..=0x31A`, and `SMSG_SPLINE_MOVE_ROOT`'s
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// out-of-band `0x31A` is deliberately the range's top). An unresolvable guid is dropped silently.
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//
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// The dispatcher's twelve arms, in registration order (`0x603775`-`0x603830`), are a 1:1 map onto
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// the twelve opcodes; six of the arms are independently VERIFIED in wow-re's collision ledger:
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//
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// | opcode | arm | effect on `CMovement+0x40` |
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// |---|---|---|
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// | `0x31A` ROOT | `0x619a10` | `SetRoot 0x7c7340` — sets `0x1000`, and **wipes `0xffe07f00`'s complement once at apply** |
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// | `0x304` UNROOT | `0x619a40` | `ClearRoot 0x7c7370(1)` — clears `0x1000` |
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// | `0x305`/`0x306` | `0x61a4e0` | `SetFeatherFall 0x7c72e0` — `0x20000000` |
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// | `0x307`/`0x308` | `0x61a620` | `SetHover 0x7c7310` — `0x40000000` |
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// | `0x309`/`0x30A` | `0x61a3d0` | `SetWaterWalk 0x7c7280` — `0x10000000` |
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// | `0x30B`/`0x30C` | `0x61a130`/`0x61a160` | `SetSwim 0x7c6e50`/`0x7c6e80` — `0x200000` |
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// | `0x30D`/`0x30E` | `0x617e80` | `SetRunMode 0x7c71c0` — `0x100`, **inverted** (see below) |
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//
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// After any arm the dispatcher re-runs the unit's animation selector (`0x6014ec push edi; call
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// 0x60e480` then `push -1; call 0x5fd9e0`), which is why this family is *visual*: the mode change
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// re-picks the gait on the spot rather than waiting for the next pose.
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//
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// (wow-re `collision/scratch/moveflag-family.md` §§2-5, `collision/scratch/walk-mode-law.md` §5,
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// `collision/scratch/remote-swim-decision.md` §1.4, `collision/ledger.tsv` rows for each arm.)
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pub const SMSG_SPLINE_MOVE_UNROOT: u16 = 0x0304; // 772
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pub const SMSG_SPLINE_MOVE_FEATHER_FALL: u16 = 0x0305; // 773
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pub const SMSG_SPLINE_MOVE_NORMAL_FALL: u16 = 0x0306; // 774
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pub const SMSG_SPLINE_MOVE_SET_HOVER: u16 = 0x0307; // 775
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pub const SMSG_SPLINE_MOVE_UNSET_HOVER: u16 = 0x0308; // 776
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pub const SMSG_SPLINE_MOVE_WATER_WALK: u16 = 0x0309; // 777
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pub const SMSG_SPLINE_MOVE_LAND_WALK: u16 = 0x030A; // 778
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pub const SMSG_SPLINE_MOVE_START_SWIM: u16 = 0x030B; // 779
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pub const SMSG_SPLINE_MOVE_STOP_SWIM: u16 = 0x030C; // 780
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// **The run/walk pair is inverted against the flag bit, and that is the reference's own sign.**
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// `0x617e80` passes the opcode's bool straight to `CMovement::SetRunMode 0x7c71c0`, whose argument
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// is *run* — so `SET_RUN_MODE` CLEARS `MOVEFLAG_WALK_MODE` (`0x100`) and `SET_WALK_MODE` sets it.
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// Modelled as one [`super::movement::SplineMode::WalkMode`] whose `apply` is the flag's direction,
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// so every arm of the family means the same thing by "apply": set this bit.
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pub const SMSG_SPLINE_MOVE_SET_RUN_MODE: u16 = 0x030D; // 781
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pub const SMSG_SPLINE_MOVE_SET_WALK_MODE: u16 = 0x030E; // 782
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pub const SMSG_SPLINE_MOVE_ROOT: u16 = 0x031A; // 794
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pub const MSG_MOVE_SET_RUN_SPEED: u16 = 0x00CD; // 205
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pub const MSG_MOVE_SET_RUN_BACK_SPEED: u16 = 0x00CF; // 207
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pub const MSG_MOVE_SET_WALK_SPEED: u16 = 0x00D1; // 209
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