the unit frames are the reference's own, and the water has motes in it
- the player, party, target and pet frames are the reference's own files (`BuffFrame`, `UnitFrame`, `CombatFeedback`, `PlayerFrame`, `PartyFrame`, `TargetFrame`, `PetFrame`, in the reference's toc order) — our 2741-line `UnitFrames.xml` and our `PartyFrame.xml` are deleted; four engine verbs built for them (`PartialPlayTime`, `NoPlayTime`, `UnitPlayerControlled`, `UnitIsCivilian`, each answering 1/nil), the whole-UI load bracketed in the counted sound-suppression scope `0x48fbf0` self-brackets (the reference fires a `PlaySound` during load and throws it away), and `GetBillingTimeRested` read off `SMSG_AUTH_RESPONSE`'s third billing field rather than hardcoded; the differences the stock files bring are pinned rather than papered — `PlayerFrame` never hides, an unresolved name is BLANK not "Unknown", the target frame has no numerals at all (a bar hover pops the unit tooltip instead) - what the swap surfaced, each a hard break under the stock files: `UnitBuff`/`UnitDebuff` returned the Classic Era ten-value tuple, name first, where 1.12 returns two and three values TEXTURE first (`0x519500`/`0x5198f0`) — a raise twice per `UNIT_AURA` on any debuffed target, and all 184 corpus call sites bind the 1.12 shape; the power events are named per resource (`UNIT_MANA`/`RAGE`/`FOCUS`/`ENERGY`/`HAPPINESS` and their MAX twins) and we fired the Era pair, so no mana, rage or energy bar could live-update; `SetRaidTarget` is the engine verb and `SetRaidTargetIcon` the FrameXML toggle wrapper — we had registered the wrapper's name on the engine's body, so every raid mark in the unit popup raised - the underwater drift cloud: the reference draws a fixed 4000-mote field whenever the camera eye is inside a liquid — not a particle system, nothing spawns, ages or dies; a population scattered once into a 30 yd camera-relative cube, advected by the camera's own motion plus a gust and wrapped, so the field stands still in the world; benilla had the murk and nothing in it; a dry frame commits no draw, and the submerged one is bounded by the reference's own 666-quad cap (633–644 of 4000 measured live, which is the expected survivor count of a uniform cube through the 90° cone — an independent check on population, distribution and cone at once) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -9,8 +9,9 @@
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//! units tall every frame, and [`seam_scale`] carries quads ×s out / mouse ÷s in. The quad pass
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//! wants y-down window px, so extraction also flips through the window height.
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//!
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//! Benilla's own **unit frames** (`assets/ui/UnitFrames.xml` — a template + the player and target
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//! instances) load at startup by default through [`benilla_ui::loader`] — the decision 0068 slice-1
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//! The **unit frames** (the reference's own `Interface\FrameXML\{PlayerFrame,PartyFrame,
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//! TargetFrame,PetFrame}.xml`, off the player's chain since 1751 — our `UnitFrames.xml`
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//! transcription is retired) load at startup through [`benilla_ui::loader`] — the decision 0068 slice-1
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//! game-shell: real FrameXML+Lua rendering unit health/power/level/name through the whole chain
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//! (snapshot → `Unit*` bindings → Lua → event → StatusBars+text → quad pass). Since captures run
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//! server-less (no real game state), `WOW_CAPTURE_UI=1` also feeds synthetic `"player"`/`"target"`
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@@ -550,6 +551,7 @@ fn demo_unit_feed(script: Option<NonSendMut<UiScript>>, mut fired: Local<VmMemo<
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class_file: Some("WARRIOR".into()),
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sex: 2,
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is_player: true,
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player_controlled: true,
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..Default::default()
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}),
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);
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