druids get their relic slot, and the loot window is the reference's own
- `UnitHasRelicSlot` is real in 1.12 and benilla had no binding for it: `0x519e50` reads `ChrClasses.dbc` field 16 — set for Paladin, Shaman and Druid in `patch.MPQ`'s 17-column copy (the base `dbc.MPQ` copy has 16 columns and no such field, which is how the "always false in vanilla" belief survived twice in decisions and seven times in code) — and stock `PaperDollFrame.lua` calls it unconditionally, so the character sheet would have raised for EVERY class; a druid, paladin or shaman's sheet now hides the ammo slot, shows the relic plate where the bow was, tooltips "Relic", and reports ranged Attack/Damage/Power as N/A, all four branches transcribed from the reference - the loot window is the reference's own `LootFrame.xml`: `LootButton` is built as a real widget type rather than aliased (a Button plus one slot dword and one overridden OnClick — right-click loots exactly like left, no shift/ctrl/alt takes, a row whose Lua handler errored still loots, a fast double-click takes two slots), `LOOT_SLOT_CLEARED` fires per row again because the stock file hangs hide-in-place AND the emptied-page auto-advance off it, `EditBox:Insert(nil)` is a no-op as `lua_tostring` makes it, and an alias `GameTooltip.xml` had quietly become a reader of would have turned every item tooltip white, silently, had it just gone nil - the vendor cursor: `PickupMerchantItem` is two verbs behind one name, decided by what the cursor holds and never by the caller — a held bag item SELLS (index ignored, no merchant-open gate), otherwise the vendor row is grabbed as cursor mode 5, which is invisible to `CursorHasItem` (modes 1 and 9 only) so all thirteen stock gates stay closed while it is held; the drop is the buy, `CMSG_BUY_ITEM_IN_SLOT`, count 1, into a bag or an equipment slot, and every refusal is silent and clears the cursor; the four `Model_*` rotation handlers land in UIParent where the reference keeps them - the gap report reads `:Method(` sites now — it found `SetMerchantCompareItem`, which would have raised on the first vendor-row hover with every check green, and `LootButton:SetSlot`, and 28 "free" windows became 25; the shared coin kit moved out of the merchant window into `MoneyFrame.xml` so the eight windows that draw coins through it can reach it without loading a vendor Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -901,6 +901,12 @@ pub(crate) struct Model {
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/// seam ([`merchant`]).
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pub(crate) merchant: Option<merchant::MerchantState>,
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pub(crate) merchant_buys: Vec<(u32, u32)>,
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/// `PickupMerchantItem`'s SELL arm — the `(bag, slot)` the cursor was holding when it was
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/// called over the vendor window. The app resolves the guid and sends `CMSG_SELL_ITEM`.
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pub(crate) merchant_cursor_sells: Vec<(i64, u32)>,
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/// A held vendor row dropped into a bag — `(bag, slot, item entry)`, the app's
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/// `CMSG_BUY_ITEM_IN_SLOT`.
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pub(crate) merchant_slot_buys: Vec<(i64, u32, u32)>,
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pub(crate) merchant_close: bool,
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/// `BuybackItem` intents (1-based buyback slots), the `RepairAllItems` flag, and the
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/// client-side repair-mode latch (`ShowRepairCursor`/`InRepairMode`) — the rest of the
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@@ -1667,6 +1673,8 @@ impl Model {
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gossip_quest_selects: Vec::new(),
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merchant: None,
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merchant_buys: Vec::new(),
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merchant_cursor_sells: Vec::new(),
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merchant_slot_buys: Vec::new(),
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merchant_close: false,
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merchant_buybacks: Vec::new(),
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repair_all: false,
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