514 comment lines become 183; the code is unchanged. Three comments
said something other than their bytes:
- SMSG_NEW_WORLD's orientation is -0.5, not 0.5;
- transport 176495 is the Grom'Gol-Undercity zeppelin, not the
Menethil-Theramore ferry;
- 176244 is the Moonspray, the Auberdine-Rut'theran boat, not the
Orgrimmar-Undercity zeppelin.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- a rider does not loot: a corpse was looted from horseback, and the client-side mounted gate built for casts and attack-start had left interaction out of scope — `0x60bf98` reads the PLAYER's mount field and skips the loot leg into skin, a silent fall-through rather than a refusal; the stand-state gate (`ERR_LOOT_NOTSTANDING`), player bones, skin/insignia/key-turn (all through TryCast's 0x39 block, asked after the reagent check) and GameObjects (gated only when NO `Lock.dbc` row exists — nodes and herbs refuse loudly via their cast, signs and chairs in silence, the mailbox exempt) follow the RE; and the world right-click shows no attack-refusal text under any condition, since `0x5ecb70`'s extent holds no `DisplayError` at all — a correction to the earlier record; the cursor is untouched, so the pouch still lights from the saddle
- 595 creature displays were dropping their blood spurt: the `UnitBloodLevels` row resolve has a THIRD tier — display `BloodLevel`, else model `BloodID`, else the records base (`0x60b117`'s branchless `setle/dec/and`: file row 0, RED) — and `BloodID == -1` (122 of 430 shipped models: crocolisks, quilboar, gnolls, murlocs, pigs, deer) is a tier-2 MISS, not a bloodless marker; replayed over the shipped tables here and in the wow-re round with the same numbers (36 · 9903 · 595 of 10534 displays); the ground-splat textures are read (four per row) and the RE verdict on their trigger is dead code — `"BloodSplat"` occurs nowhere in the image, though all twelve `.blp` ship
- other swimmers tilt on arrival: `SMSG_UPDATE_OBJECT`'s LIVING block carried the mover's live flags and swim pitch and benilla threw both away (`let _pitch = read_f32_le(r)?;` — the director's own citation, exact), so a player who swam into view rendered LEVEL until their next relay packet, and an idle floater — who sends none while unmoving — stayed level as long as they floated; the create apply `0x619320` merges the block's flags under the same mask a relayed move uses and copies the pitch unconditionally, before the model is even built; one render law (`swim_body_rotation`) now serves both pose owners, the relay trace prints the pitch beside a guid that joins, and `WOW_PROBE_PITCH` can aim a scripted swimmer so a two-client probe of the lane can be written at last
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- A creature that was already walking when it came into view stood frozen at
its spawn point, then teleported — up to a full wander leg, 30 yards in the
worst measured case — when its next movement packet arrived. The create
packet carries the live path (where the unit is along it, how much is left)
and we parsed all of it into the void. The unit now joins its walk exactly
where the server has it: measured before/after, 13% of movement starts were
over-a-yard teleports, now effectively zero.
- Walking into Zul'Gurub or Stratholme through the portal dropped you straight
through the world. The landing check asks "is there a floor under me?" — but
on the arrival frame the loaded world is still the map you just left, and an
instance entrance is a copy of its outdoor ground at the same coordinates,
0.23 yards under your feet. The old floor said yes, then despawned. The hold
now waits for the destination's own ground to arrive, and a world that never
arrives keeps the loading screen instead of dropping you into the void.
- Same fix covers a decoder hazard found on the way: a plain two-point path
announces two points but ships only the destination, and trusting the count
over-ran the packet — it never fires on our server's pathfinder, but now it
can't.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Duels. Challenge another player from their right-click menu, or with `/duel`, and
`/forfeit` to give it up. Both popups are there — the challenge you accept or decline, and
the warning when you leave the field — with the flag countdown between them, and the outcome
printed in chat when someone is knocked out or flees. Read off the reference client's own
duel packets and the three globals it keeps client-side, which is why the challenger reads
"You have requested a duel." even though the server never echoes that back.
- Inspect. Right-click a player and open their paper doll: their nineteen publicly visible
equipment slots with icon, name, quality and a linkable item, and their body standing in
the pane, which follows along if you retarget while the window is open. No stack counts and
no durability — those are not fields another player publishes, which is exactly why the
reference client's inspect doll has never shown them either.
- Water knows where it stops. Swimming used to trigger in the dry tunnel thirty yards under
Stormwind's canal, and in mid-air over Blackrock's lava. A liquid is now the grid the map
file actually stores — one wet flag per cell, and the surface height a bilinear over the
four corners of the cell you are standing in, the same sample the reference client takes —
so the water starts at the bank and its surface sits where your eye puts it. Lava is a
liquid you swim in, an indoor liquid asks the building you are inside, and `/liquid` prints
every surface claiming your feet and where each one came from.
- Creature parts authored to appear only on death — the voidwalker, the banshee, the ooze,
the stone elemental, the infernal — were drawing the whole time: material alpha now bakes
per animation sequence and the unit lane actually evaluates it. The character and inspect
model panes are lit by the reference widget's own single light instead of blowing out white,
the rotate arrows spin while you hold them, and the transparent sort ladder had its sign
backwards, so overhead names draw over water again instead of being painted out by a canal
behind them. Underneath, the protocol writer's 95-verb drawer and its thousand-line spell
module split into per-family files — no behaviour change, just a tree you can find things in.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>