- 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>
87 lines
4.6 KiB
XML
87 lines
4.6 KiB
XML
<Ui xmlns="http://www.blizzard.com/wow/ui/">
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<!--
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The duel UI (decision 0633): the reference's two duel dialogs on the shared StaticPopup
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engine (UiPanels.xml) plus the UIParent duel-event driver, transcribed from the patch-chain
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FrameXML (mpqx extraction, decision 0246): StaticPopup.lua l.1103-1120 (DUEL_REQUESTED +
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DUEL_OUTOFBOUNDS), UIParent.lua l.98-101 (the registrations) + l.378-393 (the event arms).
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Strings verbatim from GlobalStrings.lua.
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Duels have no window of their own — these two dialogs ARE the whole duel UI. Everything
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else is engine-side: the "Duel starting: N" countdown and the outcome line are
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CHAT_MSG_SYSTEM lines `crate::ui_duel` composes (byte-verified: WoW.exe's own duel TU emits
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both through the chat path with type 0x0A, not through any frame), and the four events
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below are fired from that module's state edges.
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The DUEL_OUTOFBOUNDS dialog is text-only — no buttons, timeout 10 — and its text is filled
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by the StaticPopup engine's per-tick countdown branch, which already names it in both of
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its special-case lists (UiPanels.xml: the show-time " " seeding and the OnUpdate re-format).
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The 10 s is the client's dialog timeout, and it coincides with the server's own forfeit
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window (`Player::CheckDuelDistance`) rather than driving it: the popup expiring is cosmetic,
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the forfeit is the server's.
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-->
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<Script><![CDATA[
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-- ── Strings (GlobalStrings.lua, verbatim) ───────────────────────────────────────────────
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local DUEL_REQUESTED = "%s has challenged you to a duel." -- l.957
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local DUEL_OUTOFBOUNDS_TIMER = "Exiting duel area, you will forfeit in %d %s." -- l.956
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local ACCEPT = "Accept"
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local DECLINE = "Decline"
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-- ── The challenge dialog — StaticPopup.lua l.1103-1116, verbatim ────────────────────────
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-- No accept-guard flag (unlike PARTY_INVITE): the ref's entry declines only on an explicit
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-- OnCancel, so a timeout or an override hides it WITHOUT sending anything. That is not an
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-- oversight to "fix" — the server's own 60 s is not a thing either; an unanswered challenge
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-- simply sits until one side acts. ESC does decline (hideOnEscape routes through OnCancel).
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StaticPopupDialogs["DUEL_REQUESTED"] = {
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text = DUEL_REQUESTED,
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button1 = ACCEPT,
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button2 = DECLINE,
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sound = "igPlayerInvite",
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OnAccept = function()
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AcceptDuel()
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end,
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OnCancel = function()
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CancelDuel()
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end,
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timeout = 60,
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hideOnEscape = 1,
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}
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-- ── The out-of-bounds warning — StaticPopup.lua l.1117-1120, verbatim ───────────────────
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-- Two fields and nothing else: the engine's countdown branch owns the text.
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StaticPopupDialogs["DUEL_OUTOFBOUNDS"] = {
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text = DUEL_OUTOFBOUNDS_TIMER,
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timeout = 10,
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}
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-- ── The UIParent event arms (UIParent.lua l.378-393, verbatim) ──────────────────────────
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function BenillaDuelDriver_OnEvent()
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if event == "DUEL_REQUESTED" then
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StaticPopup_Show("DUEL_REQUESTED", arg1)
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elseif event == "DUEL_OUTOFBOUNDS" then
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StaticPopup_Show("DUEL_OUTOFBOUNDS")
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elseif event == "DUEL_INBOUNDS" then
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StaticPopup_Hide("DUEL_OUTOFBOUNDS")
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elseif event == "DUEL_FINISHED" then
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-- Both, unconditionally: a duel that ends while the challenge popup is still up
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-- (the other side cancelled first) must not leave it there.
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StaticPopup_Hide("DUEL_REQUESTED")
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StaticPopup_Hide("DUEL_OUTOFBOUNDS")
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end
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end
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]]></Script>
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<Frame name="BenillaDuelDriver" hidden="true">
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<Size><AbsDimension x="1" y="1"/></Size>
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<Anchors><Anchor point="TOPLEFT"/></Anchors>
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<Scripts>
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<OnLoad>
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self:RegisterEvent("DUEL_REQUESTED")
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self:RegisterEvent("DUEL_OUTOFBOUNDS")
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self:RegisterEvent("DUEL_INBOUNDS")
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self:RegisterEvent("DUEL_FINISHED")
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</OnLoad>
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<OnEvent>BenillaDuelDriver_OnEvent()</OnEvent>
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</Scripts>
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</Frame>
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</Ui>
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