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fix(currency): SetCurrency names its source the way live did
Live filled SetCurrency's source fields per source type (16,816 decoded live SetCurrency): pickups carry the position the client picked the coins up at (the one in its PickupCurrency) and no source; mission, achievement and activity rewards name the player (object and LOT 1); vendor buys, sells and buybacks name the vendor and its LOT; trades carry the trade ID; death, mail and everything else name nothing. No live SetCurrency sets loot_type. DLU wrote a present source LOT of 0, no object and a zero position for all of them. The position is the one the client uses: for pickups it projects it to the screen as the start of the coin counter animation (LWOCharacterComponent::SetCurrency), so it started from the world origin before. PickupCurrency now reads that position (the client always sends it). The trade ID is an 8-byte object ID in the client; DLU declared it 4 bytes, which only never broke because it was never set. Check: pick up coins and watch the coin counter animate from where the coins were; buy and sell at a vendor, finish a mission and trade coins with another player, and the coin total updates each time. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -528,7 +528,7 @@ void Mission::YieldRewards() {
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if (info.reward_currency_repeatable > 0 || coinsToSend > 0) {
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eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
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character->SetCoins(character->GetCoins() + info.reward_currency_repeatable + coinsToSend, lootSource);
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character->SetCoins(character->GetCoins() + info.reward_currency_repeatable + coinsToSend, lootSource, CoinSource::Object(*entity));
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}
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return;
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@@ -556,7 +556,7 @@ void Mission::YieldRewards() {
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if (info.reward_currency > 0 || coinsToSend > 0) {
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eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
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character->SetCoins(character->GetCoins() + info.reward_currency + coinsToSend, lootSource);
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character->SetCoins(character->GetCoins() + info.reward_currency + coinsToSend, lootSource, CoinSource::Object(*entity));
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}
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if (info.reward_maxinventory > 0) {
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