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feat(character): keep and save the tooltip flags (SetTooltipFlag, char@ttip)
The client sends SetTooltipFlag (469: bFlag, then the tooltip, 2 live packets, both tooltip 24) when a tooltip has been shown, and follows it with SetFlag for the same ID. DLU dropped it and never wrote char@ttip, so the client's tooltip bits reset on every load. - SetTooltipFlag message struct and handler: the bit is set or cleared on the CharacterComponent exactly as the client does it (LWOCharacterComponent::SendMessage 0x00d34330): tooltips above 127 are ignored, set = 1 << tooltip, clear = mask ~1 << tooltip (which also clears the lower bits), shifts of 64 or more give 0. - Saved as char@ttip, a 64-bit value (the client reads it with GetLongLongValue in LoadFromSaveData 0x00ca4910). Live wrote it on every character (226 live charxmls: "0" or "16777216" = tooltip 24). Old saves without it load with 0. Check in game: on a new character, trigger a first-time tooltip (e.g. the one about an item or a new area), change zones and log out and back in: the character loads normally and the same tooltip does not come back. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -75,6 +75,22 @@ namespace GameMessages {
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return bitStream.Read(reputation);
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}
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void SetTooltipFlag::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(bFlag);
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bitStream.Write(iToolTip);
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}
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bool SetTooltipFlag::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(bFlag));
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VALIDATE_READ(bitStream.Read(iToolTip));
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return true;
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}
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void SetTooltipFlag::Handle(Entity& entity, const SystemAddress& sysAddr) {
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auto* const characterComponent = entity.GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SetTooltipFlag(iToolTip, bFlag);
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}
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void ToggleGMInvis::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(bStateOut);
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}
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