Every live save had <mnt a="..."/>, which
LWOMountControlComponent::LoadFromSaveData (0x00bf99c0) reads as the
character's mount item (0 on the 450 saves looked at). The server wrote
no such element.
MountControlComponent now writes it: the item of the mount being ridden,
0 on foot. The saved value is read and kept; nothing is mounted from it,
as riding does not go on over a world change. A save from before gains
<mnt a="0"/> and nothing else in it changes.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
The three components were made from the registry and wrote nothing, so
the client read the next component's bits as theirs.
- LWOChestComponent::Deserialize (0x00c22010), construction only: the
player (u64) and the loot offer count (u32).
- LWOChoiceBuildComponent::Deserialize (0x00bf26d0): a flag, then the
state (u32, 0 waiting, 1 building), the built object and the user
(u64 each). Always in a construction.
- LWORollerComponent::Deserialize (0x00c15920), construction: the level's
activity_camera_pos and activity_camera_lookat_pos (3 floats each) and
the projectile skill (u32, the client starts at 1348); then the flag of
the block about its user, which is never set.
LWOGameObject::Deserialize (0x00f99690) reads the components in the order
of the object's component list, which ObjectLoader2::DoObjectComponentLoad
(0x0105ebb0) fills in the order of FillComponentOrder (0x0101f8e0): the
roller after the shooting gallery and before the moving platform, the
choice build after the moving platform and before the LUP exhibit and the
model, the chest after the zone control and before render. They are
placed against the components their objects have.
The gate rush control (103) is left out: its two registry entries have no
object, and there is no component for it.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
Live kept the total before the running session in <char time> and the
session's seconds in <char stime>; both changed at a login, together with
llog (time 262486 and stime 7344 became time 269830 at the next login).
The client reads both (LWOCharacterComponent::LoadFromSaveData 0x00ca4910)
and shows their sum (SendMessage 0x00d34330, GetTimePlayed). The server
wrote everything into time and no stime.
Now time + stime is read (a missing stime is 0, so a save from before
keeps its total) and time and stime are written as live had them. A
session starts when the character is picked on the character list:
charinfo.last_login is loaded with the character, a save whose llog is
another login has its stime moved into time, and llog is written as the
session's login. Without a known login the session goes on.
GetTotalTimePlayed is still every second played. The dashboard's save
check knows stime as a number.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
LWOPropertyVendorComponent::onCheckUseRequirements (0x00c2e210) lets a
player use the property guard only when the level's
property_required_mission (LoadConfigData 0x00c2e550) is finished. The
server opened the vendor and rented the property on any request.
The guard is now not opened without the mission, and a rent request
without it is answered with PropertyRentalResponse code 9, which
onPropertyRentalResponse (0x00c56d70) shows as "you failed to rent" with
UGG_PROPRENT_Dont_have_achievement. A mission that was finished and is
being repeated counts, as in the client's list of finished missions. A
guard without the key asks for nothing.
The six property maps name missions 768, 872, 873, 874, 1293 and 1322.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
LWORocketLaunchComponentCommon does not launch a player under the row's
gmLevel (msgFireEventClientSide 0x00cb78b0) or, with useLaunchPrecondition,
one that fails the row's launchPrecondition (msgCheckUseRequirements
0x00c7d0d0). The server launched on any request. Rows: the test launcher
asks for GM level 9, the pads to Gnarled Forest and Forbidden Valley for
mission 474, Starbase 3001's for mission 956.
The alternative landing precondition pointer also starts out null for a
pad without a row.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOProximityMonitorComponent::LoadDataFromTemplate (0x00c2dfb0) reads the
row's Proximities as ids of ProximityTypes rows, and SendMessage
(0x00cbb930) makes, on AddedToWorld, a proximity under the type's name and
radius (30 when missing) for each type loaded on its side.
The ids were read as two radii: every launch pad ("7,8", the client's
RocketSign and WorldLauncher types) got a rocketSmall sphere of 7 and a
rocketLarge one of 8 that nothing used. Now the row's and the type's
LoadOnServer decide; of the 40 rows only a test object's has one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWORailActivatorComponent::msgCheckUseRequirements (0x00c2c5b0) refuses a
use, after the quick build check, when the row's preconditions fail or
rail_activator_active is off, so a client does not ask. The server started
the rail on any use request. The rows ask for an equipped item (44) or a
completed mission (283 to 286).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOCharacterComponent::LoadFromSaveData (0x00ca4910) reads them, and live
saves had every one (450 of 450 characters saved at least once):
- cm, the most coins a character can hold: 9223372036854775807 on every
live save, the client's own value without it. Written when missing, an
existing one is kept, and nothing caps the coins by it.
- edit (editor level), gid and gn (guild id and name).
- mldt (when the property moderation notice was last shown): 0 when
missing, as most live saves.
- v and vd: the votes left and the day they are for (GetVotesLeft /
AdjustVotesLeft). Read back; a new day fills them up to the 3 of
WorldConfig's character_votes_per_day.
- lrx.. lrrw: the last respawn point reached, once one was reached in the
world.
- lzcs: the checksum of the zone in lzid.
Saves without them load as before. stime is not written: live kept the
session's seconds in it and the time before the session in time, which
would change what time means in existing saves.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Jetpack mode is not saved, and the equip skill that turns it on was cast
only when the item was put on, so a player still wearing a jetpack lost
it in the next world. Live sent SetJetPackMode (use, bypass checks, effect
167, the values of the jetpack's equip skill) shortly after the player's
own construction in 12 of 28 world loads of a player with a jetpack, and
constructed the player in jetpack mode in the other 16.
The jetpack behaviors among the equip skills of the equipped items are
run again when the player has loaded. Nothing new is saved.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOActivityComponent::Deserialize (0x00d002b0) reads a flag, the player
count and each player with its 10 values; a construction is the only way
a client coming into range learns who is in the activity. The block was
written only while it was waiting for the next update. Live finish line
constructions (LOT 4967) had the flag and the count in 40 of 40, one of
them with a player in it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOControllablePhysComponent::msgAddRunspeedModifier (0x00be0af0) and
msgRemoveRunSpeedModifier (0x00be0720): a modifier over 1000 or of exactly
500 counts for nothing, any slow (under 500) wins with the lowest one, and
otherwise the highest boost is the speed. Before, the last one applied won,
so a small boost cast after a big one, or a boost cast while slowed,
replaced it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The destroyable's health and threat blocks, the quick build's state and
the inventory's equipped items are each read behind a flag bit
(LWODestroyableComponent::Deserialize 0x00d2bbd0 and the others). DLU
cleared their dirty flags when it wrote a construction, which goes only
to the client the object came into range of, so a change waiting for
the next update never reached the clients already watching: a health
bar, a quick build's state, a player's new gear.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOLUPExhibitComponent::Deserialize (0x00c63790) reads a flag and the
exhibit's LOT, and that is the only way the client learns which exhibit
is shown. DLU wrote the block on a construction only while it was dirty,
so a player who came into range after the first update saw no exhibit
until the next one was picked, up to 20 seconds later.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The level, forced movement, possessable, possessor and combat AI parts
are each read behind a flag bit (LWOLevelProgressionComponent::
Deserialize 0x00c63bd0 and the others). DLU cleared their dirty flags
when it wrote a construction, which goes only to the client the object
came into range of, so a change waiting for the next update never
reached the clients already watching: a level up, a mount or dismount,
a rail ride.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOCollectibleComponent::Deserialize (0x00c45ec0) reads the 16-bit id
on construction and nothing on an update. DLU wrote the id on every
serialization, so the client read 16 stray bits as the flag bits of the
components after it. The replica decoder follows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOPhantomPhysicsComponent::Deserialize (0x00c34db0) reads the effect
behind a flag bit. DLU cleared the dirty flag when it wrote a
construction, which goes only to the client the volume came into range
of, so the clients already watching it never got an effect change that
was waiting for the next update.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A trigger's SetPhysicsVolumeEffect is "type,amount,x,y,z,use distance,
min,max". In live phantom physics constructions:
- the direction has the amount as its length: "Push,50,0.91,-0.34,-0.22"
went out as 45.68, -17.07, -11.04. DLU multiplied the arguments as
they were, so a direction that isn't a unit vector pushed harder;
- a zero direction ("Repulse,150,0,0,0,true,25,100") is no direction;
- the distances go out when use distance is "true" ("true,150,175" as 1
and 175, "true,20,50" as 1 and 50) and not when it is "1"
("Push,40.0,0,1,0,1,20,50"). DLU never wrote them.
LWOPhantomPhysicsComponent::Deserialize (0x00c34db0) reads the two
distances as floats and keeps the least of the min and 1, and a max of at
least that.
Seven arguments no longer read an eighth.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOSimplePhysicsComponent::Deserialize (0x00be4b00) reads the velocity
and the motion state each behind its own flag bit. DLU cleared both dirty
flags when it wrote a construction, which goes only to the client the
object came into range of, so the clients already watching it never got
a change that was waiting for the next update.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOControllablePhysComponent::Deserialize (0x00c45770) reads the jetpack
mode, effect, flying and bypass checks bits on construction, and
LWOControllablePhysComponent::SendMessage (0x00d2f020) keeps the same
from SetJetPackMode. DLU sent the message but never kept it, so a player
who came into range of someone flying was told they had no jetpack.
Live player constructions in jetpack mode carried effect 167, flying 0
and bypass checks 1, and a 0 after the pickup radius (the client reads
that bit into the flying flag). DLU wrote the jetpack mode there.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOCharacterComponent::Deserialize (0x00ca3a40) reads the GM and PVP
block and the current activity each behind its own flag bit. DLU never
cleared the two dirty flags, so after the first quick build or pet taming
every later serialization of the player carried both blocks again. They
are cleared after an update now, as the guild block's is.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOCharacterComponent::SendMessage (0x00d34330), IsValidPVPTarget: the
target is never the player itself. LWODestroyableComponent's IsEnemy asks
it for every character. DLU called a player with PVP on an enemy of
itself.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Zone::GetScene and SimplePhysicsComponent's Get/SetAngularVelocity handlers were declared and used but their
definitions were lost where the merge kept this branch's side of the file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Main's model behaviors (every rotation, DoDamage, OnTimer, OnStartup, MoveBackToStart, moves along the model's
local axes), raw terrain reading with scene lookups and scene tools, property model and brick by brick fixes and the
chat server's player count fix, merged onto this branch's structures:
- game messages stay structs; the angular velocity messages join them and the handler sets a message's target
- strips own their speed again and the block names, moves and rotations stay in the shared action table
(PropertyBehaviorActions, which the dashboard's behavior player reads; it now lists rotations too)
- the zone keeps reading its file through ZoneFile and takes the boundaries from it, then loads the raw terrain as main
does; the old dNavigation terrain reader is gone
- the show all response stays a struct and logs a player count mismatch as main does
- the property management component tells models who sent a chat message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* test: the server mock keeps a copy of the last bitstream sent
The bitstreams sent are usually on the sender's stack, so the pointer it kept was dangling once Send returned.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: PlaceModelResponse writes the model's rotation
The client's PlaceModelResponse::Deserialize (0x00dc0170) reads the rotation as an optional w, x, y, z quaternion, but the server wrote the 4-byte response after the rotation flag, so with any rotation other than identity the client ran out of data.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: naming a model no longer renames the property
The model info window sends UpdatePropertyOrModelForFilterCheck with isProperty false (client 0x00cc42e0); only the property editor sends it true (0x00c2e710). A model's name and description aren't stored yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: keep a model item's blueprint across saves
A brick built model item's config has blueprintid (lowercase), which the saved item XML didn't keep (only blueprintID), so a picked up model lost its blueprint on the next load and could not be placed again. It is now saved as bp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: write model behaviors only for property and inventory models
The client makes the mutable model component, which reads the behaviors and editing info, only when the object's config has propertyObjectID or inInventory (ObjectLoader2::LoadModelBehaviorsComponent); every other model gets the plain one, which reads only the model block. Writing the behaviors for every model made the client read them as the next component's data.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: the model vault uses the models' inventory groups, as the client
LWOInventoryComponent_Common::msgUpdateInventoryGroup (0x00c955b0) and msgUpdateInventoryGroupContents (0x00ce1f50) look the inventory type up in m_VaultToPlayerInventory first, which maps VAULT_MODELS to MODELS. The server refused group updates for the model vault.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
A client that loads the zone again while its player is in the world (the
Happy Flower editor reloads the zone in place) sent LEVEL_LOAD_COMPLETE a
second time; LoadPlayer returned at once because the player existed, so
the client waited forever. Now the server resends the character
(CreateCharacter, ServerStates), forgets what it had sent that client,
constructs every object again and sends the done-loading sequence at the
player's current place. A first load is unchanged.
The Happy Flower editor messages (GetEditorLevel, the HF_* messages) are
logged when they arrive, until the server handles them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* add rotation behavior logic (not working correctly for multiple axes)
* Fix FetchContent_Declare speed
* remove manual quaternion math
* feat: working rotations
* remove flag
* feat: make directional movements based on model rotation and not world axes
* poggers rotation on the strip
* Add OnStartup and OnTimer
* go home works
* Add DoDamage behavior and dont try and start the same node multiple times
* fix: pause bbb models
* interrupt rotations and save interrupt count across resets
LWOMissionComponent::MissionWindowOK (0x00d501f0) turns a mission in only
when CanReceiveAllRewards (msgCanReceiveAllRewards 0x00d17e20,
sub_00d17750) passes for the reward the player picked: the reward items
(the repeat ones once completed, each at least 1) must fit after the items
the tasks take (a gather task's target unless it keeps them, one of a
delivery task's target) with the first completion's bag rewards added.
The fit is LWOInventoryComponent_Common::CheckCanAddItems (0x00d53de0):
turned in items leave first (an item of 1 settles the whole count), a
unique item fails while one is held outside the buyback, then each item
tops up stacks of its LOT (stack size 0 is no limit, LookupItemInfo
0x00c1c190) and takes free slots.
MissionDialogueOK now refuses a turn-in that does not pass, which the
client never sends. The client's max currency part is not checked: the
server writes no cm, so the client has no limit either.
InventoryComponent::GetDefaultInventorySize is split out of GetInventory.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client checks Missions.prereqMissionID in
LWOMissionComponent::getMissionState (0x00cd7400): text without any of
!&^;,|(): is one mission ID (met when 0 or ever completed); anything else
goes through its expression reader (sub_00a32980), left to right with no
precedence, & , ; and, | or, ^ xor, ! ~ not, ( ) groups, and/or skipping
the rest once the result is known. Each operand (sub_00c90a80): "id" is
met once the mission was ever completed; "id:state" when the client's
state mask of that mission equals state.
DLU read the text right to left ignoring groups, so
"(509|229)&(812|813|814|815)" (mission 781) was met by 509 alone; a plain
ID needed the mission's state to be 8, so a repeatable being repeated
blocked the missions after it (1870 after 1869); and id:state compared the
mission's own state. GetClientMissionState moves to MissionPrerequisites
so operands can ask for the mask.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client keeps a viewed flag on each mission in progress, sets it with
SetMissionViewed (LWOMissionComponent::msgSetMissionViewed 0x00bec7a0, only
for missions in progress) and reads it as v on the mission's <cur> entry
(LWOMissionComponent::LoadFromSaveData 0x00d171c0, a number or "true", false
when missing). The server now handles SetMissionViewed, saves v="1" for a
viewed mission in progress and loads it back; saves without v load as not
viewed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A player who had been to a world before arrived at that world's saved
respawn point instead of the zone's spawn. The saved point is where a death
in that world respawns, not where arriving starts.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A client asking to resync a simple mover that has no path got a
PlatformResync anyway, and the client's simple mover then reads waypoints
from its null path and crashes (LWOPlatformSimpleMover::Resync 0x00bf9ec0,
Path::GetWaypointAtIndex). The two LOTs special-cased for this before are
examples of the same thing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUseNonEquipmentItem (0x00cdeba0) asks
GetStunned first and uses nothing when canUseItem is false
(LWOControllablePhysComponent::msgGetStunned 0x00be0df0: stunned from
using items, or dead). The server now counts the use-item stun of every
SetStunned it sends for an entity as msgSetStunned (0x00bf1d10) does
(push/pop, never below 0, characters only, unless immune and not
bIgnoreImmunity), and checks it with IsDead before using an item. The
server never checked either.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live charxmls carried <items nn="1"> (225 of 226 captured).
LWOInventoryComponent_Common::LoadFromSaveData (0x00d1ec40) reads it and
then does not add the inventory component's template items to the loaded
character. No effect on players today (the player LOT's inventory
component has no items); the server never wrote it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUpdateInventoryGroup (0x00c955b0) stores
the ADD's locked flag in the group; locked groups don't count toward the
50 user groups (msgGetInventoryGroupCount 0x00bde4b0 counts only unlocked
ones) and msgUpdateInventoryGroupContents (0x00ce1f50) applies the
1000-LOT cap only to unlocked groups. LoadFromSaveData (0x00d1ec40) reads
it from the grp element's u attribute. The server dropped the flag and
always saved u="0"; saves without u load as unlocked.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUpdateInventoryGroupContents (0x00ce1f50)
ignores an ADD to an unlocked group that already holds 1000 LOTs. The
server had no cap, so a modified client could grow the charxml without
limit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUpdateInventoryGroupContents (0x00ce1f50)
takes ADD, REMOVE and CLEAR; CLEAR removes every LOT from the group. The
server logged CLEAR as an invalid action and kept the LOTs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUpdateInventoryGroup (0x00c955b0) and
msgUpdateInventoryGroupContents (0x00ce1f50) look the inventory type up in
m_VaultToPlayerInventory first, which Initialize (0x00d55a60) fills with
VAULT_MODELS -> MODELS. The server refused group updates for the model
vault.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUpdateInventoryGroup (0x00c955b0) resizes
the group name to 64 characters on ADD and MODIFY. The server kept names
of any length in the charxml.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgUpdateInventoryGroup (0x00c955b0) ignores
an ADD whose group id is already in the inventory. The server added a
second group with the same id, saved to the charxml.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgMoveItemInInventory (0x00d20590) looks the
item up in the inventory the message names and moves it only to the
inventory its LOT belongs in (GetInventoryTypeForLOT 0x00c3c4f0), or for
the vaults (VAULT_ITEMS, VAULT_MODELS) the LOT's vault type
(GetValueTypeForLOT 0x00c3c4a0). An item in the target slot swaps into the
moved item's old slot and inventory, and must belong there. The server
moved an item into any inventory destInvType named and left the swapped
item in the destination. Live clients never set destInvType (0 of 61 in
the captures).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::DoRemoveItemFromInventory (0x00d1fb50)
passes over equipped items when the loot source is LOOT_SOURCE_DELETION.
The server deleted the item while it was still worn.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::msgRemoveItemFromInventory (0x00d203b0)
counts the item (GetInvItemCount) and does nothing when it holds fewer
than iStackCount; a request for an item with no count takes the whole
stack. The server cut the request down to the stack and deleted it, and
deleted nothing for a count of 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOInventoryComponent_Common::CanRemoveFromInventory (0x00ce0d20) refuses
the possessed object (GetPossessedObject) and the mount item
(GetMountInventoryID) before the operator bypass and the deletion
restrictions. The server let a player delete the mount they were riding.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOActivityComponent::Startup (0x00d006b0) sets actIDovrd, when the level
leaves it out, to whether the level has an activityID, so
LWOQuickBuildComponent::LoadDataFromTemplate (0x00cbb2e0) keeps the level's
activityID; the template's is read only for an explicit actIDovrd=0. Every
quickbuild with actIDovrd=0 in the levels has the template's activityID as
its level one. Comment only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live's 28th sale to a full buyback removed the oldest item, then sent
MoveItemInInventory (inventory 11, VENDOR_BUYBACK) for each of the 26 items
left, to slots 0 to 25 in order, before the sold item was added after them.
The server left the hole, so the sold item took the dropped item's slot
and the buyback page was no longer in sale order. The buyback inventory is
not saved and nothing changes hands; only slots move.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOSkillComponent::msgStartSkill (0x00d45cb0) starts no cooldown for cast
types 1 and 2, and inserts the cooldown (std::map insert), so a cooldown
group already running keeps its time left. The server started one for
every cast type and extended a running group to the longer cooldown.
Live client casts used cast types 0, 3 and 4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOSkillComponent::MsgSyncSkill (0x00d454b0) checks whether the caster is
dead before running a synced behavior; if so it only removes the behavior
handle from the skill's pending ones. The server ran the sync anyway, so a
player's delayed hit still landed after they died.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOSkillComponent::msgStartSkill (0x00d45cb0) logs and ignores a StartSkill
whose skill handle is still waiting on behavior syncs. The server ran it a
second time: the hits, the imagination cost and the mission progress twice.
Live captures hold 22 byte-identical StartSkill resends with the same
handle a few packets apart.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LWOMissionOfferComponent builds a player's missions for a giver
(0x00c605f0, one entry 0x00bebf30) in priority order: 0 a mission to turn
in here, 5 one in progress, 10 a new one, 15 a repeat. A ready mission is
only listed where MissionNPCComponent.acceptsMission is set, a new one
only where offersMission is set and its cooldown has run out, a mission in
progress by every giver that has it. A random mission (0x00c5ffd0) lists
one of its pool that the giver has: one to turn in first, then one in
progress, else a random one. Missions are kept by mission ID; equal
priorities keep that order.
DLU sent an OfferMission for every mission that qualified, including one
ready to turn in at a giver that does not accept it. In the live captures
every use got one mission's OfferMission pair. A use now offers the head
of the list, and a pick from the multi interaction menu the picked one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>