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Equipped items in the inventory component construction, as live wrote them (49,534 equipped items in the captures): - is_bound is the item's bound state (false for 2,990 items that bind neither way); DLU always wrote true. NPC items are bound when the item binds on pickup or on equip (2,640 of 2,640). - inventory_type is the item's inventory, left out for ITEMS: TempEquip for temporary equips and proxies (3,899), Model for models (232). DLU never wrote it. DLU keeps player proxies in ITEM_SETS; they are sent as TEMP_ITEMS, like live. - An NPC item's slot is its slot in the inventory it would be in: models count from 0 in MODELS and proxies from 0 in TEMP_ITEMS, so a proxy no longer takes the next ITEMS slot (1,475 of 1,491 NPC constructions match; DLU's numbering matched 1,352). - equipped_model_transforms is an empty list on every construction (11,214 of 11,214); DLU wrote none. Test: InventoryConstructionTest.NpcItemsLikeLive (NPCs 7426 and 13790 from the captures), InventoryConstructionTest.PlayerItemsLikeLive. Check in game: NPCs with gear (Numb Chuck in FV, the Ninjago ninjas, faction vendors) show all their gear; your own and other players' equipped items, proxies (ninja hoods, capes) and temporary equips (Maelstrom vacuum, quest items) show normally after zoning and after equipping/unequipping. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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