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fix: revert stride to 2 (correct for WotLK visible items), add re-emit tracing
Stride 4 was wrong — the raw dump shows entries at 284, 288, 292 which are slots 0, 2, 4 with stride 2 (slot 1=NECK is zero because necks are invisible). Stride 2 with base 284 correctly maps 19 equipment slots. Added WARNING-level log when item query responses trigger equipment re-emit for other players, to confirm the re-emit chain works. The falling-through-world issue is likely terrain chunks not loading fast enough — the terrain streaming stalls are still present.
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2 changed files with 6 additions and 1 deletions
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@ -2573,7 +2573,7 @@ private:
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// [284]=3817(Buckler) [288]=3808(Boots) [292]=3252 [296]=3823 [300]=3845 etc.
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// Each visible item occupies 4 fields: entry(1) + enchant(1) + padding(2).
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int visibleItemEntryBase_ = 284;
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int visibleItemStride_ = 4;
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int visibleItemStride_ = 2;
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bool visibleItemLayoutVerified_ = false; // true once heuristic confirms/overrides default
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std::unordered_map<uint64_t, std::array<uint32_t, 19>> otherPlayerVisibleItemEntries_;
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std::unordered_set<uint64_t> otherPlayerVisibleDirty_;
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