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Fix online item GUID resolution, async terrain loading, and inventory enrichment
Enrich online inventory from local DB when server data is incomplete, add resolveOnlineItemGuid fallback for sell/equip/use, use async enqueueTile for initial terrain load, improve walk/run animation fallbacks, clear target on loot close, and broaden equipability detection to include armor/subclass.
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6 changed files with 119 additions and 8 deletions
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@ -1097,15 +1097,18 @@ void InventoryScreen::renderItemSlot(game::Inventory& inventory, const game::Ite
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inventoryDirty = true;
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}
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} else if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
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bool looksEquipable = (item.inventoryType > 0) ||
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(item.armor > 0) ||
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(!item.subclassName.empty());
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if (gameHandler_ && !gameHandler_->isSinglePlayerMode()) {
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if (item.inventoryType > 0) {
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if (looksEquipable) {
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// Auto-equip (online)
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gameHandler_->autoEquipItemBySlot(backpackIndex);
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} else {
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// Use consumable (online)
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gameHandler_->useItemBySlot(backpackIndex);
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}
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} else if (item.inventoryType > 0) {
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} else if (looksEquipable) {
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// Auto-equip (single-player)
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uint8_t equippingType = item.inventoryType;
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game::EquipSlot targetSlot = getEquipSlotForType(equippingType, inventory);
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