Previously, a Container packet sent when using the Take All button included all the items in the container, not just all the items in the container window seen on the client. This was a problem when stealing from actors, as the container window does not give access to all of their items.
Previously, when using the Russian edition, all dialogue topics were translated into English before being sent to the server in an ObjectDialogueChoice packet and were then translated back into Russian when received again by the client. However, there were situations where different topics in English corresponded to the same Russian word, e.g. "chores" and "duties" were both translated as "задания", which led to the incorrect topic being used on the client in the end.
This commit makes it so that users of the Russian edition send ObjectDialogueChoice packets where the topicId variable contains both the untranslated topic and the translated one, delimited by a | character, with the client simply using the former when receiving the packet again.
This is a hotfix instead of the proper fix, as the proper fix would use different variables for the two versions of the topic and thus require the structure of the ObjectDialogueChoice packet to change.
ESM::Cell's getDescription() method was modified by aa5161f99e despite being used heavily by TES3MP. All instances of it in the TES3MP code have now been changed into the newly added getShortDescription() that is identical to the previous getDescription().
It is no longer necessary to send ObjectState packets when harvesting objects, as the Container packet will handle the refreshing of those objects' animations instead.
The packet is now sent not just for items in the list on the right of the dialogue screen, but also for the clickable topics in the dialogue text itself.
Restocking object containers via trading now requires the server to send back an ObjectRestock packet before it can happen.
The unused packet ID ID_SCRIPT_GLOBAL_FLOAT has been replaced with ID_OBJECT_RESTOCK.
ClientScriptGlobal is a new Worldstate packet that handles short, long and float values for global variables in clientside scripts.
Previously, short values were handled by the ScriptGlobalShort packet, while a partially implemented ScriptGlobalFloat packet also existed, but both of those packets were Object packets because they were added near the end of 2016 when only Player and Object packets existed (with the latter actually being called WorldEvent packets at the time). Both ScriptGlobalShort and ScriptGlobalFloat have now been removed.
The serverside script functions previously used to interact with ScriptGlobalShort have, however, been kept so they can be adjusted to work with local variables in clientside scripts instead in a future commit.
ObjectHit is now also sent when local actors succeed or fail in hitting other actors with melee attacks, with the packet including the success state of their attack.
It is also sent when creatures hit a non-actor object.
Previously, a Container packet with a SET action for an actor would clear their entire InventoryStore, also clearing all of their equipment slots. The actor's authority would then autoEquip new equipment for the actor, but that new equipment would not actually get sent to the other players. As a result, they would see the actor fighting with hand-to-hand attacks, while also not actually wearing anything despite being rendered as wearing the same clothes and armor as before.
This commit makes the actor's authority resend the actor's equipment as soon as the Container packet has caused the autoEquip to happen.