1. NECK region explicitly blocked in interactLivingEntity() — prevents
V2 collars equipping without ownership setup (latent, no JSONs yet)
2. Swap rollback safety: if re-equip fails after swap failure, drop the
old bind as item entity instead of losing it silently
3. GaggingComponent: cache GagMaterial at construction time — eliminates
valueOf() log spam on every chat message with misconfigured material
4. Dual-bind prevention: check both V1 isTiedUp() AND V2 region occupied
in TyingInteractionHelper and PacketSelfBondage to prevent equipping
V2 bind on top of V1 bind
PlayerEquipment.getCurrentBindResistance/setCurrentBindResistance and
getCurrentCollarResistance/setCurrentCollarResistance all checked
instanceof ItemBind/ItemCollar — V2 DataDrivenBondageItem silently
returned 0, making V2 items escapable in 1 struggle roll.
Fix: use instanceof IHasResistance which both V1 and V2 implement.
Also fix StruggleCollar.tighten() to read ResistanceComponent directly
for V2 collars instead of IHasResistance.getBaseResistance(entity)
which triggers the singleton MAX-scan across all equipped items.
Note: isItemLocked() dead code in StruggleState is a PRE-EXISTING bug
(x10 locked penalty never applied) — tracked for separate fix.
BUG-001: TyingInteractionHelper swap now checks V2EquipResult — on failure,
rolls back by re-equipping the old bind instead of leaving target untied
BUG-002: OwnershipComponent.onUnequipped no longer double-calls
unregisterWearer — onCollarRemoved already handles it. Suppressed-alert
path calls unregister directly since onCollarRemoved is skipped.
BUG-003: PacketSelfBondage handleV2SelfBind now clears completed tying
task from PlayerBindState to prevent blocking future tying interactions
RISK-003: StruggleCollar get/setResistanceState null-guard on player
QA-001: add instanceof V2TyingPlayerTask guard before cast to prevent
ClassCastException when a V1 TyingPlayerTask was still active
QA-002: remove stack.shrink(1) after tying completion — V2TyingPlayerTask
.onComplete() already consumes the held item via heldStack.shrink(1)
- onEquipped: apply RestraintEffectUtils speed reduction for non-Player
entities with ARMS region and legs bound. Full immobilization for
WRAP/LATEX_SACK pose types.
- onUnequipped: remove speed reduction for non-Player entities
- Players use MovementStyleManager (V2 tick-based), not this legacy path
- ResistanceComponent: resistanceId delegates to SettingsAccessor at runtime,
fallback to hardcoded base for backward compat
- GaggingComponent: material field delegates to GagMaterial enum from ModConfig,
explicit comprehension/range overrides take priority
- IItemComponent: add default appendTooltip() method
- ComponentHolder: iterate components for tooltip contribution
- 6 components implement appendTooltip (lockable, resistance, gagging, shock,
gps, choking)
- DataDrivenBondageItem: call holder.appendTooltip() in appendHoverText()