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@@ -232,7 +232,11 @@ vocabulary / decisions.
232 (>1e7). A point on the view axis (e.g. directly below the player's feet) 232 (>1e7). A point on the view axis (e.g. directly below the player's feet)
233 can make `IVDebugOverlay::ScreenPosition` return NaN/huge values; casting 233 can make `IVDebugOverlay::ScreenPosition` return NaN/huge values; casting
234 those to int corrupted the ISurface clip state and made the whole overlay 234 those to int corrupted the ISurface clip state and made the whole overlay
235 disappear for that frame. 235 disappear for that frame. If the overlay reports "behind" for a point whose
236 view-space depth is actually positive, a local projection is used instead.
237- NPC boxes are built from several vertical samples, so a target whose feet
238 are behind the near plane (standing over it) still gets a box from the
239 visible span instead of being dropped.
236- Projectile radius rings are drawn independently of the centre marker, so a 240- Projectile radius rings are drawn independently of the centre marker, so a
237 grenade behind the camera/off-screen still shows its blast circle when any 241 grenade behind the camera/off-screen still shows its blast circle when any
238 part of the ring projects. 242 part of the ring projects.
@@ -606,10 +610,14 @@ vocabulary / decisions.
606- A world weapon whose type is already in the local player's inventory is 610- A world weapon whose type is already in the local player's inventory is
607 reclassified as ammo (`SMG ammo`, `AR2 ammo`, ...). Owner handles are 611 reclassified as ammo (`SMG ammo`, `AR2 ammo`, ...). Owner handles are
608 unreliable on this client (`m_hOwnerEntity`/`m_hOwner` resolve to -1), so 612 unreliable on this client (`m_hOwnerEntity`/`m_hOwner` resolve to -1), so
609 the inventory mask is accumulated from every weapon type the player has 613 the inventory is read directly from the local `m_hMyWeapons[48]` handle
610 held (client `m_hActiveWeapon`, with the server handle as fallback) since 614 array (and remembered active types as a fallback). NPC-held weapons are
611 the current local entity appeared. NPC-held weapons are therefore ignored. 615 therefore ignored. Weapons the player does not own stay under the Weapons
612 Weapons the player does not own stay under the Weapons category. 616 category.
617- Ammo pickups also honour "Only if usable": the reserve count from
618 `m_iAmmo[type]` is compared with the `sk_max_*` cvar (stock caps as fallback,
619 e.g. RPG rockets = 3). Full ammo hides the pickup; if either value cannot
620 be read the item stays visible.
613- Scans the client entity list every 100 ms and tags health, ammo, armor/suit, 621- Scans the client entity list every 100 ms and tags health, ammo, armor/suit,
614 world weapon pickups, the two supply-crate models and generic items. 622 world weapon pickups, the two supply-crate models and generic items.
615- Each tag is a colored marker with a name and optional distance, filtered by 623- Each tag is a colored marker with a name and optional distance, filtered by