feat(combat): sequência autoritativa de abates - #581
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Signed-off-by: rubenmarcus <rubenmarcus.dev@gmail.com> Agent: Codex
Signed-off-by: rubenmarcus <rubenmarcus.dev@gmail.com> Agent: Codex
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Signed-off-by: rubenmarcus <rubenmarcus.dev@gmail.com> Agent: Codex
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csbrasil-bot classificationNote @rubenmarcus abriu 22 arquivo(s) · +586 −282, base main. O que mudou
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O relato de câmera no headshot não se reproduz mais na
main: o caminho real de dano mantém posição, rotação, FOV e relógio, preservando hitmarker, número de dano, confirmação e locução. O gap atual era o feedback de sequência: o jogo mostrava apenasABATES, o total da partida, embora o motor já acompanhasse abates da vida atual.Este PR adiciona um painel central
SEQUÊNCIAcom identidade visual do CSBrasil. Em single-player ele nasce de_kill; em multiplayer nasce somente do evento autoritativo do servidor. Acerto previsto e primeiro snapshot/reconexão não inventam sequência; morte e troca de round zeram o painel sem apagar o total da partida. A receita de feedback duplicada entre SP e MP foi concentrada em_playerKillFeedback.Validação:
npm run check:deploy: 40/40npm run build: verdenpm run eval:killstreak: verde; seis mutantes reprovam (total,previsto,sem-round,sem-morte,sem-mp,reconnect)npm run eval:replaycam: câmera Δ0,000 m, rotação Δ0,000 rad, FOV Δ0,000°, relógio 2,000 s/2,000 s; quatro mutantes reprovamnpm run eval:abateshud: verdenpm run eval:netcode: 178/178npm run eval:netcodecbin: 18/18pageerror; evidência local emartifacts/combat-feedback-r2/Teste local:
Abra
http://127.0.0.1:4408/?debug=1&auto=P,mst&map=praca_poderes&perfilauto=0e faça dois ou mais abates na mesma vida. Morte e round novo devem esconder/zerarSEQUÊNCIA;ABATEScontinua acumulado.Relatório:
docs/reports/COMBAT-FEEDBACK-R2.md.