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Ringfall's side of it: - The bots: OpenCE's own (bots.c, a local split screen game's) are not used in VR builds (their lobby hook would take Ringfall's host bots off, and their bots.count and bots.skill differ); Ringfall's are now host_bots.c, so that OpenCE's bots.c merges as it changes. Each platform's bots.count and bots.skill are its own (config_setting_index takes this platform's of two of a name). - HDR is never on in VR (d3d8_gl.c); the flat window's present is OpenCE's, inside the VR port's branch for it. - The VR frame begins where the events are pumped (sdl_platform.c), as before, now that exit_after_check is apart. - The message numbers: OpenCE's aim assist policy (90) before the VR port's poses (240), which stay last. - The visibility counters keep the VR port's snapshot ring (both eyes' counts halved); OpenCE's tone mapping goes before the antialiasing, off the VR eyes' pass. - Join codes, the online list and OpenCE's probes all in the signalling topics; the HUD's PNG helpers both ways; the disc import keeps the language file. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>