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- The picture's function values are kept in the rasterizer's memory for the frame where they are made (render_objects.c, first_person_weapons.c), not on the stack and copied later: rasterizer_model_copy_animation is gone. A modifier's group, a queued transparent part and a child that copies the modifier read the values after the block that made them, and the overshield finds its own values by their address (overshield_effect.c), which the copy broke (the overshield lost its rise, fade and color on the body and the arms). The values outliving their stack frame were what halted a match on a meter; with them kept there is no stale read, so decals.c's clamp is gone and the original assert is back. - The values are at the picture's moment, between the previous tick and this one (render_interpolation_fraction), not a tick ahead of it, and are the tick's own with Smooth Motion off. - The first-person charge's visuals are out of this pull request, for one of their own with a setting: the lens flares (and their depth state), the glow and widget on the viewmodel, the widget flag and the near plane (view_fov.c). - object_function_addition, the original loop's body as one function, is marked port:. Checked: objects.c, render_objects.c, first_person_weapons.c and render.c compile for the web and Android (also with -Wimplicit-function-declaration, -Wint-conversion, -Wincompatible-pointer-types and -Wuninitialized on: none in the changed code); merged with main, CI's test suite passes (1488). Not run: net_compare.py (objects_update's functions are computed by the split-out helper, the same steps in the same order). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>