Files
Cesarus85--mjolnir-vr/source/objects
jcompto95-techandClaude Opus 5.5 d36c15c313 Your own legs in first person, seen looking down (display.first_person_legs)
Video Setup > FOV and Viewmodels > Legs, off by default. In first person the
player's own body, which the game animates as everyone else sees it but does
not draw for its own player, is drawn from the waist down: looking down,
your legs walk, run, strafe and crouch as the body's animation moves them.

How it is drawn (port/linux/game/first_person_legs.c):
- A copy of the body's pose as drawn: everything but the hips and legs (by
  node name: pelvis, thigh, calf, foot, toe) folded into a lid over the
  waist, the root kept.
- The body set back behind the eye, each frame, as far as keeps the waist's
  open rim beyond the bottom plane of the view (the way Halo 2's fp_body
  keeps its open top out of sight): looking ahead, 4 cm; straight down at
  105 degrees, about 67 cm. The legs are seen as they swing forward.
- Drawn with the world's camera, so it keeps its place and size at any FOV;
  not in mirrors, not in the shadow pass, without what it carries.

The waist's rim is found from the model's own triangles: object_mesh.c reads
an object's drawn mesh (its most detailed geometry, in the permutations it
shows) from the vertex and index buffers the game draws it from, as
powerup_render_bounds.c reads them; its cache is forgotten on a new map
(objects_initialize_for_new_map).

Only the drawing changes: the body, its hit boxes, markers, the camera and
everything sent between machines are the game's. Checked by compiling the
changed units; the fold and set-back were checked against a capture of the
cyborg's mesh and pose and played on Windows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtk9vPUKbWd48oBMzXuzd
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