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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