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Split out, to come back as their own pull requests: - The pose another player's aim turns through with Smooth Motion off, and the correction glide drawn on the tick's frame for it (render_interpolation.c, network_distributed.c, NETCODE.md). A remote passenger lagged behind the vehicle it rode, and a player who stood still and then turned glided across the whole time they stood. - The particle crossfade (particles.c, render_particles.c). It doubled the sprites of every animated particle, not only a muzzle flash. Fixed: - Light volumes: the viewmodel's marker and the two passes come together from one helper, light_volume_marker, used by both the draw and the submit. Campaign keeps the object's marker and one pass, as before; it had the two passes without the viewmodel's marker. The stencil mode is put back as it was, not to 0; the modes are named; the flashlight is found with csstrcmp; the prototypes sit with the others. - The flashlight: first_person_weapon_center_flashlight says whether the viewmodel placed it, in place of comparing six floats. The stray #include <math.h> is gone, and the change is marked port:. - Nav markers: the 40 ms easing matched markers by distance, so two within 8 units could swap, and never freed its slots. A marker on an object is now moved as far as the frame draws the object from its tick position (render_interpolation_object_point), with no state and no lag. A game engine goal (no object) stays on the tick. - render_particles.c's viewmodel particle is marked port:. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>