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The player's own biped is drawn in first person among the world's objects (it sorts against the world by depth; the first-person weapon and arms, drawn first into the stencil, stay over it), posed from a copy of its node matrices once a frame (port/linux/game/vr_body.c): turned to the torso's heading, the neck below and behind the eyes as the head turns about it, the hips down with the physical crouch and part of the way with a lean, the spine upright to the neck, the feet planted while standing and stepping after the body as it turns, the knees bent by the arms' two-bone IK. The head and the third-person arms are shrunk to nothing, the weapon and what the biped carries left out; the first-person arms hang from the body's shoulders (mirrored with the weapon left-handed). A passenger in an open vehicle sits as the seat's animation has it; at a wheel or a gun the body is drawn as before, in a closed seat none. Nothing of the game's own pose, hit boxes or network messages changes. The neck pivot, the planted feet and the leg's clamped reach follow HaloCE-Quest-VR (CC0), rebuilt for this port's skeleton and caches. vr.body gets "full" (VR options, Body: "Full body"); "arms" stays the default. vr.log_performance reports the body's pose. debug.vr_body shows the body flat (the emulator): from the eyes, looking down, or from the front, side or back, the head turning, crouching or leaning on its own. Checked in the emulator: the cyborg's 19 nodes found, the body posed standing, crouched, leaning and turning (feet stepping), 0.006 ms a pose; two-minute bot games on Blood Gulch with it on and off, no errors. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>