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render_weapon_hud set the secondary magazine's overlay flags into slots 0 and 1, over the primary's, where its states and numbers use 4 and 5: a weapon of one magazine showed its ammunition overlays as the empty second magazine's (coldsnap's flamethrower read NO FUEL with a full tank). A weapon of one magazine also read a second it doesn't have: weapon_build_weapon_interface_state fills only the weapon's own, into unset stack memory, so the HUD's secondary flash, reload and fired-empty warnings followed whatever was there. The state is now cleared first, and a weapon of one magazine keeps its secondary states and overlays at rest.