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Four interactions that all needed the same thing: the hands' positions and velocities on the other side of the game module boundary. They share the plumbing, so they share a commit. use moves to B on the weapon hand, where the reference puts activate. The objectives list keeps the left hand's button; it had been bound to both, which was a button spent twice on one rarely opened screen. The trace also starts from the head's real position now rather than the body's notional eye - the two come apart exactly when leaning through a doorway to reach the thing on the far side. Weapons live on the body, the way Half-Life: Alyx does it: pistol at the right hip, grenades at the left, rifle and smg over the shoulders. Reaching back to where a weapon came from puts it away, reaching anywhere else swaps - holstering on any zone would have cost two gestures for every swap. Zones are measured from the head and rotated by the head's heading, so they stay on the body rather than wandering as the player turns. Ladders are climbed by pulling on them. MOHAA moves a climbing player by the root motion of the climb animation, with pmove skipped entirely, so this runs after the animation rather than instead of it: the animation still plays and the distance travelled is the distance the hand pulled. Both grips, averaged when both are held, and the grips stop meaning reload and rifle-steady while on a ladder. Grenades leave along the arm. Which instant of a swing to read is the whole problem and took several passes: averaging across the release blends the wind up with the follow through; the peak of the whole swing is usually the *backswing*, which threw grenades over the player's shoulder. What works is the natural gesture's own shape - take the direction the hand had as it let go, then find the fastest sample that agrees with it, which excludes the wind up by construction. Strength is a fraction of the game's own throw so all of MOHAA's grenade tuning survives. The sideways damping is the one deliberate lie. An underhand swing crosses the body, so the hand really is moving sideways at release - measured, lobs drifted left by up to 0.73, more sideways than forward. Damped in proportion to how gentle the throw is, so hard throws keep their true direction. A weapon wheel is included and is not finished: its input works and a tap of the same stick holsters, but the ring never appeared on screen and the drawing was not chased down. It is harmless - a hold selects nothing and does nothing. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>