feedback3: merge W3D — 折桠's skill idle (community report #23), the ammo bar's real total (#35), unit sounds at the official chance and volume (#30), shots from the hands to the chest (GitHub #61), stuck model loads restarted (GitHub #68), the boss leader shown in prep with its hit tiles (#12)
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@@ -696,7 +696,8 @@ overtime drain starts; `deadline` = the level's 120 s countdown), `unite { helpe
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PREP ready/acting · COMBAT/boss combat/done · UNITE helping/done · others done · `left` / `dead` override.
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`m.private` = DESIGN §8.3 exactly (sent per player whenever it changed). `nextEnemies` = the current round's wave
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(+ the player's bounty enemies, tag `bounty`; boss rounds: the player's boss field, tag `boss`, + its bounties).
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(+ the player's bounty enemies, tag `bounty`; boss rounds: the player's boss field, tag `boss` — the leader's entry with its
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spawn tile `start`, where the boss-field prep shows it —, + its bounties).
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Bond layers in the views (DESIGN §20.15): from the end of COMBAT (`_finishCombat`, every normal result in) until SETTLE,
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`m.private bonds` and `m.public players[].bonds` add the finished battle's IN_BATTLE gains (`PlayerState.pendingLayerGains`
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