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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@@ -562,9 +562,11 @@ export function withBounties(gd, round, wave, bounties, playerId, { side = null
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/**
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* nextEnemies preview (m.private.nextEnemies): one entry per spawn action (research 08 §4.2 input), in spawn order:
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* `{ enemyKey, count, gate: 'upper'|'lower', t, fly, elite, boss, source: 'wave'|'bounty', tag }` — `tag` 'boss' /
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* `{ enemyKey, count, gate: 'upper'|'lower', t, fly, elite, boss, source: 'wave'|'bounty', tag, start? }` — `tag` 'boss' /
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* 'bounty' / null kept for the drawer's grouping; Σ count = the enemies of the round (HUD). Boss parts are omitted.
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* The client places the models in the gate's pen zone (≤ 50 shown, elites and bosses always).
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* The client places the models in the gate's pen zone (≤ 50 shown, elites and bosses always) — except a leader: its
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* entry carries its spawn tile `start` ([row, col] on the boss field) and the Final Assault / Hidden Core prep shows it
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* standing there (render/app.js, community report #12; display only).
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*/
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export function previewOf(spawns) {
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const out = [];
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@@ -583,6 +585,7 @@ export function previewOf(spawns) {
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boss: tag === 'boss',
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source: tag === 'bounty' ? 'bounty' : 'wave',
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tag,
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...(tag === 'boss' && Array.isArray(pv.start) && pv.start.length >= 2 && pv.start.every(Number.isFinite) ? { start: [pv.start[0], pv.start[1]] } : {}),
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_seq: seq++,
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});
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}
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