- replay the shooter's combat update a second time when it launches a
projectile, matching the client's own component-pass re-entry
- carry the shooter's damage effect on every projectile and null a
shot's target/source when either leaves the board
- derive pending physical damage from the shots actually in flight
instead of an incremental total, so it can never go negative
- split the spawn ring's two angle registers so three- and five-unit
cards land where the client puts them
- attribute a combat target left at NONE to the exact site that did it,
gated to report each object once
- number and annotate every checksum field so a client-reported
mismatch resolves straight to a name