trevato/cs
Split The code is public; the app answers only to the crew.
cs2 clone
- README's *What is real and what is not* is one 84-line paragraph: give it the structure the rest of the file has
- Your own row on the board, wherever you rank
- The round's damage report is 64 lines nobody tests: drive drawReport with the recording context hud.test.ts already has
- Killed by whom, with what — but not how close you came: the death notice has no killer health
- The match-over screen hides the scoreboard it was just showing: the final board, both sides, ten rows
- A round your own teammate stops vanishes: no blood, no impact, no word that a bot was in your line
- A result the server refused vanishes without a word: the board quietly stops matching the match you played
- A 64-unit crate is 7 units too tall to jump onto: nothing on either map can be climbed, and crouch-jumping does nothing
- A bot with an AWP fires it from the hip: no bot ever scopes, so the most accurate gun in the game sprays a 7.7° cone
- The security floor is missing its two isolation headers: COOP and CORP on every response
- A bot reloads only when its magazine is empty, so it reloads in the middle of the fight it just started
- The menu remembers your map and your difficulty but forgets your name, your side and the match length
- A thumb aims with the mouse's sensitivity: touch look has no setting of its own
- A drop from anywhere is free: `fallDamage` is written, tested and called by nothing
- A bot with an empty primary slot walks over the rifle on the floor, when it is on its way
- A bullet that lands does not slow the player it hits: no tagging, so trading a shot costs the enemy nothing
- JavaScript off: a menu of dead buttons and not one word saying why
- Is a gun on the floor worth walking to? The arithmetic in `plan.ts`, tested without a world
- The first paint groups every match ever played: `standings` costs 42 ms at 50k rows and 171 ms at 200k
- Motion you did not ask for: honour prefers-reduced-motion where it is decoration, and nowhere else
- The gun is up on screen a second before it can fire: the raise is a fixed 0.24 s, the AWP's deploy is 1.25 s
- A kill looks exactly like a hit, and a grenade that lands looks like nothing
- Switching weapons is instant, so running on the knife costs nothing and the AWP deploys as fast as a pistol