v0.13: unchanged firing/visual behavior; the v0.12 audit below is retained as baseline evidence.

SHOGO v0.12 FIRING VISUALS

CASINGS
Reference: Shared/WeaponDefs.h GetWeaponFX WFX_SHELL and
ClientShellDLL/WeaponFX.cpp CreateShell allow-list.
Eject cases: Colt45, Shotgun, MachineGun, AssaultRifle,
            mech SniperRifle, Juggernaut, Shredder.
No cases: PulseRifle, LaserCannon, Spider, Bullgut, RedRiot,
          EnergyGrenade, KatoGrenade, TOW, Tanto, SqueakyToy, BeamSword.
ShogoSource.zip, AEGISCODE.zip and lithtech-master.zip all confirm this list.
The earlier all-ranged coverage was an adaptation, now removed as requested.
Existing enlarged case sizes, skins, ejection ports, physics and cap retained.

MUZZLE FLASHES
Existing barrel-attached flash quads are 1.75 times their previous width
and height. Original sprite art, timing, UVs and pistol material assignment
remain. Scaling is around the animated attachment center, preserving recoil
and motion with the barrel. Both hands were regenerated; centered uses the
same mesh. The original weapon/arm coordinates and UV triangles are unchanged
within the vertex format's quantization. Nine weapons / eighteen meshes.
No flash was invented for empty/missing source flash sprites or melee.

VALIDATION
All 18 guns exercised through actual server fire states. Seven correct case
types and eleven no-case behaviors; scoped AR emits three cases per burst.
46 independent source/geometry/registration checks, including all flash
frames and original enlarged case defaults. No fresh on-screen visual review.
