SHOGO v0.13 HELD WEAPON SIZES AND KEYS

ThirdPersonScale is separate from PlayerViewScale and PickupViewScale.
Previous held weapons reused the full map pickup scale. The new per-weapon
profiles reduce the models attached to other players; view/ground sizes and
all mesh/skin/animation assets are unchanged. Factors relative to v0.12:

SAssaultRifle: key 5, held size 65% of previous
SColt45: key 2, held size 45% of previous
SEnergyGrenade: key 6, held size 65% of previous
SKatoGrenade: key 7, held size 65% of previous
SMachineGun: key 4, held size 65% of previous
SShotgun: key 3, held size 65% of previous
SSqueakyToy: key 9, held size 40% of previous
STanto: key 1, held size 45% of previous
STOW: key 8, held size 75% of previous
MBeamSword: key 1, held size 75% of previous
MBullgut: key 5, held size 65% of previous
MJuggernaut: key 7, held size 65% of previous
MLaserCannon: key 3, held size 65% of previous
MPulseRifle: key 2, held size 65% of previous
MRedRiot: key 0, held size 75% of previous
MShredder: key 8, held size 65% of previous
MSniperRifle: key 6, held size 65% of previous
MSpider: key 4, held size 65% of previous

Every respawn includes the melee weapons belonging to the enabled families:
human -> Tanto; mech -> Beam Sword; combined -> both. Both melee classes use
slot 1. The starting gun stays selected: pistols with human enabled, otherwise
Pulse Rifle. Both guns use slot 2. Regular mech guns follow keys 3 through 8;
Red Riot stays a pickup-only superweapon on key 0. Human slots are unchanged.

Fresh loaded-engine checks cover all 18 held/view/pickup scales, hand modes,
weapon meshes, slots and mech ammo HUD entries. Real respawn/selection tests
cover all six host choices and invalid-config fallback for 21 lives.
Actual slot traversal checks cycling both melee weapons on 1 and both starter
guns on 2 when carried. 45 source/asset checks confirm the limited change scope.
There is no fresh on-screen third-person review or multiplayer client test.
