also explicitly specifying value type seems to be good practice to prevent unintended fraction down-rounding (just what've happened in paint.hpp with color 128 -> 127)
also remove scope check i've competely forgot about in draw_crosshair.hpp
for whatever reason m_flStamina inside of C_SpitAbility::UpdateAbility gets pinned at 3000.f (extreme latency concern? or just typo) which in result softlocks C_TerrorPlayer::IsImmobilized for moment ability is updated
it does seems as logic remnant before buffering of 1000.f got implemented (C_TerrorPlayer::IsImmobilized tests for >2000.f) which is needed to keep m_flStamina predicted rather than networked... applying same logic but once solves problem
hopefully i'm not breaking things by omitting m_zombieClass lol
on side note i've thought about adding infinite spit but unfortunately projectiles are using timer-based acceleration
revert: prevent buffer underrun on ack build-up (only for css)