Rebuilt dedicated-server projectile reflection around owner-authoritative HitData and projectile snapshots with exact, one-shot target correlation, allowing multiple shield players in the same loaded zone to reflect independently.
Removed pending queues, TTL pruning, fuzzy matching, and string payload workarounds while preserving the original sender, validating ownership, and marking reflected projectiles across ownership transfers.
Reduced inherited SecondaryAttacks infrastructure to CaptainValheim's shield-only configuration, definition, and runtime pipeline, removing duplicate version RPC and unused generic paths.
Hardened shield primary, throw, charge, and reflection context cleanup with scoped Harmony finalizers and simplified projectile visual and return handling.
1.0.4
Fixed dedicated-server shield reflection for multiple players in the same loaded zone by correlating remote projectile and block contexts through player ZDOIDs.
Added bounded ordered fallback matching and now creates reflected projectiles from their registered source prefabs.
1.0.3
Improved dedicated-server shield reflect reliability by keeping successful blocks briefly pending so late projectile ownership/context RPCs can still trigger reflection.
1.0.2
Improved multiplayer shield reflect reliability on dedicated servers by sending projectile fallback payloads for remote block contexts.
Relaxed remote shield reflect context matching so valid blocks can reflect even when projectile hit context timing or hit points differ between clients.
1.0.1
Added multiplayer shield reflect ownership handoff so remote projectile hits can be reflected by the blocking player on dedicated servers.
Added optional shield reflect diagnostics.
Fixed generated key hint separator font/style copying.