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New modifier — Recall: press Inspect to rewind a few seconds, dragged back along the exact path you walked.
New modifier — Butterfly Effect: randomizes a modifier that re-rolls every 20s.
New modifier — Mimic: killing or assisting on an enemy copies one of their modifiers, replacing whatever you took last.
Weapon Roulette HUD condensed from 4 lines to 2: the "Rolling" label is gone (the flickering name already shows a roll is running) and the countdown now sits in a fixed-width field so it no longer drifts as names change length.
SwapOnDeath and SuicideBomber added to RequiresMultiplePlayersPerTeam, so neither is rolled in a 1v1 where they cannot function.
BUGFIXES
Center-HTML is a single shared surface, so two HUD-drawing modifiers on the same player overwrote each other several times a second instead of stacking → modifiers now publish HUD fragments to a central composer in ModifierRuntime, which joins every fragment for a player into one panel.
Conditional Invisibility started its fade-out only once the sound cooldown had already expired, and reported INVISIBLE at that same instant — a full fade duration before the player had actually disappeared → the fade is offset to start early so alpha reaches zero exactly as the timer ends, and the gauge is now driven by the live alpha ramp (VISIBLE / FADING / INVISIBLE) instead of predicting from elapsed silence.
Gauge bars turned green at 50%, reading as "ready" while an ability was still unusable → green now starts at 75%, yellow below (affects Recall, Vanish, Conditional Invisibility, Jetpack fuel).
GetSpawnLocation took every info_player_terrorist/info_player_counterterrorist entity on the map, ignoring SpawnPoint.m_bEnabled — so on maps shipping several mode-specific spawn sets (Wingman alongside the full competitive set) a teleport could land on a competitive-only spawn nowhere near where Wingman plays → spawns are now filtered to the set the current mode has enabled, with a fallback to the unfiltered list. Fixes Teleport On Hit, Teleport On Reload and Revive.