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Add sp_fakeaim (per-client+per-entity showcase), strip diagnostics, cache iface wrapper

sp_fakeaim <target>: resolve a target string via TargetingManager (@aim, nick,
@t, multi-target) and fake each resolved player's HP(1) + team(CT) + a
continuously cycling render colour — ONLY to the issuer (per-client), only on
those entities (per-entity). A repeatable timer advances the colour and
re-dirties m_clrRender so it keeps changing. sp_fakeaim_off tears down + reverts.

Strip all runtime diagnostics now that per-client substitution is confirmed
working live (PCDIAG / SUBST-FAKE / SUBST-EMIT(-DONE) / UENC-DIAG / boot
per-bucket+per-encoder spam / LogDiscoveredField / Verify mode); keep the
concise health lines (gamedata resolved, N detours, map built — N entries).

Consumer wrapper fix (per ModSharp authors / laper): the example cached the raw
ISendProxyManager .Instance, which dangles if SendProxy hot-reloads. Cache the
IModSharpModuleInterface handle instead and read .Instance per use, so consumers
always get the live interface.

Also: sp_sendfake now hits both HP fields; sp_encoders_off + Reply fixes from
earlier.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
P
Prefix committed
cb1e6e37637b8cebed711abc3e2e8a527c53ed71
Parent: 34b6506