/* The desktop table and room (Claude, 2026-10-08). One look for every desktop table: the game at any desktop width
   (index.php) and the three-hand lesson (onboarding-locked.php), Shaun: "use the new table design/background in the 3
   hands trainer, and the remaining smaller desktop/tablet view". Paint only: the table's size and every seat, card and
   chip position come from the existing layout (rail 1076x504 canvas px, felt inset 32px), and desktop-lounge/
   table-v7.svg is drawn to exactly that. Phones (mobile-game-active) keep their own table. */
body.desktop-game-active #table-screen{
 background:linear-gradient(rgb(0 0 0 / var(--room-shade,.12)),rgb(0 0 0 / var(--room-shade,.12))),var(--room-img,url('desktop-lounge/room-v5.webp')) center / cover no-repeat #080c09!important;   /* a room can set --room-img and --room-shade (below). Rooms cover (keep their shape, trim the sides on a narrow window); 100% 100% squeezed them tall (Shaun, 2026-10-20: "when you reduce screen width it like warps the backgrounds") */
 isolation:isolate;
}
/* the lesson painted its own room on the table area; let the shared room show through */
body.desktop-game-active.larry-lair-active #table-screen{
 background:linear-gradient(rgb(0 0 0 / .12),rgb(0 0 0 / .12)),url('desktop-lounge/larrys-lair-v1.webp') center / cover no-repeat #100e09!important;
}
body.larrys-table.desktop-game-active #table-screen .table-area{background:none!important}
body.desktop-game-active.nicks-basement-active #table-screen{
 background:linear-gradient(rgb(0 0 0 / .12),rgb(0 0 0 / .12)),url('desktop-lounge/sketchy-nicks-v1.webp') center / cover no-repeat #100d08!important;
}
body.desktop-game-active #table-screen .table-rail{
 border-color:transparent!important;
 background:url('desktop-lounge/table-v7.svg?v=3') border-box center / 100% 100% no-repeat!important;
 box-shadow:none!important;filter:drop-shadow(0 18px 14px #000b) drop-shadow(0 3px 3px #0008)!important;
}
body.desktop-game-active #table-screen .table-rail::before,body.desktop-game-active #table-screen .table-rail::after{display:none!important}
/* The leather rail twice as wide, grown outward only (Shaun, 2026-10-09: "make the table rail twice as wide, but extend
   from the outside keep the inside felt and inner rail all exactly the same"). The rail box keeps its size, so every seat,
   card and chip stays put; table-v8.svg (v7 with the rail's outer edge 28px further out) is drawn by ::before, 28px past
   the box on every side (-32px from the padding box: the box has a 4px transparent border). */
body.desktop-game-active #table-screen .table-rail{background:none!important}
body.desktop-game-active #table-screen .table-rail::before{display:block!important;content:''!important;position:absolute!important;inset:-8.44px -54.16px -71.92px!important;z-index:-1!important;pointer-events:none;border:0!important;border-radius:0!important;box-shadow:none!important;background:url('desktop-lounge/table-v13-tilt.webp?v=1') center / 100% 100% no-repeat!important;filter:drop-shadow(0 20px 13px #0009)}
/* ^ Tilted back, the table seen from a seat (Shaun, 2026-10-24, Codex's desktop polish study: "i want the after look on
   the real desktop"): only the drawing tilts, every seat, card and chip keeps its place. table-v13-tilt.webp is
   table-v13.svg (v12 plus the cabinet under the rail) already tilted, perspective(1800px) rotateX(20deg) scaleY(1.08) about
   its centre, warped flat at 2x (scripts/table-tilt: render.cjs, then warp.py, which prints the inset), and placed where that transform
   put it.
   Done in CSS it was a 3D layer under the whole table, and Chrome moved every card over it onto layers of their own, drawn
   soft (Shaun: "when the table loaded they were super like bright and then blured down"; measured, the card backs' edge
   detail 26 against 36 for the same card drawn plainly, 36 with the rail flat). */
/* The drawing keeps a layer of its own (Shaun, 2026-11-11: "its happening with the table itself too ... flashing brighter
   and more muted subtly ... triggerd by folds, bets being pulled in, action"). Painted in with the plaques and chips, it
   was redrawn on the scaled table every time one of them took a layer or gave it back, a shade apart (his recording: the
   rail stepping 0.5 of 255 at once, top and bottom together, the room behind it still). On its own layer nothing redraws
   it. A flat 2D layer, not the old 3D one: the board and hole cards measure 100% as sharp, the rail 92-93% (after a resize
   too, so no raster scale frozen at the first paint). */
body.desktop-game-active #table-screen .table-rail::before{will-change:transform}
body.desktop-game-active #table-screen .poker-table{background:none!important;box-shadow:none!important;border-color:transparent!important;outline:0!important}
body.desktop-game-active #table-screen .poker-table::before{display:none!important}

body.desktop-game-active.bobs-garage-active #table-screen{background:linear-gradient(rgb(0 0 0 / .12),rgb(0 0 0 / .12)),url('desktop-lounge/bobs-garage-v1.webp') center / cover no-repeat #100e09!important}

body.desktop-game-active.fulltilt-suite-active #table-screen{background:url('desktop-lounge/fully-tilted-curved-v4.webp') center / cover no-repeat #210907!important}

/* Vignette (Shaun, 2026-10-10: "the corners darkened of the page, in front of the background but behind the table";
   "subtle"): one soft layer over every room's background, under the table. #table-screen isolates its stacking, so
   z-index -1 sits above its own background and below everything in it. */
/* Stronger, plus a soft band along the top (Shaun, 2026-10-10: "wheres that vinyette i want it on these rooms i can barely
   read my logo"): the bright rooms (California Dreams' sunset) need the contrast behind the logo and the header badges. */
/* Heavier again (Shaun, 2026-10-11: "i feel like these tables need more vinyette"): the edges fall off sooner and go
   darker, all four corners get a patch (the logo top left, your card top right, the dock bottom left), and a band
   along the bottom joins the one along the top, so the room frames the table instead of competing with it. */
body.desktop-game-active #table-screen::before{content:'';position:absolute;inset:0;z-index:-1;pointer-events:none;background:radial-gradient(ellipse 30% 26% at 0 0,rgb(0 0 0 / .45) 0,rgb(0 0 0 / 0) 100%),radial-gradient(ellipse 30% 26% at 100% 0,rgb(0 0 0 / .35) 0,rgb(0 0 0 / 0) 100%),radial-gradient(ellipse 34% 32% at 0 100%,rgb(0 0 0 / .4) 0,rgb(0 0 0 / 0) 100%),radial-gradient(ellipse 34% 32% at 100% 100%,rgb(0 0 0 / .4) 0,rgb(0 0 0 / 0) 100%),linear-gradient(180deg,rgb(0 0 0 / .5) 0,rgb(0 0 0 / .2) 9%,rgb(0 0 0 / 0) 18%,rgb(0 0 0 / 0) 80%,rgb(0 0 0 / .35) 100%),radial-gradient(ellipse 66% 62% at 50% 48%,rgb(0 0 0 / 0) 40%,rgb(0 0 0 / .78) 100%)}

body.desktop-game-active.california-dreams-active #table-screen{background:url('desktop-lounge/cali-80s-v1.webp') center / cover no-repeat #241827!important}

body.desktop-game-active[data-mid-stakes-room="miami-beach"] #table-screen{background:url('desktop-lounge/miami-beach-v1.webp') center / cover no-repeat #121211!important}

body.desktop-game-active[data-mid-stakes-room="texas-roadhouse"] #table-screen{background:url('desktop-lounge/texas-roadhouse-v3.webp') center / cover no-repeat #121211!important}

body.desktop-game-active[data-mid-stakes-room="brooklyn-heat"] #table-screen{background:url('desktop-lounge/brooklyn-heat-v1.webp') center / cover no-repeat #121211!important}

body.desktop-game-active[data-high-stakes-room="death-valley"] #table-screen{background:url('desktop-lounge/death-valley-v1.webp') center / cover no-repeat #121211!important}

body.desktop-game-active[data-high-stakes-room="vegas-sunrise"] #table-screen{background:url('desktop-lounge/vegas-sunrise-v1.webp') center / cover no-repeat #121211!important}

body.desktop-game-active[data-high-stakes-room="chicago-blackout"] #table-screen{background:url('desktop-lounge/chicago-blackout-v1.webp') center / cover no-repeat #121211!important}

/* Optional Halloween holiday pack. Applied only when a room is explicitly selected. */
body.desktop-game-active[data-holiday-room="haunted-manor"] #table-screen{background:url('desktop-lounge/haunted-manor-v1.webp') center / cover no-repeat #111116!important}
body.desktop-game-active[data-holiday-room="witching-hour"] #table-screen{background:url('desktop-lounge/witching-hour-v1.webp') center / cover no-repeat #111116!important}
body.desktop-game-active[data-holiday-room="dead-mans-hand"] #table-screen{background:url('desktop-lounge/dead-mans-hand-v1.webp') center / cover no-repeat #111116!important}

/* The Tropical Pack rooms (Cash Games, all year; api/create.php tropical_room). */
body.desktop-game-active[data-tropical-room="bahamas"] #table-screen{background:url('desktop-lounge/bahamas-v1.webp') center / cover no-repeat #243b3f!important}
body.desktop-game-active[data-tropical-room="key-west"] #table-screen{background:url('desktop-lounge/key-west-v1.webp') center / cover no-repeat #243b3f!important}
body.desktop-game-active[data-tropical-room="bora-bora"] #table-screen{background:url('desktop-lounge/bora-bora-v1.webp') center / cover no-repeat #243b3f!important}

/* Rustic Fire, the VIP Pack's 2/5 cash table (unlocked with CODEBOMBER; table.js vipRoom). */
body.desktop-game-active[data-vip-room="rustic-fire"] #table-screen{--room-img:url('desktop-lounge/rustic-fire-v1.webp');--room-shade:0}

/* The sit & go rooms (table.js tourneyRoom): the 5,000 and 10,000 tables, Shove Alley and Royal Pain. They set the room
   image the base rule reads (desktop-lounge.css --room-img), with no shade, so no !important here. */
body.desktop-game-active[data-tourney-room="rent-money"] #table-screen{--room-img:url('desktop-lounge/rent-money-v1.webp');--room-shade:0}
body.desktop-game-active[data-tourney-room="grocery-budget"] #table-screen{--room-img:url('desktop-lounge/grocery-budget-v1.webp');--room-shade:0}
body.desktop-game-active[data-tourney-room="college-fund"] #table-screen{--room-img:url('desktop-lounge/college-fund-v1.webp');--room-shade:0}
body.desktop-game-active[data-tourney-room="second-mortgage"] #table-screen{--room-img:url('desktop-lounge/second-mortgage-v1.webp');--room-shade:0}
body.desktop-game-active[data-tourney-room="divorce-settlement"] #table-screen{--room-img:url('desktop-lounge/divorce-settlement-v1.webp');--room-shade:0}
body.desktop-game-active[data-tourney-room="retirement-plan"] #table-screen{--room-img:url('desktop-lounge/retirement-plan-v1.webp');--room-shade:0}
body.desktop-game-active[data-tourney-room="shove-alley"] #table-screen{--room-img:url('desktop-lounge/shove-alley-v1.webp');--room-shade:0}
body.desktop-game-active[data-tourney-room="royal-pain"] #table-screen{--room-img:url('desktop-lounge/royal-pain-v1.webp');--room-shade:0}

/* Keep the table branding readable without a bright white hotspot in dark rooms. */
body.desktop-game-active #table-screen .brand img,
body.desktop-game-active #table-screen .lounge-header>a>img {
  filter: brightness(.78) saturate(.72);
}
/* The final table's own room (Freeroll markFinalTable, table.js mtt-final-table). style.css paints it, but this file's
   room art loads later and covered it (Shaun, 2026-10-11: "the final table doesnt have the final table background
   anymore"), so it's a room here too. */
body.desktop-game-active.mtt-final-table #table-screen{--room-img:url('lobby-art/mtt-final-table-room-v2.webp');--room-shade:0}

/* Something thrown hits you (table.js _animateThrow): the action buttons and your hole cards take the knock, a short
   jolt that settles. Individual translate/rotate properties, so each keeps its own transform (Shaun, 2026-10-13:
   "things should move when things happen"). */
#action-panel.hit-jolt{animation:hitJolt .45s cubic-bezier(.36,.07,.19,.97)}
#me-cards.hit-jolt{animation:hitJoltCards .5s cubic-bezier(.36,.07,.19,.97)}
@keyframes hitJolt{
  0%{translate:0 0;rotate:0deg}
  12%{translate:-7px 4px;rotate:-.8deg}
  30%{translate:6px -3px;rotate:.6deg}
  50%{translate:-4px 2px;rotate:-.3deg}
  70%{translate:2px -1px;rotate:.15deg}
  100%{translate:0 0;rotate:0deg}
}
@keyframes hitJoltCards{
  0%{translate:0 0;rotate:0deg}
  15%{translate:-5px 8px;rotate:-4deg}
  35%{translate:4px -3px;rotate:3deg}
  55%{translate:-2px 2px;rotate:-1.5deg}
  75%{translate:1px 0;rotate:.6deg}
  100%{translate:0 0;rotate:0deg}
}
@media (prefers-reduced-motion:reduce){#action-panel.hit-jolt,#me-cards.hit-jolt{animation:none}}

/* Purchased 10/20 room art; table.js gates each room with its entitlement and saved on/off preference. */
body.desktop-game-active[data-low-stakes-room="reno-nights"] #table-screen{--room-img:url('desktop-lounge/reno-nights-v1.webp');--room-shade:0}
body.desktop-game-active[data-low-stakes-room="atlantic-city"] #table-screen{--room-img:url('desktop-lounge/atlantic-city-v1.webp');--room-shade:0}

/* The rest of the desktop polish (Shaun, 2026-10-24: "i want the after look on the real desktop"; Codex's study,
   _local/desktop-polish). Paint and depth only: every layout anchor stays with the renderer. */
/* The board as one plane leaning back with the table: the row tilts, not each card, so the deal and flip animations
   (which move each card) keep working. */
body.desktop-game-active #table-screen #community-cards{transform:perspective(900px) rotateX(12deg)}
body.desktop-game-active #table-screen .community-cards .card:not(.empty){box-shadow:0 1px 0 #e5dfd1,0 2px 0 #b7b1a4,0 5px 5px #0005}
/* Chips are drawn, not built (Shaun, 2026-10-24, with photos of real stacks: "take one, put it on top. take another put
   it on top"). Each chip is one sprite, its top and its edge from the same drawing so the rim's spots and the edge's
   stripes are the same spots (scripts/chip-sprites/make.py: 24x19, a 16px top and a 3px edge, 1x and 2x). A stack is the
   sprite repeated 3px apart, the top chip drawn over the one under it; nothing is squashed, rotated or shadowed here. */
body.desktop-game-active #table-screen .chip-tower{filter:drop-shadow(0 1px 1px #0008) drop-shadow(2px 3px 2px #0005)}
body.desktop-game-active #table-screen .chip-col{filter:none;isolation:isolate;position:relative}
body.desktop-game-active #table-screen .chip-col .chip-disc2{
 width:24px;height:19px;border-radius:0;transform:none;box-shadow:none;background:center / 24px 19px no-repeat;
 z-index:calc(31 - var(--chip-i,1));
}
body.desktop-game-active #table-screen .chip-col .chip-disc2::before,
body.desktop-game-active #table-screen .chip-col .chip-disc2::after{display:none}
body.desktop-game-active #table-screen .chip-col .c-white{background-image:image-set(url('chips/stack-white.png?v=5') 1x,url('chips/stack-white@2x.png?v=5') 2x)}
body.desktop-game-active #table-screen .chip-col .c-red{background-image:image-set(url('chips/stack-red.png?v=5') 1x,url('chips/stack-red@2x.png?v=5') 2x)}
body.desktop-game-active #table-screen .chip-col .c-green{background-image:image-set(url('chips/stack-green.png?v=5') 1x,url('chips/stack-green@2x.png?v=5') 2x)}
body.desktop-game-active #table-screen .chip-col .c-black{background-image:image-set(url('chips/stack-black.png?v=5') 1x,url('chips/stack-black@2x.png?v=5') 2x)}
body.desktop-game-active #table-screen .chip-col .c-purple{background-image:image-set(url('chips/stack-purple.png?v=5') 1x,url('chips/stack-purple@2x.png?v=5') 2x)}
body.desktop-game-active #table-screen .chip-col .c-gold{background-image:image-set(url('chips/stack-gold.png?v=5') 1x,url('chips/stack-gold@2x.png?v=5') 2x)}
body.desktop-game-active #table-screen .chip-col .c-crimson{background-image:image-set(url('chips/stack-crimson.png?v=5') 1x,url('chips/stack-crimson@2x.png?v=5') 2x)}
body.desktop-game-active #table-screen .chip-col .chip-disc2:not(:last-child){margin-bottom:-16px}   /* 19 tall, 3 apart */
/* the top chip over the one under it, and so on down (big bets stand up to 8 high: chipBreakdownBet) */
body.desktop-game-active #table-screen .chip-col .chip-disc2:nth-child(2){--chip-i:2}
body.desktop-game-active #table-screen .chip-col .chip-disc2:nth-child(3){--chip-i:3}
body.desktop-game-active #table-screen .chip-col .chip-disc2:nth-child(4){--chip-i:4}
body.desktop-game-active #table-screen .chip-col .chip-disc2:nth-child(5){--chip-i:5}
body.desktop-game-active #table-screen .chip-col .chip-disc2:nth-child(6){--chip-i:6}
body.desktop-game-active #table-screen .chip-col .chip-disc2:nth-child(7){--chip-i:7}
body.desktop-game-active #table-screen .chip-col .chip-disc2:nth-child(8){--chip-i:8}
body.desktop-game-active #table-screen .chip-col .chip-disc2:nth-child(n+9){--chip-i:9}
/* a soft contact shadow on the felt under each column */
body.desktop-game-active #table-screen .chip-col::after{content:'';position:absolute;left:-4px;right:-4px;bottom:-5px;height:9px;z-index:-1;border-radius:50%;background:radial-gradient(closest-side,#000a,#0000);pointer-events:none}
/* The dealer disc lies on the felt like the chips. scale, not transform: the seat rules place it with transform. */
body.desktop-game-active #table-screen .dealer-btn-corner{scale:1 .75;transform-origin:50% 50%;box-shadow:0 1px 0 #a59c84,0 2px 0 #676553,1px 3px 2px #0005}
/* The top plaques centred on the tilted rail (Shaun, 2026-10-24: "center all the top players plaques to the rail and move
   everything for them accordingly ... on 2/4/6"): the rail's centre line at the top (y 8 in table-v13.svg, halfway from
   its outer edge to the felt) lands 19px below where the plaque centre sits untranslated, at every table size. Cards and
   the button move with the seat; bets are placed from the plaque, so they keep their distance (table.js
   TOP_SEAT_SHIFT_PX). The same :is() as desktop-lounge.css's old 3px rule, so both top seats tie with it and take this. */
body.desktop-game-active #table-screen :is(.player-area.opponent,.poker-table[data-count="6"] .seat-slot[data-seat="4"]){translate:0 19px}
/* Portraits 77px, in the same 56px footprint and centre (the turn timer ring is sized in % and grows with it). */
body.desktop-game-active #table-screen .player-info-box .p-avatar-wrap{width:77px;height:77px;margin:-10.5px}
/* Plaque tools: one icon sits in the bottom-right corner, two stack at the middle of the right edge. */
body.desktop-game-active #table-screen .player-info-box :is(.notes-trigger-btn,.hud-trigger-btn){top:auto;bottom:4px;left:auto;right:5px;transform:none;z-index:4}
body.desktop-game-active #table-screen .player-info-box:has(.notes-trigger-btn:not(.hidden):not([hidden])):has(.hud-trigger-btn:not(.hidden):not([hidden])) .notes-trigger-btn{top:calc(50% - 21px);bottom:auto}
body.desktop-game-active #table-screen .player-info-box:has(.notes-trigger-btn:not(.hidden):not([hidden])):has(.hud-trigger-btn:not(.hidden):not([hidden])) .hud-trigger-btn{top:calc(50% + 1px);bottom:auto}
body.desktop-game-active #table-screen .player-info-box :is(.notes-trigger-btn,.hud-trigger-btn)[hidden]{display:none}
/* Hole cards nudged right, toward the plaque's body (Shaun, 2026-10-24: "should these align over the center of the
   plaque? feels like they may be a bit too left"): the portrait covers the box's left end (-21 to 57 of 200), so the
   body you see runs 57 to 200, centre 128; the cards sat at 100. Half way, 14px ("half the distance you moved it"). */
body.desktop-game-active #table-screen .card-row{translate:14px var(--card-align-y,0px)}   /* y: table.js _alignOppCardRows */
body.desktop-game-active #table-screen .bet-stack{gap:7px}   /* a little air between the stack and its amount (was 5) */
/* Stickers fade in at their final size (no scale-up), and are laid out at that size instead of scaled to it, so the
   art is drawn sharp (table.js swapAvatarEmote sets --sticker-x/y/s from STICKER_FIT). */
body.desktop-game-active #table-screen .avatar-emote-overlay.avatar-emote-in-frame{transform:none;transition:opacity .25s ease}
body.desktop-game-active #table-screen .p-avatar-wrap .avatar-emote-overlay img.avatar-emote-sticker-img{
 position:absolute;width:calc(var(--sticker-s,1) * 100%);height:calc(var(--sticker-s,1) * 100%);
 left:calc(50% - var(--sticker-s,1) * 50% + var(--sticker-x,0%));top:calc(50% - var(--sticker-s,1) * 50% + var(--sticker-y,0%));transform:none;
}
/* Cards drawn at the table's real size (Shaun, 2026-10-24: "when i refresh they like get pixellated, then turn blurry
   after 1/2 second"). will-change: transform on the table and the card rows (style.css .poker-table, a Firefox clipping
   fix for the felt, which desktop doesn't paint; desktop-lounge.css, against a 1px flop shift on 10-09) froze their
   drawing at the scale of the first paint, before the table is fitted to the window, so every card was stretched from
   it. Measured on Shaun's screen: the card backs' detail up a third with them off. The board keeps its own layer anyway
   (its 3D tilt above). */
body.desktop-game-active #table-screen .poker-table,
body.desktop-game-active #table-screen :is(#community-cards,.hole-cards){will-change:auto}

/* Nit Game payout amounts (table.js _nitAmountTag, Shaun 2026-10-24: "on desktop it should say the amount they get paid, or
   what he paid"): rises off the plaque's stack and fades, red for what the last holder paid, gold for what each player got */
body.desktop-game-active #table-screen .nit-pay-tag{position:absolute;z-index:85;pointer-events:none;translate:-50% -100%;
  padding:2px 8px;border-radius:999px;background:rgb(11 17 23 / .88);font:800 15px/1.2 var(--font-mono, monospace);
  white-space:nowrap;animation:nitPayTag 1.9s ease-out forwards}
body.desktop-game-active #table-screen .nit-pay-tag--paid{color:var(--muck-red);border:1px solid rgb(229 72 77 / .55)}
body.desktop-game-active #table-screen .nit-pay-tag--got{color:var(--muck-gold);border:1px solid rgb(255 211 79 / .55)}
@keyframes nitPayTag{0%{opacity:0;transform:translateY(6px) scale(.9)}12%{opacity:1;transform:translateY(0) scale(1)}
  70%{opacity:1;transform:translateY(-16px)}100%{opacity:0;transform:translateY(-26px)}}
/* Phones: over the strip's stack number for a beat, then gone (the new stack pops in under it) */
body.mobile-game-active .nit-pay-tag--over{position:fixed;z-index:9999;pointer-events:none;translate:-50% -50%;
  box-sizing:border-box;padding:1px 6px;border-radius:999px;background:var(--muck-gold-ink);text-align:center;
  font:800 13px/1.25 var(--font-mono, monospace);white-space:nowrap;animation:nitPayOver 1.35s ease-out forwards}
body.mobile-game-active .nit-pay-tag--over.nit-pay-tag--paid{color:var(--muck-red);border:1px solid rgb(229 72 77 / .6)}
body.mobile-game-active .nit-pay-tag--over.nit-pay-tag--got{color:var(--muck-gold);border:1px solid rgb(255 211 79 / .6)}
@keyframes nitPayOver{0%{opacity:0;transform:scale(.7)}12%{opacity:1;transform:scale(1.08)}22%{transform:scale(1)}
  78%{opacity:1}100%{opacity:0}}
body:not(.desktop-game-active):not(.mobile-game-active) .nit-pay-tag{display:none}

/* The pot's number centred in its pill (Shaun, 2026-10-25: "the text in the label ... its too far up"): the font keeps room
   below the baseline that digits never use, so a centred line box left the digits 1.7 to 2.7px high on desktop (0.12em at
   every size, the table scales) and about 1px on phones (0.06em). Measured from the pixels; moves only what's drawn. */
body.desktop-game-active #table-screen #pot-amount{position:relative;top:.12em}
body.mobile-game-active #table-screen #pot-amount{position:relative;top:.06em}
/* Muck Club Pro: the name in gold at the table (table.js .p-name-pro, from GameEngine::playerView's 'pro' flag; Shaun,
   2026-10-29: "make sure when we get a paid muck club member they actually receive all of that") */
#table-screen .player-info-box .p-name .p-name-text.p-name-pro{color:var(--muck-gold)}
