DATA AVAILABILITY - RAFT 1.1.01 / BRIDGE 1.3.0
Inspected the locally installed Steam game's managed code and live feed.

AVAILABLE WITH ONLY YOUR LOCAL BRIDGE
- Your inventory and exact health, hunger, thirst.
- Teammate name, world position, facing/animation and downed state.
- Teammate currently held usable item type (not stack size or full backpack).
- Raft foundations/nets, loaded islands and live sharks.
- Raft storage chests, except chests currently opened by teammates.
- Item categories from game crafting/consumable/buildable metadata.
  Older bridge packets use known item IDs as a fallback; unknown items are Other.

NOT RELIABLY AVAILABLE FOR UNMODDED TEAMMATES ON A JOINING CLIENT
- Full inventory slot contents and stack quantities.
- Continuously correct exact health, hunger and thirst.

WHY
Network_Player.InitializeComponents assigns Inventory from the local
PlayerInventory component singleton. Reading Inventory from a remote
Network_Player can therefore return YOUR inventory. It is not evidence of
that teammate's possessions and must never be used to build their totals.
Normal player update/create messages contain movement, character/animation,
held-state and death information, not a replicated full backpack with counts.
PlayerItemManager communicates selection by item index. Its held-item
controller supplies an item definition, not an authoritative carried amount.
PlayerStats.Update stops for non-local players. Remote stat values are not
continuously authoritative for hunger/thirst and related health changes.
PlayerKilled and respawn/create synchronization provide downed state.

IMPLEMENTATION
The bridge reads full slots only for IsLocalPlayer. Exact remote vitals and
inventory are accepted only from that player's automatically enabled bridge sharing
packet. Missing or expired shared inventories are excluded from the total,
and missing vitals use -1 internally and gray dashes in the overlay.
Native held-item observations are displayed separately and never counted.

SCOPE
This conclusion is for ordinary client-side game data while JOINING a
friend's world. It is not a claim that every conceivable host-side save,
modification or protocol extension cannot expose other data. No memory
injection, credentials, packet interception or changes to other players'
clients are used. Your own local bridge is still needed for desktop telemetry.
Game/RML decompiled source is not included in this distribution.
