Blood fountains at neck height over a body lying flat
Two notes off the bench, both about the fall. THE BLEEDING DID NOT STOP. bleed()'s wound anchors are ABSOLUTE WORLD HEIGHTS — the headless neck spurt is pinned at y = 1.5 m, the torn arm at 1.15 — so a corpse lying flat through the whole 2 s floor hold kept spraying from where its neck used to be, two metres above itself. Oliver: "the dynamic bleeding must stop during fall as this looks like blood fountains midair." The line calling it already said "open wounds bleed every frame they're STANDING" and never enforced it; now it does. Measured on the headless stage: 20 particles emitted while walking, 0 during the fall. Only the body G.matchFall owns is suppressed — everything else on court bleeds as before. THE SLIDE NOW FINISHES BEFORE THE RISE. "The slide must be finished before the rise" — a body pushing itself back onto its feet is planted, and still drifting while it stands up reads as the court moving under it. fallSlideMix goes [.10 .30 .45 .15] -> [.12 .35 .53 0], the rise's share redistributed across the first three IN PROPORTION so the total travel is unchanged: 0.06 / 0.26 / 0.41 / 0.000 m, still 0.77 m end to end. Watch fall3: it carries 0.41 m over its 2 s hold now. The ease-out front-loads it so it should still read as a skid that settles rather than a creep, and if it drags, share moves back into fall2. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -9,8 +9,12 @@ export const TUNE = {
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playerSpeed: 5.4, aiSpeed: 4.3,
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reach: 1.3, aiReach: 1.6, // tight contact radius: the assist positions you, the tap must be honest
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fallSlideDist: 0.5, // s of run the collapse travels: total slide = the body's speed x this
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fallSlideMix: [0.10, 0.30, 0.45, 0.15], // how that total is shared across fall1/fall2/fall3/rise, so
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// the landing SKIDS and the rise still moves. Tuned in #bench (FALL button).
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fallSlideMix: [0.12, 0.35, 0.53, 0], // how the total is shared across fall1/fall2/fall3/rise, so the
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// landing SKIDS. THE RISE GETS NOTHING — "the slide must be finished before
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// the rise": a body pushing itself back onto its feet is planted, and still
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// drifting while it stands up reads as the court moving under it. The 0.15
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// it used to take is redistributed across the first three in proportion, so
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// the total travel is unchanged. Tuned in #bench with the FALL button.
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proneSink: 0.20, // how far a fall3 frame drops, as a fraction of its own drawn height:
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// its lowest ink is the RACKET, so bottom-aligning it floats the body
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// (see the note at drawZombie's drawStatic call)
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