The latch is stale-proof by construction, the cup divisor honest, the trail visible
Oliver's tournament freeze was the stale latch by a THIRD route: matchFallWillPlay kept the deathmatch /4 while cup matchPoint divides by 4*need, so it promised a fall on a no-crossing point — whose synchronous matchReady left the after-set latch scoping a dead rally. No more ordering arguments: the latch is set BEFORE the resolve, the swallow exempts the in-progress resolution via G.matchEarly, and every path that arms a rally clears it in matchReady. willFall now mirrors the cup divisor exactly and knows a mid-round game keeps its body. Regression test drives the full QF sequence (no-crossing points, the fall, the mid-round game, game two). And the two 'not really' reports: the trail's 0.26 alpha was tuned on the gore palette and vanished on the bright lawn — 0.38 now, gate at 13 m/s; oppBright 1.18 -> 1.3. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -46,9 +46,9 @@ export const TUNE = {
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faceFlip: 0.13, // s an auto-steered direction must persist before the body mirrors (earnFlip).
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// The rolled cycles hold a real racket, and an un-earned flip teleports it
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// across the body — the "racket flashing left and right" report
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trailSpeed: 16, // m/s of horizontal pace at which a rally ball earns the ghost streak in every
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trailSpeed: 13, // m/s of horizontal pace at which a rally ball earns the ghost streak in every
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// mode (the pow>0.8 gate alone was only ever reached by the gore slingshot)
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oppBright: 1.18, // brightness baked into every OPPONENT sprite copy at load (render.brighten) —
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oppBright: 1.3, // brightness baked into every OPPONENT sprite copy at load (render.brighten) —
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// the far bodies read dark against the crowd. Load-time: reload to retune
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serveSpin: 1.3, // extra gravity a full-power serve carries (was a fixed 0.35). Without it the
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// net-clearance loop ate the whole smash: a flat fast ball can't get over the
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