The toss is the server's ball — the real death loop
"still when I lost a single point and try to serve again every further tap does hurt me more until I am dead". Reproduced tap-for-tap this time, and the serveNum fix was a red herring — a real bug, but not this one. tossBall never stamped ball.lastHit. After any rally the zombie touched last, the freshly tossed ball still said lastHit 'O' — and the previous pass moved the server behind the baseline, past the passing-shot line. So the moment the toss went up, the game saw an opponent ball beyond your baseline: "its passing shot ends the duel", point to them, blood. Every tap = a toss = an instant lost point, faster the more he panicked. Two fixes composed into a death loop; the stale field was harmless while serving happened inside the court. One stamp in tossBall — ball.lastHit = sv.side — fixes every caller. The duel and the gore mode carried the same latent bug for anyone tossing deep behind the line after a racket-zombie touch. Verified with the exact field shape: lose a rally the zombie touched last, then eight badly-timed panic taps — one honestly lost point, zero toss-bleeds. Before the fix every single toss bled. 41 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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