The lob is the flick you already have, and a game stops being a death
Three from Oliver. THE LOB. He picked option (c) from the written comparison — "no additional gesture to learn" — and corrected the premise: the zombie does come to the net (racketAI chases to the far service line, the classic CPU to z 9.5). So the forward flick keeps its one meaning, "put it deep behind him", and the game picks the trajectory that actually does that: a smash while he is back, over his head once he is in. oppAtNet() is the whole switch, and it reads the BODY, not O — in the match O is the invisible tennis body and only moves between points, so it would have answered "on his mark" all rally. lobArm 7.0 m is measured, not taste: a lob peaking at lobApex passes a man 7 m from the net at almost exactly CONTACT.maxY, so the shot arms exactly as far out as it can still clear him. The pace is derived from the height, so the same arc comes off the baseline and off mid-court, and SHOT_DEPTH.lob is deeper than deep — at the ordinary deep target the ball passed 2.05 m over him at the edge of the band, which is inside his reach. PACE, SEEN FROM THE STRIKER. "the opponent sees the ball really fast - the player barely sees the speed increase." Measured: the ball is the same ball on both phones, the camera is not — it compresses your own ball into the distance and expands theirs as it arrives. Pace untouched; three channels added on the striker's side: the ghost streak now reads pace (3-8 ghosts, was 3 at every speed), the crack is pitched by it, and a fast ball kicks the camera. The serve's own ladder is 49.2 plain / 50.8-52.4 hard, because serveArc's loft margin takes 10% of the +9 back — widening that is his call, and PROJECT.md records the knob and the risk. THE DEATH MATCH. "each player has 8 blood points but the player explodes for the winner already at 0:40." Two clocks: a game is four points, a life is eight. A won game is only a game now (flash, serve, heal); the burst moved to the death itself, on the dead message, where both phones agree. The summary waits 1.4 s for the gore, because update() freezes the world on G.done and would have hung a still frame of an explosion behind the trophy screen. And bleedO tracks THEIR blood off the pos stream instead of our points-this-game, which reset every game and ignored the heal. 4 new tests, 113 pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -933,7 +933,15 @@ function gushProne(zb) {
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// with the body. Same thin-drop discipline as bleed() — more EMISSIONS, never heavier drops.
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const O_BLEED = [[0.12, 1.55, 0.9], [-0.22, 1.2, 0.8], [0.16, 0.9, 0.7]];
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function bleedO() {
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const k = Math.min(3, score.pts[0]); // points off them THIS game
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// THE BLOOD IS THEIR BLOOD, not our scoreboard (Oliver, 2026-08-22). This read points-this-game,
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// which is a different clock from the one that actually kills them: it resets to zero every game,
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// it ignores the heal a won game pays them, and it said "unhurt" to a friend two points from
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// death. Their phone puts its real hp on the position stream (net.js), so the flow now tracks the
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// pool that ends the match. The old count survives as the fallback for a build that sends none.
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const o = G.net.opp;
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const k = o && o.hp !== undefined
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? Math.min(3, Math.ceil(Math.max(0, G.hpMax - o.hp) * 3 / Math.max(1, G.hpMax)))
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: Math.min(3, score.pts[0]);
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if (!k || G.hideO || parts.length > 120) return;
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for (const w of O_BLEED.slice(0, k)) {
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if (Math.random() > 0.14 * k) continue; // ramps: one light nick → gushing at game point
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