The finishing shot is spent, and the wound skins come back

"one-shot is bad - way too easy - also we're losing all the nice gore
animation sprites" and "I noticed the last kill of a game can carry to the
spawn of a new zombie of the next round".

drillOneShot is off. The second half of that note is the part worth
remembering: a 1 hp body never passes through a wound stage, so every skin in
ZWOUND — arm off, ribs out, still walking — is skipped and the roster's best
art never renders at all. Kept as a switch, never a default.

The carry-over was a real unfairness, not a curiosity. A ball keeps pace
through a kill and travels UP-COURT, which is exactly where the next batch is
born — so the shot that finished your round flew on into bodies that did not
exist when you took it, and faulted you on a round you had not been shown
yet. The shot that ends a round is spent now, and drillCaught does the same
since it also refills the court up-court. Pierce within a batch is untouched:
that is honest occlusion you could have read, this was not.

Verified with real aimed serves through a whole round: round banks, ball goes
inactive, the next batch walks on with 0 faults and a clean sequence, and the
gang carries roster HP again (brute 5, ball boy 3).

33 tests, 15 seeds clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -739,11 +739,21 @@ Watch: **a roller in the middle of a sequence is seven aimed serves.** Oliver as
robustness to be kept, so it is — but if a round ever feels like grinding rather than reading, a
drill-only HP scale is the knob, not a change to the roster.
**TENTH PASS — two testing switches, and neither should be left on by drift.**
- **`TUNE.drillOneShot` (ON)**: every body on a drill court drops to 1 hp. Asked for to make testing
quick, but be aware what it removes — **the roster's HP is what makes the called ORDER matter**. A
roller is normally seven serves, so being told to take it third means starting on it first; at one
hit that whole layer of planning is gone and the sequence is pure recall. Decide it on feel.
**TENTH PASS — two switches, and the round-boundary bug.**
- **`TUNE.drillOneShot` — tried ON for one playtest, now OFF.** *"one-shot is bad - way too easy -
also we're losing all the nice gore animation sprites"*. The second half is the one that is easy to
miss and worth remembering generally: **a 1 hp body never passes through a wound stage**, so every
skin in `ZWOUND` (arm off, ribs out, still walking) is skipped and the roster's best art never
renders at all. The HP is also what makes the called ORDER matter — a roller is seven serves, so
being told to take it third means starting on it first. Kept as a switch, never a default.
- **THE ROUND-BOUNDARY CARRY-OVER, and it was a real unfairness.** *"the last kill of a game can
carry to the spawn of a new zombie of the next round"*. A ball keeps pace through a kill
(`TUNE.zPierce`) and it travels UP-COURT — which is precisely where the next batch is born. So the
shot that finished your round flew on into bodies that did not exist when you took it and faulted
you on a round you had not been shown yet. **The shot that ends a round is spent** (`ball.active =
false` in drillKill's completion branch, and in `drillCaught` for the same reason: that also
refills the court up-court). Pierce WITHIN a batch is untouched — that is honest occlusion you
could have read; this was not.
- **`TUNE.drillEaterMax` 3 -> 0 (OFF)**: *"remove the fake zombies for now"*. The drill is the pure
puzzle with no second threat at the moment. The mechanism is untouched — `spawnEater`, the wide
entry away from the gang, the never-a-fault rule — so one number brings it back.