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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