Burn them to ashes, and give the burst back its bar

A burnt body does not burst. Fire kills by cooking, so there is nothing left to
spray: a body that dies alight -- flamethrower or flame ball -- leaves dark grey
ash instead of blood. Same decal, mound and particles, recoloured and smaller,
with a puff of smoke and a dull thud instead of the wet splat and the headshot
crack. The flame BALL has to mark itself, because that kill lands before the body
ever catches.

The flamethrower is a lighter, not a gun: no impact damage at all, it pierces,
and it only IGNITES -- the burn does the killing, so a lit crowd walks a few
steps and goes down together. 26 m of reach against a 22.8 m court, so it
crosses to the far baseline. The guard matters: hp -= 0 fell straight through to
killZombie, which made the cone delete the crowd on contact.

Every burst weapon had no progress bar and the cause was the spend. Arming spent
the tin at once, so the rack entry vanished -- and the bar draws on the slot
holding G.gunId, which no longer existed. The tin is spent when the burst ENDS
now, so icon, count and bar are all there while it runs, and every path that
ends a burst routes through endBurst or it would hand out free ammo.

Auto-fire movement again: the previous fix read moving as mx||mz||assist, and
finger-steering zeroes mx/mz, so sliding left and right still counted as standing
still. And the oval on his back was the mg racket -- its head projected almost
exactly onto the sprite; offset by facing it reads as held out beside him.

The laser's far edge is pinned in SCREEN space to the middle of the ad strip
rather than running out to beamLen on the ground, which landed on their top line.
beamLen goes back to being the kill range instead of a number tuned to one camera.

Beacon thumps, rocket swooshes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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wuwiandClaude Opus 5 committed 2026-08-03 15:05:56 +02:00
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@@ -465,12 +465,16 @@ export const WEAPONS = {
// shot and dragging its colour behind it. The showiest thing in the game and the one you meet first.
beacon: { label: 'BEACON', icon: 'w_beacon', tin: 1, kind: 'burst', len: 11, rate: 1.6,
r: 1.2, dmg: 2, hp: 4, arc: 1, hue: 1, trail: 1, trailR: 0.035, glow: 3.2, speed: 19,
sfx: 'thump', // it LOBS — a soft low thump as it goes, not a rifle crack
desc: ['IT THROWS ITSELF', 'TWICE THE BALL, EVERY COLOUR'] },
// "make this one way more pronounced": twice the rounds a second, a wider and longer cone, fat
// glowing rounds that throw their own embers, and every one of them lights what it touches.
// It REACHES THE FAR BASELINE (life 1.15 s x 23 m/s = ~26 m), it PIERCES, and it does no impact
// damage at all: dmg/hp 0. Fire is not a bullet — being hit sets you alight and the burn does the
// killing, so a lit crowd walks a few steps and goes down together. That is the whole weapon.
flamer: { label: 'FLAMER', icon: 'w_flamer', tin: 1, kind: 'burst', len: 6, rate: 30,
r: 1.15, dmg: 2, hp: 9, speed: 15, life: 0.7, ignite: true, igniteR: 2.6,
trail: 2, col: '#ff8420', glow: 2, spread: 3.1, // life 0.7s x 15 m/s = a ~10 m cone
r: 1.15, dmg: 0, hp: 0, pierce: true, speed: 23, life: 1.15, ignite: true, igniteR: 2.6,
trail: 2, col: '#ff8420', glow: 2, spread: 3.1, sfx: 'flame',
desc: ['A WALL OF FIRE', 'AND THE FIRE SPREADS'] },
// The normal ball gesture, made spectacular: pull, aim, release — and instead of a ball you get a
// blue plane that widens down the court and cuts through everything standing in it.
@@ -483,7 +487,7 @@ export const WEAPONS = {
// Lobbed, self-throwing, and it detonates like a bomb where it lands. Deliberately a LATE pickup
// (see pickBarrelWeapon) — Oliver: "best later in the game when there is really a lot going on".
rocket: { label: 'ROCKET', icon: 'w_rocket', tin: 1, kind: 'burst', len: 9, rate: 1.1,
r: 0.75, dmg: 3, hp: 9, arc: 1, boom: true, jet: 3, speed: 38,
r: 0.75, dmg: 3, hp: 9, arc: 1, boom: true, jet: 3, speed: 38, sfx: 'swoosh',
col: '#ffd050', glow: 1.8,
desc: ['IT LAUNCHES ITSELF', 'AND EVERY ONE IS A BOMB'] },
};