The flick fires the moment it is a flick: the swing launches at the crossing, and the aim rides the thumb to contact
Oliver's service-line report: flicking the incoming ball LEFT was near impossible mid-court at the service line while RIGHT worked, easing toward the baseline. The lane math was symmetric to the centimetre — the defect was latency. The swing waited for the RELEASE, so the whole gesture ran as dead time on top of the windup: ~120 ms of lateness drops contact quality 1.0 -> 0.08, where flickReach halves the width and aimError drowns the rest. A left swipe is a right thumb's slowest direction, the service line leaves ~700-870 ms of budget (measured), and any swipe over FLICK_MS was silently dead. Left + service line was the slowest gesture meeting the shortest budget. Now, in rally modes: crossing flickMin fires the swing (once per gesture, rally phase only) and the vector stays LIVE — trySwing reads G.swipe at contact, with the released flickAim carrying the aim only when the ball arrives after the finger lifts. The FLICK_MS deadline goes with it where the crossing can fire; it survives where it cannot (gore free-aim, the serve strike). Serve gesture, duel, gore and keys untouched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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+24
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@@ -552,12 +552,33 @@ The threshold is not a flip: the colour is already gold before you reach it, so
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something you watch coming. **It is OFF as of its first playtest** (*"hide the indicator for now"*)
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— `TUNE.aimCloud` gates the whole block and the tuning panel can flip it back live. Kept rather than
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deleted: it is the only thing that shows the gesture's strength before the ball leaves, and the
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lesson it teaches has no other teacher. Only inside the window where a release would still BE a flick (`FLICK_MS`/`TUNE.flickMin`, the same
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gate `endTouch` uses) — past that the gesture is a run and a target hanging off it would be a lie.
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Rally modes only (`rallyFeel`); gore's flick free-aims at a body, not at a lane. The placement ring
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lesson it teaches has no other teacher. Shown from `TUNE.flickMin` for as long as the drag lives —
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since the crossing-fired flick (below) the vector stays live until contact, so there is no release
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deadline for it to lie past. Rally modes only (`rallyFeel`); gore's flick free-aims at a body, not
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at a lane. The placement ring
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turns `UI.bad` when the shot really is out, so the two rings together ARE the lesson: what you asked
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for, what your timing gave you, and the difference between them.
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**...and the flick fires the moment it IS a flick** (2026-08-20, Oliver: *"trying to move the
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approaching ball with a flick to the left is almost impossible ... standing closer to the grundlinie
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and more right from the center eases this restriction"*). The aim math was symmetric to the
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centimetre — the defect was LATENCY. The swing waited for the RELEASE, so the whole gesture ran as
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dead time on top of the 60 ms windup, and ~120 ms of lateness drops contact quality 1.0 -> 0.08,
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where `flickReach` halves the width and `aimError` drowns what is left. A LEFT swipe is the slowest
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direction a right thumb has (~250-350 ms vs ~150 for right), the service line leaves only ~700-870 ms
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of budget against even the slowest rung (~1.1-1.3 s at the baseline — measured), and any swipe over
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`FLICK_MS` (300 ms) was silently DEAD: no swing, no feedback, ball passes. Left + service line was
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exactly the slowest gesture meeting the shortest budget. Two changes, rally modes only
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(`rallyFeel`), input.js + one line in `trySwing`: **the swing fires when the drag crosses
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`flickMin`** (in `G.phase === 'rally'`, once per gesture) rather than at release, and **the aim
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stays LIVE** — `trySwing` reads `G.swipe` at contact, so the ball takes the vector under the thumb
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NOW; the released `flickAim` only carries it when the ball arrives after the finger lifted. The
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FLICK_MS deadline is gone with it where the crossing can fire — it survives only where it cannot
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(gore's free-aim flick, the serve-phase strike), where a late release must stay a rescue drag. The
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serve gesture, the duel and gore are untouched; keys unchanged. Verified with real touch events:
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held-swipe contact aims exactly `swayOf`, a 360 ms swipe (previously dead) swings and aims, and a
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release-before-arrival still aims through `takeFlickAim`.
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**The umpire and the boy.** `aside()` refused during any interlude and the match runs on a permanent
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one, so he was silently muted for the entire mode — the one mode that is literally a tennis match he
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is sitting over (`G.interlude && !G.match` now, the same shape as `sendBoy`). Six dry lines: two on
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+1
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@@ -659,6 +659,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one') {
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</div>
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</div>
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</div>
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<script type="module" src="src/main.js?v=289"></script>
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<script type="module" src="src/main.js?v=290"></script>
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</body>
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</html>
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+4
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@@ -1283,7 +1283,10 @@ function trySwing(ch, isAI, qCap = TUNE.aiQualityMax) {
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let q = Math.max(0.05, 1 - off);
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if (Math.abs(t - center) * 1000 < TUNE.perfectMs) q = 1;
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ch.facing = dx >= 0 ? 1 : -1; // forehand right (righty), backhand left → mirrored sprite
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const flick = isAI ? null : takeFlickAim();
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// the LIVE swipe outranks the released one: since the crossing fires the swing (input.js), the
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// finger is usually still down at contact, and the vector under it NOW is the aim the player
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// means — the released flickAim only carries it when the ball arrives after the finger lifted.
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const flick = isAI ? null : (G.swipe || takeFlickAim());
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// SMART AIM (G.diff.smart, classic difficulty): with this probability the CPU plays the OPEN
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// COURT — the corner away from where you stand — instead of rolling a random lane. Random aim
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// sends a third of everything straight back to your racket; hunting the open corner is what
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+25
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@@ -191,14 +191,23 @@ cv.addEventListener('touchmove', e => {
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const legs = !rallyFeel();
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touchAxis.x = legs && Math.abs(dx) > DEAD ? Math.sign(dx) : 0;
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touchAxis.z = legs && Math.abs(dy) > DEAD ? Math.sign(dy) : 0;
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// THE FLICK, SHOWN WHILE IT IS STILL A FLICK. The placement ring is a receipt — it arrives with
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// the ball already gone. This is the same aim BEFORE the release, which is the half the player
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// could not see: how much width the length of the swipe is buying, and whether that is already
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// past the line. Only inside the window where a release would still BE a swing (the same
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// FLICK_MS/flickMin gate endTouch uses) — past that the gesture is a run and a target hanging
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// off it would be a lie. Rally modes only: gore's flick free-aims at a body, not at a lane.
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G.swipe = rallyFeel() && dist > TUNE.flickMin && performance.now() - stick.t0 < FLICK_MS
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? { fx: dx / dist, fy: dy / dist, mag: dist } : null;
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// THE FLICK FIRES THE MOMENT IT IS A FLICK (match + classic). The swing used to wait for the
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// release, so the whole gesture ran as dead time on top of the 60 ms windup — and ~120 ms of
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// lateness is all it takes to turn a perfectly aimed return into low-quality scatter. A LEFT
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// flick is the slowest direction a right thumb has, and at the service line the opponent's
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// return leaves only ~700-870 ms of budget, so "flick left" arrived at the window's tail or
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// not at all (Oliver: "almost impossible"). Crossing flickMin already commits the gesture:
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// the swing launches HERE, and the vector stays LIVE — trySwing reads G.swipe at contact, so
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// the aim keeps following the thumb after the swing is airborne. The release deadline
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// (FLICK_MS) is gone with it: a committed swipe that took 320 ms is a swing, not a rescue
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// drag — that exception belongs to the finger-steering modes, which never reach this line.
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// ax/az ride along so the live vector is drop-in for endTouch's flickAim shape.
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// Rally modes only: gore's flick free-aims at a body, not at a lane.
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G.swipe = rallyFeel() && dist > TUNE.flickMin
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? { ax: Math.abs(dx) > dist * 0.38 ? Math.sign(dx) : 0,
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az: Math.abs(dy) > dist * 0.38 ? Math.sign(dy) : 0,
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fx: dx / dist, fy: dy / dist, mag: dist } : null;
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if (G.swipe && !stick.swung && G.phase === 'rally') { stick.swung = true; keyPressed('Space'); }
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}
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}, { passive: false });
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@@ -215,12 +224,18 @@ const endTouch = e => {
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if (aim && dist >= TUNE.pullMin) dragServe(aim);
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}
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else if (!stick.moved && dt < 250) { if (!stick.nearRack) keyPressed('Space'); } // tap — dead if it was a near-miss at the rack
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else if (!stick.adopted && dt < FLICK_MS && dist > TUNE.flickMin) { // flick = aimed swing — a rescue drag is never a swing
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else if (!stick.adopted && dist > TUNE.flickMin
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&& (stick.swung || dt < FLICK_MS || (rallyFeel() && G.phase === 'rally'))) {
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// flick = aimed swing. The FLICK_MS deadline only still applies where the swing could NOT
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// fire at the crossing (gore's free-aim flick, the serve-phase strike) — there a late
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// release stays a rescue drag, never a swing. The aim is recorded even when the crossing
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// already swung: the ball may arrive AFTER the finger lifts, and takeFlickAim at contact
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// is what carries the released vector to it.
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flickAim = { ax: Math.abs(dx) > dist * 0.38 ? Math.sign(dx) : 0,
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az: Math.abs(dy) > dist * 0.38 ? Math.sign(dy) : 0,
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fx: dx / dist, fy: dy / dist, mag: dist, // raw vector: splatter free-aim
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t: performance.now() };
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keyPressed('Space');
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if (!stick.swung) keyPressed('Space'); // the crossing already swung — never twice per gesture
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}
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stick = null; touchAxis.x = 0; touchAxis.z = 0; G.swipe = null;
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}
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@@ -852,6 +852,34 @@ test('a gentle flick cannot be played out — only a committed one can', () => {
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assert.ok(safe > 0.4 && safe < 1, 'the ring turns hot inside the swipe range, not at either end');
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});
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test('the flick aims from the LIVE swipe: contact reads G.swipe, no release needed', () => {
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// The swing fires the moment the drag crosses flickMin now (input.js), so at contact the finger
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// is usually still down and no released flickAim exists yet. The aim has to come from the live
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// vector — without this, every crossing-fired flick would land flat and the latency fix (a left
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// flick at the service line released too late to aim anything) would have swung at nothing.
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startMatch();
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G.modal = null; G.modalQ.length = 0;
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const arm = () => { // one rally ball, contact at the window's centre
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G.interlude.introT = 0; G.phase = 'rally';
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P.x = 0; P.z = 22.8; P.swingT = -1; G.placeMark = null;
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ball.active = true; ball.lastHit = 'O'; ball.bounces = 1;
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ball.x = 0; ball.y = 0.7; ball.z = P.z - 4.15;
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ball.vx = 0; ball.vy = 2.0; ball.vz = 14; ball.g = TUNE.gravity;
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keyPressed('Space'); // what the flickMin crossing fires mid-gesture
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for (let i = 0; i < 30 && ball.lastHit !== 'P'; i++) update(DT);
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assert.equal(ball.lastHit, 'P', 'contact happened');
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return G.placeMark;
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};
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G.swipe = { ax: -1, az: 0, fx: -1, fy: 0, mag: TUNE.flickFull }; // held LEFT, finger still down
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const left = arm();
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assert.ok(left && left.x < -2, 'the live swipe aimed it left: x=' + (left ? left.x.toFixed(2) : 'none'));
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G.swipe = { ax: 1, az: 0, fx: 1, fy: 0, mag: TUNE.flickFull };
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const right = arm();
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assert.ok(right && right.x > 2, '...and mirrored right: x=' + (right ? right.x.toFixed(2) : 'none'));
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G.swipe = null; // bare tap, no gesture at all
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assert.equal(arm(), null, 'no swipe and no released flick: a flat return stamps no mark');
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});
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test('a wounding point knocks the body down and it gets up MINUS the limb', () => {
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// The beat exists because the wound stage used to POP between points — an arm stopped being there
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// and nothing said why. The contract: the collapse wears the stage it STILL WAS, the rise wears
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