The flick aims relative to the player: a full sweep from where you stand, not from the court's centre
Third round of the flick report, and this was the core all along: 'when the opponent and the player are both standing in the left service box it is virtually impossible to flick the ball into the left out. no matter how hard/good I flick.' The lane was absolute — a full flick asked for flickWidth off the court's CENTRE — so the gesture saturated near a sideline: from x -2 a perfect left flick moved the ball under 2 m and could never pass the line, and the better the timing the firmer the cap, because scatter was the only thing that could cross it. 'Left is impossible, right works' was never left-vs-right: it was toward-the-near-sideline vs across-the-court. TUNE.aimAnchor: the anchor slides from the court centre to the player's own x as the swipe commits (ch.x * |sway| * aimAnchor), so a flat tap is exactly what it always was and a full flick is a full sweep from where you stand — including past the line. Out-by-aim is a choice now, per Oliver's explicit direction; the placement ring already turns red for it. 0 restores the absolute lane, blendable live in the panel. Player rally lanes only; the opponent's lanes and the centre-stated pOut invariants are untouched. Verified in his exact scene: full left flick from the left box lands -5 (the alley), half swipe -3.07, full right +1.93. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -597,6 +597,24 @@ The suite pins the direction guarantee and the knob relationship (`aimTrust·aim
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under a committed swipe's worst-case aim). Whether placement should also BEAT an unwounded body
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more often (`aiRead` on wide balls — "dial 2") is open, awaiting the phone verdict on this one.
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**...and the flick aims RELATIVE TO THE PLAYER** (2026-08-20, third round, and this was the core
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all along: *"when the opponent and the player are both standing in the left service box it is
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virtually impossible to flick the ball into the left out. no matter how hard/good I flick"*). The
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lane was ABSOLUTE — a full flick asked for `flickWidth` off the court's CENTRE — so the gesture
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saturated near a sideline: from x −2 a perfect left flick moved the ball under 2 m and could never
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pass the line (by design, 3.95 vs 4.115 — and the better the timing, the firmer the cap, because
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scatter was the only thing that could cross). The felt "left is impossible / right works" was
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never left-vs-right: it was toward-the-near-sideline vs across-the-court. **`TUNE.aimAnchor`**:
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the aim's anchor slides from the court centre to the player's own x as the swipe commits
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(`anchor = ch.x · |sway| · aimAnchor`), so a flat tap is exactly what it always was and a full
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flick is a full ±flickWidth sweep FROM WHERE YOU STAND — including past the line. **Out-by-aim
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exists now and is a choice** (his explicit direction: *"not about the possibility of the ball
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going out but rather the aiming itself"*); the placement ring already turns red for it. 0 restores
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the old absolute lane, blendable, panel-tunable for live A/B. Player rally lanes only — the
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opponent's lanes and the pOut invariants are stated from centre and unchanged there. Verified in
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his exact scene (both bodies in their left boxes): full left flick lands −5 (the alley), half
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swipe −3.07 (hunting the line, in), full right +1.93 (a full sweep measured from him).
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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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