The bench learns to host the living: two player slots for run-cycle tuning
Oliver: "add a normal player male and female to the hidden bench and let it run there." The fam walk (up/down) now runs two slots past ZFAMS — PLAYER MALE and PLAYER FEMALE. In a living slot the racket zombie steps outside the frame, G.hideO lifts (splatter set it when the match turned), and the real O runs the walk stop's own back-and-forth at the classic CPU's speed class, so the cadence on the bench is the cadence the game plays. SK() reads the slot for the _f suffix, so both tours review without touching the picked tour. The HUD swaps the wound readout for the tuning one: runHz and aiSpeed, the dials a live session turns through T.TUNE. T also gains a keyPressed alias. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -556,6 +556,6 @@ if (location.hash === '#bench') setTimeout(() => { start(null); intoSplatter();
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requestAnimationFrame(frame);
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// exposed for in-browser sanity checks and simulated playtests
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window.T = { TUNE, ball, P, O, score, G, zombies, laserScene, laserFire, pause: v => { paused = v !== false; }, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, spawnBarrel, grantWeapon, toggleTestMode, piles, gore, parts, pellets, extras, shots, pops, explode, hurtPlayer, killPlayer, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon, showModal, dismissModal, dragServe, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight, startDrill, endDrill, startMatch, endMatch,
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window.T = { TUNE, ball, P, O, score, G, zombies, keyPressed, laserScene, laserFire, pause: v => { paused = v !== false; }, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, spawnBarrel, grantWeapon, toggleTestMode, piles, gore, parts, pellets, extras, shots, pops, explode, hurtPlayer, killPlayer, splatPoint, solveShot, inServeBox, inCourt, proj, setupPoint, forceZombies, deliverTin, selectWeapon, showModal, dismissModal, dragServe, startDuel, resolveInterlude, flickTarget, startBossFight, endBossFight, startDrill, endDrill, startMatch, endMatch,
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stats, step: dt => update(dt), render, press: keyPressed, FALL, benchFall,
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get phase() { return G.phase; }, set phase(v) { G.phase = v; } };
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