Splatter: one gesture always, a serve that clears the net, an aim camera
Three things from the phone test. The drag meant two different things depending on invisible state: aiming from pretoss, but walking the player around while the last ball was still in the air. That "mode between the hits" read as a bug, so it's gone — canAimServe now covers every phase of splatter, and firing over a live ball is allowed again (the old one flies on as a ballistic clone). That was the mid-rally re-toss that used to be the spam vector, and it's safe now because the brake moved into the pull: a rhythm of lazy 30px pulls fires 100 shots in 30s and kills NOTHING (the court fills up instead), while 85 committed full pulls kill 11. hitServe never had doHit's net-clearance loop, so every shot at a shambler hugging the tape died in the net — not balance, a missing loop. Both paths now trade pace for arc until the ball is genuinely over, and the ceiling goes 8 -> 12 tries because a target right behind the net needs a near-vertical drop (measured: clears the tape by 0.20m and connects). The trade is real: the loft arrives slower and the walk-lead was computed for the original pace, so a lob is honestly the less reliable shot. And the camera now rises and leans back a little while the slingshot is drawn. That steeper look is what makes the gap between the net and the bodies behind it readable — the shot that used to be blind. Eased once per frame before anything projects, since one sheared frame would be visible. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -40,6 +40,10 @@ export const TUNE = {
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// zSplatQ it only staggers, so a lazy flick can't kill: THE anti-spam knob.
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aimCone: 0.45, // lane half-width per meter of range — the aim cone widens with distance
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aimReach: 22, // m the aim ray runs when no shambler stands in the lane
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aimCamY: 1.2, // m the camera rises while you're drawing — a steeper look, so the gap between
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aimCamZ: 1.2, // m it also leans back, so the lift doesn't push the near court off-screen.
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// Together: you can read the depth behind the net, which is exactly the shot
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// that used to be blind. Set both to 0 for the old fixed camera.
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backstopZ: -1.8, // z of the far backstop — must sit IN FRONT of the -2 retire line, or balls die before they reach it
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backstopKeep: 0.55, // pace a ball keeps after the rebound — still lethal, slower
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backstopPop: 1.8, // m/s of lift off the fence, so the rebound travels back instead of dying at the net posts
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