Serve reads, the mop beat, the head-icon card, and Daniel benched

Oliver's batch, the code half:
- The tennis serve lost its ghost fingers (idle tap demo + apex rider deleted
  with their counters; the rally-return hint survives).
- The toss rises over the tossing HAND, measured off the toss frames' raised
  fingertips (TOSS.dx/oDx, women's tour override) — not over the head.
- An uncaught toss returns to the bounce stance instead of flashing the smash
  frame the player never earned.
- Between match games the court belongs to the mop boy: 5 s (TUNE.matchMopT),
  full job allowance, a hurry speed between stains, and the far-court reach
  limit lifted for the match (his stains are exactly where opponents die).
  The next opponent walks on only after — d.ending guards the empty court.
- The walk-on card wears the opponent's own head: config.HEAD_CROP, straight
  crops measured off the family sheets, no new art.
- The match intro is DEATH MATCH, counting the real blood pool.
- Daniel is benched: every ump_* personality line routes through aside()'s
  early return; officiating calls keep speaking. Personality pass later.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-13 17:10:45 +02:00
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@@ -80,7 +80,6 @@ export const G = {
meleeT: 0, // s of racket-swish cooldown left
rackGlow: null, // {slot, t} — a freshly gathered barrel weapon pulses its rack tile briefly
// instead of equipping itself (popBarrel keeps your current selection)
tossDrops: 0, // consecutive DROPPED tosses (tennis) — ≥2 shows the ghost-hand apex hint
passStreak: 0, // consecutive rally balls that passed untouched (tennis) — ≥2 shows TAP TO HIT
// ---- the sidestep. The movement block is 'rally'-only on purpose, so this integrates OUTSIDE it
// and is the only way to move in the serve stance (which is where a boss fight is spent).