Sweep the dead code off the court
EATEN_GRAB (write-only marker), ball.firstLand (written five places, read nowhere), zombies' unused VOLLEY import, three scoreboard palette fields from the pre-PNG board, the x_tin.png nothing references, and a dozen export keywords on functions no module ever imported. Kept on purpose: o_run3/o_run4.png — the SPR list excludes them so both tours run on two frames (the women's set has no 3/4 twins), per the comment at the preload list. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -3,7 +3,7 @@
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// your baseline — one crossing it is a point for THEM.
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// (zombies <-> gameplay is a runtime-only import cycle, same pattern as input.)
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import { TUNE, UI, COURT, VOLLEY, CONTACT, BOSS_ART, WEAPONS, BARREL_WEAPONS, woundStage, zombieH, EATEN_BURST, EATEN_SUMMARY, EATEN_FEED_R } from './config.js';
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import { TUNE, UI, COURT, CONTACT, BOSS_ART, WEAPONS, BARREL_WEAPONS, woundStage, zombieH, EATEN_BURST, EATEN_SUMMARY, EATEN_FEED_R } from './config.js';
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import { G, P, ball, sendBoy, setupPoint } from './state.js';
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import { splat, moan, pock, thud, zap, voice, boom, swish, shriek, aww, sfx , whoosh } from './audio.js';
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import { splatPoint, cheer, spentBall, resolveInterlude, showModal, endBossFight, aside, grantWeapon, weaponModal, endBurst } from './gameplay.js';
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@@ -461,7 +461,7 @@ function killZombie(i, quiet) {
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// ---- fire. The flame ball doesn't just kill what it touches, it starts an epidemic: the kill
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// ignites its neighbours, and every burning body keeps igniting whatever it shambles past.
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// Read-only over zombies[] (it only sets burnT), so it is safe to call from inside a kill loop.
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export function ignite(x, z, r) {
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function ignite(x, z, r) {
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for (const zb of zombies) {
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if (!zb || zb.burnT > 0) continue; // the boss DOES catch now — just at TUNE.bossBurnMul the rate,
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// so fire is a real answer to a big body instead of a no-op
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