Let the player walk between points, and fix seven retest gripes

All eight issues from Oliver's 35-game retest.

The freeze (1 and 6 — one root cause): the movement block, pose update
included, lived inside `if (G.phase === 'rally')`, so every 'over' beat and
every pretoss stranded the player mid-animation while the zombies walked on.
It now also runs whenever splatter is in any phase but 'toss' — 'toss' is the
aim, and the thumb is busy. Tennis keeps its old gating.

The rest:
- the mop boy is waved off the sudden-death duel and barred for its duration
- triple-serve clones inherit the serve's topspin gravity, so the wings stop
  floating while the centre ball dives
- "Time." belongs to the changeover's own countdown, not to whatever beat
  happened to expire while the breather ran
- the tutorial illustration is a finger pressing and pulling back now, not a
  curved arrow that read as a scroll
- aiming holds the pretoss stance; the smash plays when the shot fires
- GAME N sits on the scoreboard permanently

HANDOFF records all eight as closed with what the fix was, plus two ways a
soak rig lies to you and why the CPU-return benchmark can't be reproduced
from the number alone.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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wuwiandClaude Opus 5 committed 2026-07-30 09:33:37 +02:00
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@@ -103,6 +103,7 @@ export function setupPoint() {
// walk, because mopping is not sprinting. Mopping is the DEFAULT once the gore starts; the plain
// running fetch-boy survives for tennis mode, where there is nothing on the grass but a ball.
export function sendBoy(tx = ball.x, tz = ball.z, mop = G.mode === 'splatter') {
if (G.interlude) return; // the sudden-death duel is clean tennis: nobody mops through it
if (tz < -3 || tz > 27) return; // target left the field lengthwise, let it go
// ONE boy, one slot. Every kill used to call this and teleport him back to the wing mid-stride,
// which is why he flickered in and out: a kill streak restarted him several times a second.