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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@@ -382,7 +382,7 @@ export function updateZombies(dt) {
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for (let i = extras.length - 1; i >= 0; i--) { // triple-serve side balls: full ballistic clones
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const e = extras[i];
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e.t -= dt; e.vy -= TUNE.gravity * dt;
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e.t -= dt; e.vy -= (e.g || TUNE.gravity) * dt; // e.g: a clone flies under the SAME topspin as the ball it came from
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e.x += e.vx * dt; e.y += e.vy * dt; e.z += e.vz * dt;
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if (e.y <= 0 && e.vy < 0) { e.y = 0; e.vy = -e.vy * TUNE.bounceY; e.vx *= TUNE.bounceXZ; e.vz *= TUNE.bounceXZ; }
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let dead = e.t <= 0 || Math.abs(e.x) > 7.5 || e.z < -2 || e.z > 25.5;
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