THE TOURNAMENT, the pace-lit trail, and brighter opponents
The fourth mode: four rounds up the dead hierarchy (CUP_ROUNDS), each round drawing a rung from its band, the champion always the final. It rides the match machinery whole — cupDraw feeds the drawn rung through d.opp so every ladder dial scales untouched; the body's pool spans the round (need-scaled pool and divisor, so wounds carry between games); cupGameWon holds the same body mid-round, kills it on the round, and past the final cupWon banks a NOT-dead match run under CHAMPION OF THE DEAD CLUB. Blood carries; round one is a single game; deathmatch stays as the arcade run. Full-run state test. Sidequests: the ghost trail is pace-qualified (TUNE.trailSpeed) so both tennis modes streak — pow>0.8 was only ever reached by the gore slingshot; opponent sprites draw ~18% brighter via a load-time baked copy (render.brighten, TUNE.oppBright) with no PNG touched; the cup scoreboard line names the round instead of lying with deathmatch arithmetic; the rack and the apron demo no longer draw under a trophy screen. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -306,7 +306,8 @@ export function killPlayer() {
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// record's two headline slots (see the shape note there), so the best is derived from the record
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// rather than stored a second time in its own key and left to drift.
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const m = G.match;
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const felled = m ? m.opp - 1 : 0, gamesPlayed = score.games[0] + score.games[1];
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// the cup's opp is a DRAWN RUNG, not a counter — bodies felled there is completed rounds
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const felled = m ? (m.cup ? m.cup.round : m.opp - 1) : 0, gamesPlayed = score.games[0] + score.games[1];
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const b = m ? endRun(felled, gamesPlayed, G.splatT, true, MODE_MATCH)
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: endRun(G.runGames, G.sets[0], G.splatT);
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G.best = b; G.newBest = b.newBest; // b is {games, sets, newBest}; render reads games/sets
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