The body mark was behind the body; the yellow ring was never mine

Two bugs, one report.

THE MARK WAS DRAWN UNDER THE SPRITE. The whole band, target mark included, is
painted before the sprite pass — which is right for the arc, since a nearer
shambler should occlude the part of the flight behind it. But the mark is a
mark ON a shambler, so it went down first and the body was then drawn straight
over the top of it. It has never once been visible. Split out as drawAimMark
and called after the near-side actors, which is the only place a highlight on
a body can go.

THE YELLOW CIRCLE WAS G.outMarker, not the aim at all. It is the tennis in/out
call — "did that land in?" — and splatter never asks: `out` could not be true
there, so it was an unconditional yellow ring on the grass carrying no
information, sitting under the shambler for 1.3 s. That is longer than the gap
before the next pull, which is why it was there "most of the time" and why it
looked like the aim marking the feet. Now set only in tennis, from both the
serve and the rally swing.

Checked: tennis keeps its ring on serves AND rally shots, splatter has none
anywhere, and the mark now draws over the torso at every pull strength.

Note this leaves a splatter VOLLEY with no landing feedback at all. It had a
ring that said nothing before, so nothing was lost, but say if the volley now
feels blind.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 5 committed 2026-08-02 18:38:08 +02:00
1 parent 0ce857fedc
commit ff9e09e3eb
2 files changed
+38 -17

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@@ -123,8 +123,14 @@ function doHit(ch, quality, aim) {
ball.kills = 0; // fresh shot: multi-kill streak restarts
ball.bomb = false; ball.flame = false; // only a consuming serve arms these; any other hit clears them
if (ch.side === 'P') { // shot marker: where this will land — red means it's going out
const ok = G.mode !== 'tennis' || (Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ);
G.outMarker = { x: tx, z: tz, out: !ok, t: 1.3 };
// TENNIS ONLY. It answers "did that land in?", and splatter does not ask: `out` could never be
// true there, so it was a permanent yellow ring on the grass carrying no information — and
// sitting under the shambler for 1.3 s, which is longer than the gap before you aim again.
// That ring, not the new mark, is the circle that seemed to live under their feet.
if (G.mode === 'tennis') {
const ok = Math.abs(tx) <= COURT.W / 2 + 0.02 && tz >= -0.02 && tz <= COURT.netZ;
G.outMarker = { x: tx, z: tz, out: !ok, t: 1.3 };
}
G.aiReactT = 0; // CPU hasn't read the shot yet
}
sfx(ch.side === 'P' ? 'tennis-player' : 'tennis-opponent', 0.9, { reverb: true }); // recorded racket strike, per side
@@ -257,7 +263,9 @@ function hitServe(sv, quality, aim = null) {
}
}
if (wsel > 0 && slotStock(wsel) <= 0) G.weapon = 0; // that was the last tin — hand back to plain balls
if (sv.side === 'P') G.outMarker = { x: boxX, z: tzs, out: G.mode === 'tennis' && !inServeBox(boxX, tzs), t: 1.3 };
// tennis only, same reason as doHit's: a splatter serve lands at a shambler's feet, and the ring
// sat there in yellow for 1.3 s saying nothing — right where the aim mark is trying to be read.
if (sv.side === 'P' && G.mode === 'tennis') G.outMarker = { x: boxX, z: tzs, out: !inServeBox(boxX, tzs), t: 1.3 };
G.phase = 'rally'; sfx(sv.side === 'P' ? 'tennis-player' : 'tennis-opponent', 0.9, { reverb: true }); // recorded serve strike, per side
sv.pose = 'serve'; sv.poseT = 0;
if (quality > 0.999) { G.flash = { text: 'PERFECT', t: 0.7 }; G.hitstop = 0.05; }