6e88fd5bb966577212f120b7d09f2e54fd9c48a3
A burnt body does not burst. Fire kills by cooking, so there is nothing left to spray: a body that dies alight -- flamethrower or flame ball -- leaves dark grey ash instead of blood. Same decal, mound and particles, recoloured and smaller, with a puff of smoke and a dull thud instead of the wet splat and the headshot crack. The flame BALL has to mark itself, because that kill lands before the body ever catches. The flamethrower is a lighter, not a gun: no impact damage at all, it pierces, and it only IGNITES -- the burn does the killing, so a lit crowd walks a few steps and goes down together. 26 m of reach against a 22.8 m court, so it crosses to the far baseline. The guard matters: hp -= 0 fell straight through to killZombie, which made the cone delete the crowd on contact. Every burst weapon had no progress bar and the cause was the spend. Arming spent the tin at once, so the rack entry vanished -- and the bar draws on the slot holding G.gunId, which no longer existed. The tin is spent when the burst ENDS now, so icon, count and bar are all there while it runs, and every path that ends a burst routes through endBurst or it would hand out free ammo. Auto-fire movement again: the previous fix read moving as mx||mz||assist, and finger-steering zeroes mx/mz, so sliding left and right still counted as standing still. And the oval on his back was the mg racket -- its head projected almost exactly onto the sprite; offset by facing it reads as held out beside him. The laser's far edge is pinned in SCREEN space to the middle of the ad strip rather than running out to beamLen on the ground, which landed on their top line. beamLen goes back to being the kill range instead of a number tuned to one camera. Beacon thumps, rocket swooshes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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