8cfe9fdbcdb06ae9a89ac8e3773064e609b3ecc9
Flick-to-aim was aim-by-faith — you learned where you aimed after the ball was gone. Now, at a serveable pretoss, touching and dragging shows a LIVE reticle (same mapping: direction + length = landing point); release serves there. The magnet is finally visible: within zSnap the ring turns red and rides the locked zombie (plus a marker over its head) — you see the lock BEFORE you commit the tin. - Context locked at touchstart: a movement drag started mid-rally never morphs into a serve when the ball dies (sub-300ms releases still count as the rapid flick re-serve — the Phase 1 cadence survives) - Drag back home = cancel: no serve, the tin stays in stock - Aimed (drag) serves commit specials at fixed 0.62 quality; the tap-toss ritual keeps the PERFECT-timing power ceiling and the stock — placement vs power is now a real choice - Rally / horde / machine gun untouched: drag steers, flick swings - Serve prompt: 'TAP TO SERVE - HOLD + DRAG TO AIM' / 'AIMED SERVES FIRE THE BOMB - TAP KEEPS IT' Verified with synthetic touch sequences: drag arms the reticle without serving and it tracks the thumb; release serves at the marker with the bomb committed; cancel keeps the tin; rally-started drags never morph; locked reticle renders red on the zombie (screenshot); tennis 12/12; no console errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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