feat: dash ability; ammo pressure scaling, full-HP hearts, muzzle alignment, holstered debug ammo
- Shift dash: 0.45*v*0.6 instant burst then 0.6s of 50% slow (net 95% of walking distance); slow doubles as cooldown, no dash while idle/slowed. - Generic ammo refills scale with the live pressure dial at 80% of the HP multiplier via ammoPressureMul(). - Hearts at full HP stay on the floor (magnet ignores them) instead of converting to score. - Muzzle audit: flame FX and pellets share one right-hand origin, Spinal Tap beam starts at the muzzle, saw flash suppressed (blade sparks are the effect). - Debug REFILL/INF AMMO and the ammo row now cover a spent special holstered behind the Bone Popper. - Sfx.duck() defaults its args; a no-arg call crashed the loop with a non-finite AudioParam value (found via the dash E2E).
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@@ -61,6 +61,8 @@ const G = {
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const PERK_POWER_WEIGHT = 0.5;
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// ammo economy: global dial for drop frequency (refill size is per-weapon)
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const AMMO_DROP_SCALE = 0.75;
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// Generic ammo refills track the live pressure dial at 80% of the HP scaling.
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function ammoPressureMul() { return 1 + (G.pressure - 1) * 0.8; }
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const STUN_UNIT = 0.03 / 0.97; // Sine Weave raw rating per stack, so the first stack = 3% stagger chance
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const PRESSURE_MIN = 0.60, PRESSURE_MAX = 2.00;
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// seconds a player-dropped weapon stays un-pickable (prevents instant swap loops)
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