feat: clickable pause buttons, 2x dash with 30% slow, cleaver melee sweep
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@@ -1069,7 +1069,7 @@ console.log('== per-weapon muzzle spawn distances ==');
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p.aim = 0;
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const badMuzzles = [];
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for (const w of Object.values(ctx.WEAPONS)) {
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if (['slam', 'saw', 'beam', 'flame'].includes(w.behavior)) continue;
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if (['slam', 'saw', 'beam', 'flame', 'sweep'].includes(w.behavior)) continue;
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ctx.G.bullets.length = 0;
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ctx.fireWeapon(p, w);
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const b = ctx.G.bullets[0];
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@@ -1200,7 +1200,7 @@ console.log('== dash: burst, slow, cooldown ==');
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release('shift');
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const dashDx = p.x - xBeforeDash;
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check('dashSlowT > 0 after dash', p.dashSlowT > 0);
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check('dash burst within 5% of 0.45*178*0.6', Math.abs(dashDx - 0.45*178*0.6) <= 0.05 * 0.45*178*0.6);
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check('dash burst within 5% of 0.9*178*0.6', Math.abs(dashDx - 0.9*178*0.6) <= 0.05 * 0.9*178*0.6);
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let slowDist = 0;
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let slowFrames = 0;
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let sampledSlowDx = 0;
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@@ -1225,8 +1225,8 @@ console.log('== dash: burst, slow, cooldown ==');
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slowFrames++;
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}
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}
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check('slow per-frame dx is roughly half baseline', sampledSlowDx > 0 && sampledSlowDx >= 0.4 * baselineDx && sampledSlowDx <= 0.6 * baselineDx);
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check('total dash (burst + slow) within 8% of 0.95*178*0.6', Math.abs((dashDx + slowDist) - 0.95*178*0.6) <= 0.08 * 0.95*178*0.6);
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check('slow per-frame dx is roughly 30% of baseline', sampledSlowDx > 0 && sampledSlowDx >= 0.25 * baselineDx && sampledSlowDx <= 0.35 * baselineDx);
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check('total dash (burst + slow) within 8% of 1.2*178*0.6', Math.abs((dashDx + slowDist) - 1.2*178*0.6) <= 0.08 * 1.2*178*0.6);
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ctx.Input.keys.d = false;
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step(3, 16);
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const xBeforeIdle = p.x;
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