# Selected-character hands and reference combat pass

Reference: https://x.com/Luaacro/status/2113649100193439951 . The 38-second Cesharpe / Out 4 Blood clip was reopened and played in Chrome on 2026-10-26. Inspected sequences show a pistol at close range, a shotgun against multiple approaching infected, pronounced recoil, visible blood bursts and directional body collapses. This is a visual comparison, not a frame-by-frame timing or speed measurement. No source game assets or code were reused.

## Hands

Rook, Jeff, Fass and Joker retain their own GLB arm geometry, skeleton, UVs and texture detail. FPS skin correction uses a hand-bone mask and character-specific linear albedo correction; exposed forearms are included for short-sleeved Rook and Fass. White Joker cuffs and Jeff's striped jacket are protected. Skin self-emission and metalness are removed only inside the exposed-skin mask. The camera fill light is reduced from 2.2 to 0.45. The flashlight emitter is moved from behind the support hand to ahead of the muzzle, so its close-range cone no longer bleaches the palm. A flashlight-off control exposed this lighting cause after neutral-light review had passed. The generic authored-hand fallback is removed from the runtime weapon. Solo play requires the actual survivor arms to load. The game canvas and portrait identify the selected survivor.

## Combat changes

- A quick shotgun kick returns gradually; pump motion follows the shot and the actual support hand follows the pump. Authored timing: kick peak 30 ms, pump travel 140-520 ms, recoil settled by 600 ms, next allowed shot 780 ms.
- Head and torso impact direction is evaluated in the target's own axes. Front and rear head shots bend oppositely; left and right leg shots buckle and limp on the struck leg. Existing articulated death physics remain.
- Blood impacts now combine droplets with a short expanding mist and ground stains. Effects are bounded to 180 particles and 35 stains; removed materials/geometries are disposed, and restart clears effects.
- Infected approach at mixed initial paces of 1.0, 1.2, 1.45 and 1.1 m/s, with bounded wave escalation in co-op. Leg injury reduces speed to 48 percent. These are provisional reference-led values, shared between client and server, rather than measured values from the clip.

## Verification and limits

The actual GLB model checks inspect skin masks, source/material isolation, mesh bounds and hand-to-gun contact. Browser checks separately compile the real skin shaders and inspect all four survivors under neutral and game lighting. The combat harness exercises actual dancer meshes, directional reactions, raycasts, articulated ragdolls and scene collision. See evidence/hands-gameplay-browser-checks.json and evidence/crew-tests.tap.

This pass brings the existing shotgun gameplay closer to the reference. It does not reproduce the reference's pistol, full animation library, detailed gore/deformation system or exact timing. The generated 24-bone crew rigs still use fixed finger grips and may pinch around sleeve wrists. Internet latency, low-frame-rate behavior and a complete four-human match remain unverified. No new generation credits were used.

## Animation finish

The subsequent completed reaction pass adds staged recovery, anatomical-axis corrections, interruptible swipes, re-hit blending and continuous bounded death physics. See [AnimationReactionFinish.md](AnimationReactionFinish.md) for the current evidence and remaining limits.
