# pistol.mid-black-round → UNDERNEATH · continuity audit (I, 28 Oct)

**Kill:** mid, 2.95 s, Amjad unarmed (he fights with his feet).
**Lane file:** `58k_w_pistol_cine_i.js`.
**Map-independent:** FLOOR plus room58 [-190, 170]. It stages on 14/17 dry maps plus The Deep. It skips canyon, rooftops and forts (no 360 u run of floor).

**How it was scrubbed:** at 0.1 s script time, gore 5, castle plate.
- Sheet: `/Volumes/Workspace/Scratch/i/packs/scrub/ur_0.jpg`.
- Payoff and six finals per level: `/Volumes/Workspace/Scratch/i/packs/lv6_k0.jpg`.
- 18-map finals: `/Volumes/Workspace/Scratch/i/packs/maps/mid-black-round_grid.jpg`.

**The cause chain:** each step causes the next.
1. He runs in and plants.
2. He takes off into a flying side kick.
3. Faris sits straight down, then lies flat on his back.
4. The kick passes over him, and the gun is already pointing straight up.
5. One round hits the head as it passes overhead.
6. The body flies on, headless at the top levels, and crashes behind Faris.
7. Faris sits up.

**Changes in this pass (my calls, autonomous):**
- **Gore ladder (USER_TASTE §9):**
  - The head burst now starts at HIGH. It used to fire from LOW, which broke "never a head explosion at LOW / VERY LOW".
  - `ending58: false` stops the central ladder from adding a random limb sever to a head shot.
- **MEDIUM:** a heavy spurt out of the head that keeps pumping for 0.6 s as he flies on (`s.every`), plus the rain onto Faris.

| t (s) | Faris: hands | Amjad: hands | props | issue | fix |
|---|---|---|---|---|---|
| 0.0-0.5 | F pistol up at him (right hand), B low and open | arms counter-swinging in the run | | | |
| 0.55 | F pistol, B low | plant: arms back | | | |
| 0.61-0.7 | the knees go; F gun rising, B out for the fall | the spring: F up, B back; then both thrown back for balance | dust at his hip (0.79) | | |
| 0.79-0.92 | flat on his back: F straight up, the gun at the sky; B flat on the floor out to his side | the side kick laid out over him, arms back | | dust lumps by his head read as stones in slow motion (0.9-1.8) | kept: they are short-lived dust puffs, stretched by the 0.15x slow motion |
| 0.92-0.98 | the shot, the kick of the recoil (F) | the head bursts (XT/VH/H) | the casing; the head pieces | | |
| 1.0-1.4 | F gun still up, B on the floor | ragdoll: the body flies on and crashes behind him (1.35) | the pieces land and stay | | |
| 1.4-2.1 | lies still, F gun on his chest | the soul rises | | | |
| 2.15-2.95 | sits up: F gun on the body, B behind him on the floor | | | | |

**Camera:**
- A side-on two-shot, w ≥ 320.
- A short punch-in for the slow motion (0.56-0.9, w 260): low beside him, looking up at the kick passing over. The zoom floor widens it after 0.5 s.
- Wide again from 1.15, w 330.
- Slow motion: 0.8 (0.15x, a 0.7 s hold) on the pass and the round.

**Gore ladder (all at the one round, 0.92):**
- **XT:** head pop (n 44, power 1) plus the neck rain.
- **VH:** head pop (power 0.85).
- **H:** head pop (n 26, power 0.6).
- **M:** a heavy head spurt pumping for 0.6 s, plus the rain.
- **L:** a head spurt.
- **VL:** a jolt.

**Checks:**
- **Playall** (gore 0-5): 0 problems.
- **Perf:**
  - g5: p95 2.1 ms, max 4.5, fx peak 62.
  - g3: p95 1.4 ms.
