A warp crossing surges the veil itself, not a billboard over the wizard
Every board effect the cockpit had no art for landed as the same purple lightning-ring sprite, so a body stepping through a warp mouth wore the ring over its own portrait. Eric wanted the purple wall to do the animating. The portal effect now becomes a "surge" keyed by the mouth's index in board.warps: the veil hung in that opening floods with its texture, the swirl quickens and pales, and a ripple runs out to the jambs before it settles back — nothing drawn over whoever stands in it. The director used to steer the eyes toward that ring's cell on the pov wizard's own crossing; it now aims at a surging mouth the same way, so the heist's pinned frames render as before. Illusion and Pass Wall crossings keep the shimmer sprite — stone has no veil to surge. Scene gate: 29 of 30 frames unchanged. stone-gaze-s10-board drifts 0.21% with or without this change (the dashed sight line's phase), a pre-existing flake left unblessed. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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Claude Fable 5.1
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@@ -80,7 +80,12 @@ export function aimOfEvents(
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}
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}
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for (const { fx } of fpFxForEvents(events, view, povId)) {
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const spot = fx.kind === "impact" ? fx.at : fx.kind === "projectile" ? fx.to : null;
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// A surging veil is watched from the mouth's own cell — through
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// the warp, if that is where the eyes just came from.
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const spot = fx.kind === "impact" ? fx.at
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: fx.kind === "projectile" ? fx.to
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: fx.kind === "surge" ? { x: view.board.warps[fx.warp]!.from.cell.x + 0.5, y: view.board.warps[fx.warp]!.from.cell.y + 0.5 }
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: null;
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if (!spot) continue;
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const cx = Math.floor(spot.x), cy = Math.floor(spot.y);
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if (cx === myCell.x && cy === myCell.y) return { x: cx, y: cy, self: true };
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