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fix: lock ball to player sprite during possession to prevent visual trailing
When a player possesses the ball, the server sets ball velocity to 0 and
places it at an offset from the player. On the client, the player sprite
is predicted ahead via dead reckoning, but the ball was lerping slowly
toward the stale server position — causing it to visibly trail behind.
Now computes the server-side offset (ball pos - player pos) and applies
it to the local predicted sprite position, keeping the ball locked to
the player visually.
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