#110: the zone destruction cascade is LIVE -- an arm now takes its gun pod with it
Lynx: "You can destroy an upper arm, and the gun pod is intact and can still fire." Conn Man's audit: three chassis, both arms, reproducible. And the user is right that this family was claimed fixed before: #86 gated fire on the WEAPON's own destruction and was verified by destroying the weapon directly (BT_KILL_SUBSYS) -- the field scenario was the ARM ZONE dying with the weapon subsystem healthy, which that bench never reproduced. Oracle's 693-night "I can still fire destroyed energy weapons" was almost certainly this mechanism. ROOT CAUSE -- a silent stub. Mech__DamageZone::RecurseSegmentTable @0049cad4 was transcribed faithfully... against three local shim types whose iterators unconditionally return NULL: struct SegmentIterator { DZRef *Next() { return 0; } }; struct SegTableX { SegmentRecord *operator[](int) { return 0; } }; The cascade fired on zone death (bench: 72 [cascade] lines), "descended", and touched nothing. Every line read correct; none of it did anything. THE REAL WALK (decomp re-read, FUN_0049cad4): iterate the mech's segment table (mech+0x300, vtbl+0x34 GetNth) to this zone's segment, then destroySiblingsOnDestruction (Wword 0x68): recurse every other zone on the SAME segment (seg+0xD0), setting graphic state 2 (Gone) descendOnDestruction (Wword 0x67): recurse every zone on every CHILD segment (seg+0xE8 -> child+0xD0) -- the arm takes the gun The engine ALREADY HAS both structures: EntitySegment::damageZoneTable @0xD0 / childIndexTable @0xE8 (TableOf is 0x18 -- byte-identical to the decomp offsets), populated at stream time by JMOVER.cpp:373 [T0]. The stub was never necessary. Implemented with the engine iterators via two new read accessors on EntitySegment (SEGMENT.h); the binary's asymmetry is reproduced as-is (the sibling loop checks graphic state != 1, the child loop does not; re-hits on a 1.0 zone re-run the cascade -- idempotent in effect). VERIFIED (ava1, self-damage to one zone, autofire everything): dz_rarm -> [cascade] zone 9 -> zone 17; AFC100 + AmmoBinAFC100 + Condenser6 ForceCriticalFailure'd; "[ammo] AFC100 -> NoAmmo (gate1): destroyed=1"; torso LRM5/SRM2 keep firing (correct) dz_larm -> [cascade] zone 2 -> zone 6; PPC + Condenser4 force-failed; "[emitter] 'PPC' fire REFUSED (destroyed=1)" x4998 -- the emitter gate now logs refusals BY NAME (the FIRED line never named its weapon, which is how #86's verification gap survived) regression smoke: frame time 7.13/7.20ms, 0 asserts, 0 cascades in ordinary combat (they fire only on genuine zone deaths) Authored data (now dumped under BT_DMG_LOG): descend=1 on exactly the four arm zones (ava1: 2/6/9/17), destroySibs=0 everywhere -- so legs/torso behavior is untouched by this change. KB: combat-damage.md cascade section; reconstruction-gotchas #26 (the silent-stub trap: a shim that returns EMPTY converts a reconstruction into fiction that reads correct -- shims must Fail() loudly or log their emptiness). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 5
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da70bd58b2
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06adaee523
@@ -939,6 +939,32 @@ the subsystem TakeDamage virtual into its PRIVATE crit zone). Un-won rolls land
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same way. Measured on bhk1 (mass 60000, e=0.2): scale 4.5e-5; a 94k spawn-slam = 4.2 rattle
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points; taps free. `[colldmg]` (BT_DMG_LOG) + `[crashdmg]` (always-on, rare) are the probes.
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## The zone DESTRUCTION CASCADE is live -- an arm takes its gun (#110, 2026-08-02) [T1 decomp / T2 verified]
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`Mech__DamageZone::RecurseSegmentTable @0049cad4`: when a zone reaches damageLevel
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1.0 (non-leg, non-vital path in TakeDamage), the binary walks the mech's SEGMENT
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TREE (mech+0x300, the engine `JointedMover::segmentTable` [T0]):
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* `destroySiblingsOnDestruction` (streamed, Wword 0x68) -> every other zone on
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the SAME segment (`EntitySegment::damageZoneTable`, seg+0xD0) recurses and is
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set graphic state 2 (**Gone**);
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* `descendOnDestruction` (Wword 0x67) -> every zone on every CHILD segment
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(`childIndexTable` seg+0xE8 -> child's damageZoneTable) recurses -- **the arm
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takes the gun pod with it**. Each recursed zone's `SendSubsystemDamage
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@0049c9a8` pushes the unused crit allotment and `ForceCriticalFailure`s any
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subsystem driven to 1.0 -- which the #86 fire gates then refuse.
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Authored (measured, ava1): descend=1 on the four arm zones (2/6/9/17); everything
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else 0. Verified live: dz_rarm destroyed -> zone 17 cascades -> AFC100 + bin +
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Condenser6 force-failed, `AFC100 -> NoAmmo (gate1): destroyed=1`; dz_larm -> PPC
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force-failed, `[emitter] 'PPC' fire REFUSED (destroyed=1)` x4998. Torso weapons
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unaffected. Re-entry note: every further hit on a 1.0 zone re-runs the cascade
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(no guard in the binary's child loop; only the sibling loop checks graphic state
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!= 1) -- authentic, idempotent in effect.
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⚠ The walk was a SILENT STUB until 2026-08-02 (three shim types whose iterators
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returned NULL) -- the cascade "ran" and touched nothing, which is why blown-off
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arms left firing gun pods across every chassis (Conn Man's three-chassis audit).
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See reconstruction-gotchas #25.
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## Key Relationships
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- Weapons/roster: [[subsystems]]. Aim source: [[locomotion]] (drive/facing). Effects: [[rendering]].
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- P5 forensics: `docs/HARD_PROBLEMS.md`. Data: [[decomp-reference]] §4-5.
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@@ -774,3 +774,24 @@ splash code derives it from a distance falloff — nobody spends instructions ro
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value. **If a field is called dead, ask who still writes it, and why.**
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**Rule:** tag the VERIFIED clause, not the paragraph. An inference sitting next to a [T1] fact is
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still [T4] — split them, or the next reader (including you) will build on the guess.
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## 26. The SILENT-STUB walk: empty iterators make a faithful-looking mechanism a no-op (#110)
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`RecurseSegmentTable` was "reconstructed" against local shim types whose
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iterators unconditionally returned NULL (`SegmentIterator::Next() { return 0; }`,
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`SegTableX::operator[] { return 0; }`). Every line of the walk mirrored the
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binary -- and none of it did anything: the destruction cascade fired, logged,
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"descended", and touched no other zone. The symptom (gun pods surviving their
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blown-off arms) was field-reported for weeks while the code READ correct.
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The trap: a stub that returns EMPTY (rather than asserting/crashing) converts a
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reconstruction into silent fiction, and the no-stand-ins rule cannot catch it by
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reading the call site -- the stand-in hides in the TYPES. The engine already had
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the real structures (`EntitySegment::damageZoneTable` / `childIndexTable`, T0,
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byte-matching the decomp's seg+0xD0/+0xE8) -- the stub was never necessary.
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Rules: (a) when a reconstructed mechanism runs but nothing downstream changes,
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grep its helper types for `return 0` bodies FIRST; (b) a bring-up shim must
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either Fail() loudly or log its own emptiness, never silently iterate nothing;
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(c) before shimming an engine-side structure, check whether the engine already
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has it -- the offsets in the decomp comment ARE the lookup key.
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@@ -126,6 +126,17 @@ protected:
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// Accessors
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//
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public:
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// #110 (BT reconstruction): read access to the two streamed tables the
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// binary's zone-destruction cascade walks (Mech__DamageZone::
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// RecurseSegmentTable @0049cad4 -- seg+0xD0 damage zones, seg+0xE8 child
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// indices). Read-only; population stays with JointedMover streaming.
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IntegerTable&
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GetDamageZoneTable()
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{Check(this); return damageZoneTable;}
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IntegerTable&
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GetChildIndexTable()
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{Check(this); return childIndexTable;}
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void
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ModifySegment(Logical modified = True)
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{Check(this); segmentModified = modified;}
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@@ -436,6 +436,14 @@ void
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if (simulationState == 1 || statusAlarm.GetLevel() == 1
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|| GetFaultState() == 2 || BTMechDestroyed((Entity *)owner))
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{
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// #110 verification: name the refusal, so "the destroyed PPC stays
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// silent" is a log fact rather than an inference (the FIRED line does
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// not name its weapon). Once per weapon per destruction is enough --
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// keyed on the firing state actually being reset.
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if (getenv("BT_DMG_LOG") && GetWeaponState() != 0)
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DEBUG_STREAM << "[emitter] '" << (GetName() ? GetName() : "?")
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<< "' fire REFUSED (destroyed=" << (int)(simulationState == 1
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|| statusAlarm.GetLevel() == 1) << ")" << std::endl;
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ResetFiringState(); // @004ba9a8
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currentLevel = 0.0f; // 0x414
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ComputeOutputVoltage(); // (*vtable+0x44)()
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@@ -104,10 +104,11 @@ void BTGimpStompTrap(void *sim, unsigned cur, unsigned nw, void *ra)
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static struct ReconClock { Scalar CurrentTick() { return 0; } } TheTime; // FUN_00414b60
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static const Scalar TicksPerSecond = 1.0f; // DAT_0052140c
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struct DZRef { int index; };
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struct SegmentRecord { int siblings; int children; }; // mech segment-tree node
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struct SegmentIterator { template<class A> SegmentIterator(const A &) {} DZRef *Next() { return 0; } };
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struct SegTableX { SegmentRecord *operator[](int) { return 0; } }; // cast of EntitySegment::SegmentTable
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// (#110: the DZRef/SegmentRecord/SegmentIterator/SegTableX stubs that lived here
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// are GONE. They silently no-op'ed the whole destruction cascade walk --
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// RecurseSegmentTable "descended" into nothing, so blowing an arm off never
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// touched the gun pod hanging from it. The walk now uses the REAL engine
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// segment tree; see RecurseSegmentTable below.)
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// Subsystem facets the recovered code reaches that the engine Subsystem does
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// not expose under these names (cast of Subsystem*).
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@@ -283,7 +284,15 @@ Mech__DamageZone::Mech__DamageZone(
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<< " scale={" << damageScale[0] << "," << damageScale[1] << ","
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<< damageScale[2] << "," << damageScale[3] << "," << damageScale[4] << "}"
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<< " leg=" << (int)(rightLeg || leftLeg)
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<< " vital=" << (int)vitalDamageZone << std::endl;
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<< " vital=" << (int)vitalDamageZone
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// #110: the destruction-cascade authoring -- whether this zone's
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// death descends the segment tree / takes its siblings, and how many
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// critical subsystems it can fail. The arm chain lives or dies by
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// these values.
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<< " descend=" << (int)descendOnDestruction
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<< " destroySibs=" << (int)destroySiblingsOnDestruction
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<< " segIdx=" << segmentIndex
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<< " crits=" << criticalSubsystemCount << std::endl;
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//
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// Critical-subsystem table.
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@@ -805,8 +814,11 @@ void
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}
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else if (getenv("BT_DEATH_LOG"))
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{
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DEBUG_STREAM << "[deathfx] crit-subsys " << i << " damaged -> "
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<< level << "\n" << std::flush;
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DEBUG_STREAM << "[deathfx] crit-subsys " << i
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<< " '" << (s->GetName() ? s->GetName() : "?") << "'"
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<< " damaged -> " << level
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<< " (pct=" << cs->damagePercentage
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<< " used=" << cs->damagePercentageUsed << ")" << std::endl;
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}
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}
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}
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@@ -822,35 +834,66 @@ void
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void
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Mech__DamageZone::RecurseSegmentTable(Mech *my_mech)
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{
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if (getenv("BT_DEATH_LOG"))
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DEBUG_STREAM << "[cascade] zone " << damageZoneIndex
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<< " DESTROYED -> descend=" << (int)descendOnDestruction
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<< " destroySibs=" << (int)destroySiblingsOnDestruction
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<< " crits=" << criticalSubsystemCount << std::endl;
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SendSubsystemDamage(); // FUN_0049c9a8
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SetGraphicState(1); // slot 0xc
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SegmentRecord *seg = ((SegTableX &)my_mech->segmentTable)[segmentIndex]; // mech+0x300, Wword(0x65)
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//
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// The segment-tree walk (@0049cad4, re-read 2026-08-02 for #110). The
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// binary iterates the mech's segment table (mech+0x300, vtbl+0x34 GetNth)
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// to this zone's segment, then walks two lists ON the EntitySegment:
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// seg+0xD0 the damage-zone indices ATTACHED to this segment
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// seg+0xE8 the CHILD segment indices
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// Those are the engine's own EntitySegment::damageZoneTable /
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// childIndexTable -- byte-identical offsets (TableOf is 0x18: 0xD0+0x18 =
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// 0xE8), populated at stream time by JMOVER.cpp:373 (AddDamageZone) [T0].
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// The previous "reconstruction" here walked stub iterators that always
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// returned NULL, so the cascade never left this zone: an arm died and the
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// gun pod hanging off it kept firing (#110, Lynx + Conn Man's three-chassis
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// audit). Element payload = PlugOf<int> (operator int).
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//
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EntitySegment::SegmentTableIterator segs(my_mech->segmentTable); // mech+0x300
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EntitySegment *seg = segs.GetNth(segmentIndex); // vtbl+0x34
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if (seg == 0)
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return; // (binary derefs blind)
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if (destroySiblingsOnDestruction) // Wword(0x68)
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{
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SegmentIterator sibs(&seg->siblings); // seg+0xd0
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for (DZRef *r; (r = sibs.Next()) != 0; ) // slot 0x28
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// Other zones on the SAME segment.
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EntitySegment::IntegerTableIterator sibs(seg->GetDamageZoneTable()); // seg+0xD0
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for (EntitySegment::IntegerPlug *r; (r = sibs.ReadAndNext()) != 0; )
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{
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Mech__DamageZone *sib = my_mech->Zone(r->index); // inherited damageZones[..], typed
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if (sib != this && sib->GetGraphicState() != 1)
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Mech__DamageZone *sib = my_mech->Zone((int)*r);
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if (sib != 0 && sib != this && sib->GetGraphicState() != 1)
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{
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sib->RecurseSegmentTable(my_mech);
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sib->SetGraphicState(2); // slot 0xc
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sib->SetGraphicState(2); // 2 = Gone
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}
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}
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}
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if (descendOnDestruction) // Wword(0x67)
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{
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SegmentIterator kids(&seg->children); // seg+0xe8
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for (DZRef *r; (r = kids.Next()) != 0; )
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// Every zone on every CHILD segment, recursively -- the arm takes the
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// gun with it. The binary's child-zone loop has NO graphic-state
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// guard (only the sibling loop has one); reproduced as-is.
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EntitySegment::IntegerTableIterator kids(seg->GetChildIndexTable()); // seg+0xE8
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for (EntitySegment::IntegerPlug *r; (r = kids.ReadAndNext()) != 0; )
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{
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SegmentRecord *child = ((SegTableX &)my_mech->segmentTable)[r->index];
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SegmentIterator czones(&child->siblings); // child+0xd0
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for (DZRef *cr; (cr = czones.Next()) != 0; )
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EntitySegment::SegmentTableIterator segs2(my_mech->segmentTable);
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EntitySegment *child = segs2.GetNth((int)*r);
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if (child == 0)
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continue;
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EntitySegment::IntegerTableIterator czones(child->GetDamageZoneTable()); // child+0xD0
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for (EntitySegment::IntegerPlug *cr; (cr = czones.ReadAndNext()) != 0; )
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{
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Mech__DamageZone *cz = my_mech->Zone(cr->index);
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Mech__DamageZone *cz = my_mech->Zone((int)*cr);
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if (cz == 0)
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continue;
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cz->RecurseSegmentTable(my_mech);
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cz->SetGraphicState(2);
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}
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@@ -0,0 +1,20 @@
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#!/usr/bin/env bash
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# #110: destroy the ARM zone; does the GUN die with it?
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# $1 = chassis (default ava1 -- ConnMan's audit chassis)
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# $2 = zone to destroy (default dz_rarm)
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set -x
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. /c/git/bt411/scratchpad/night6/bench_common.sh
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cd /c/git/bt411/content || exit 1
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V="${1:-ava1}"; Z="${2:-dz_rarm}"
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taskkill //F //IM btl4.exe > /dev/null 2>&1
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sleep 2
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sed "s/^map=.*/map=grass/; s/^time=.*/time=day/; 0,/^vehicle=.*/s//vehicle=$V/" MP.EGG > ARM.EGG
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LOG=armchain_${V}_${Z}.log
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rm -f "$LOG"
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export BT_SELF_DAMAGE=4 BT_SELF_DAMAGE_ZONE=$Z
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export BT_DMG_LOG=1 BT_DEATH_LOG=1 BT_AUTOFIRE=1 BT_AF_PERIOD=4
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export BT_SPAWN_ENEMY=1 BT_GOTO=enemy BT_GOTO_STOP=80
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bt_launch "$LOG" ARM.EGG 0x03
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sleep 110
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taskkill //F //IM btl4.exe > /dev/null 2>&1
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sleep 2
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