#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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Claude Opus 5
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@@ -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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