#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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@@ -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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