The world now executes. Entity::Execute only PerformAndWatch's entities in
application state RunningMission, reached by two RunMissionMessages
(WaitingForLaunch->LaunchingMission->RunningMission). The 2nd is dispatched by
Player::ManageApplicationStatus when the launch fade expires -- but that only
runs inside PlayerSimulation, not the launch-phase HuntForDropZone. So the
player must switch Performance onto PlayerSimulation after it spawns.
- BTPLAYER.CPP DropZoneReplyMessageHandler: after CreatePlayerVehicle +
InitializePlayerLink, choose the per-vehicle Performance by class -- Mech ->
SetPerformance(PlayerSimulation)+SetScoringPlayerFlag; else CameraShipSimulation.
- BTPLAYER.CPP PlayerSimulation: chains the authentic base Player::PlayerSimulation
(CalcRanking + ManageApplicationStatus + vehicle-pos copy + status service);
console SCORE-delta flush deferred to the scoring wave.
- SENSOR.CPP SensorSimulation: minimal-safe partial (radarPercent = 1 -
GetSubsystemDamageLevel, sensor healthy) so the roster tick path can't Fail
once RunningMission engages. The heat/electrical gating awaits the power/heat
sim wave (PoweredSubsystem/Generator/HeatSink/HeatWatcher *Simulation staged).
Verified: BT_MECH_LOG run reaches "[tick] roster live (first Sensor frame)",
two RunMissionHandler transitions, zero Fail/Exception. The mech is executed
each frame; its BODY Performance is still DoNothingOnce (real Mech::Simulate =
Phase 5.3, now the frontier).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sensor : public PoweredSubsystem -- the radar/targeting subsystem, using the
SURVIVING 4.10 interface (CODE/BT/BT/SENSOR.HPP) with a reconstructed SENSOR.CPP
body (from BT411 decomp). Ctor chains PoweredSubsystem, inits radarPercent/
selfTest/badVoltage, and installs the per-frame performance unless the owner is a
replicant (owner->GetInstance() != ReplicantInstance -- the clean form of the
binary's (flags & 0xC) != 4). Statics, dtor, TestClass/TestInstance,
ResetToInitialState, TakeDamage, DeathReset real; SensorSimulation (per-frame
radar) + CreateStreamedSubsystem staged.
Completes the first full vertical slice of the subsystem roster, all
compile-verified: MechSubsystem -> HeatableSubsystem -> HeatSink ->
PoweredSubsystem -> Sensor. The hierarchy backbone is proven; remaining leaves
(Generator, Gyro, Torso, HUD, Myomers, weapons) follow the same pattern.
BT: 27 ok; tree links clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>