Phase-5.1 crash solved + two BTPlayer bricks reconstructed. The tree now
builds AND boots end-to-end with no staged Fail() reached, into the running
per-frame game loop.
- EMITTER.CPP: define Emitter::AttributePointers[]/AttributeIndex (ChargeLevel,
chained to Subsystem::AttributeIndex) and point Emitter::DefaultData at it.
EMITTER.HPP declared the index but the .cpp never defined it, so the surviving
PPC.CPP (PPC::DefaultData binds inherited Emitter::AttributeIndex) and
GAUSS.CPP (chains it) captured a NULL activeAttributeIndex -> GetAttributePointer
faulted on the first PPC (roster slot 22). Fix clears all 33 roster slots and
the control-mapping binding block.
- BTPLAYER.CPP InitializePlayerLink: real body -- dispatch PlayerLinkMessage
(our EntityID) to playerVehicle + replicants (mirrors engine
CameraDirector::CreateCameraShip). No staging.
- BTPLAYER.CPP VehicleDeadMessageHandler: non-death flavours (-2 drop-zone probe,
>=0 respawn re-post) delegate to the authentic Player base handler; only the
-1 death cycle stays staged (needs mech4 + scoring roles).
Verified: 516-line smoke run, zero Fail/Exception/abort; boot reaches
LBE4ControlsManager::Execute per-frame, waiting only on absent RIO hardware.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>