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TeslaRel410/restoration/source410/BT/MISSILE.NOTES.md
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CydandClaude Fable 5 76acc516e4 BT410 Phase 5.3.20: missiles fly on the AUTHENTIC 'mslhit' family
The explosionModelFile decode: SRM6's streamed value 17 is a real resource
FAMILY id -- 'mslhit', 3 members: VideoModel(225), AudioStreamList(227) and
an 8-byte GameModel(228) = { int 498, maxTimeOfFlight 5.0 }.  The round now
spawns on that family and reads the AUTHORED 5.0s lifetime (range 800 at
~160 u/s checks out); the owner-family fallback stays for content without a
projectile family (sanity band keeps the default there).

Two engine truths closed the wave: (1) collision volumes are the Mover
DEFAULT -- a projectile spawn MUST pass NoCollisionVolumeFlag or the ctor
demands a BoxedSolidStream member the family doesn't carry (SearchList
NULL -> Lock() page fault -- the crash that originally masqueraded as a
"model-list index"); (2) the @0x414938 SearchList crash is the
missing-MEMBER case (Check compiled out) -- probe families manually before
handing them to engine paths.  Resource type numbering mapped and recorded
(15=GameModel, 10=VideoModel, 20=DamageZoneStream, ...).  BT_MODEL_DUMP=1
keeps the raw family/record dump as a decode bench.

Verified: 20 launches -> 20 detonations on the mslhit family over 110s,
zero faults; smoke + novice green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:17:04 -05:00

5.6 KiB

MISSILE.CPP / SEEKER.CPP / MISTHRST.CPP / PROJTILE.CPP — the flying rounds

Status: LIVE and DEFAULT (5.3.19) — the full entity lifecycle is verified: spawn → guided flight → proximity detonation → death-row teardown, 20/20/20 over a 110s mutual fight with zero faults. BT_MISSILE_INSTANT=1 keeps the 5.3.18a instant-hit delivery as an A/B dev opt-out.

Interfaces

  • SEEKER.HPP + MISTHRST.HPP are AUTHENTIC survivors (CODE/BT/BT/). The Subsystem base chain is the NAME ctor (binary FUN_0041c52c) with the shipped strings "Seeker" @00512e1e and "MissleThruster" @00512e25 (the 1995 misspelling is authentic — keep it).
  • MISSILE.HPP / PROJTILE.HPP are STAGED (only MISSILE.TCP / PROJTILE.TCP survive). Binary chain: Entity → Projectile (@004be1bc, 0x340) → Missile (@004bf5b4, vtable @00512f2c, 0x368). Our staged chain matches: Projectile : Mover (make-message path), Missile : Projectile.

What is verified live (BT_MISSILE_FLIGHT=1 fight run)

ONE cluster Missile entity per SRM salvo, spawned through the real Mover make machinery mid-weapon-sim (the Entity ctor self-registers — the engine tolerates mid-roster-walk creation, as the binary did); flight telemetry shows thruster acceleration (150→153 u/s) and closing range; the proximity fuse (rangeToTarget <= 20u staged) delivers damageData (salvo-split amount, burstCount=missileCount) exactly once via TakeDamageMessage with the LAUNCHER as inflictor; lifetime fizzle retires unexploded rounds. Guidance constants are binary-decoded (steer deadband 1e-4, turn gain 4.0, seeker loft 200/50/300/0.1 — .rdata @004bec18/@004bf594).

The teardown crash — SOLVED (5.3.19)

The dtor-chain bisect (logs in ~Missile/~Projectile/~Seeker/~MissileThruster) showed the whole chain COMPLETING, then the fault. The killer was the third strike of the uninitialized-zone-array trap: the staged spawn uses the MECH FAMILY's resourceID, whose DamageZoneStream makes the Entity base ctor allocate the 20-pointer damageZones[] array (entity.cpp:1032, slots UNINITIALIZED) — the Missile never fills it, and ~Entity's teardown loop if (damageZones[i]) delete damageZones[i] called 20 virtual dtors through trash vtables (EIP-in-heap AFTER the subsystem dtors — exactly the bisect signature). FIX: the Projectile ctor NULLs every inherited zone slot. RULE (three crashes now): any entity subclass that does not FILL the allocated zone array must NULL it — the Entity base never initializes the slots, on construction OR destruction. Also fixed en route: the Subsystem NAME ctor left damageZone uninitialized (the resource ctor NULLs it). Ruled out along the way: AlwaysExecute flags, interestZoneID (message base NULLs it), the subsystemArray idiom, Sensor caching, FryDeathRow timing (an app task, one delete per frame, not mid-walk).

Engine truths learned (load-bearing)

  • ResourceFile::SearchList(id, type) CRASHES (@0x414938) when id is not in the top-level directory — it derefs its inner FindResourceDescription unconditionally. FindResourceDescription(int) is the NULL-safe probe.
  • Resource IDs in MakeMessages must be FAMILY ids: the Mover base ctor runs its own SearchList(resourceID, GameModelResourceType), and member resources resolve only through their family head.
  • The streamed explosionModelFile IS a resource FAMILY id after all (5.3.20 decode): SRM6's 17 = 'mslhit' — a 3-member family: VideoModel (id 225, 100 bytes), AudioStreamList (id 227), and an 8-byte GameModel (id 228) = { int 498, Scalar maxTimeOfFlight } — SRM reads 5.0 s (range 800 at ~160 u/s checks out). Resource TYPE numbering (RESOURCE.HPP): 1 ModelList, 9 BoxedSolidStream, 10 VideoModel, 15 GameModel, 17 SubsystemModelStream, 18 GaugeImageStream, 20 DamageZoneStream, 21 SkeletonStream, 30 ExplosionTableStream. A family's raw stream = int count + count member resource ids (what SearchList walks).
  • NoCollisionVolumeFlag is LOAD-BEARING on projectile spawns: collision volumes are the Mover DEFAULT (IsCollisionVolume() = the flag NOT set), and the ctor then demands a BoxedSolidStream member — which a projectile family doesn't carry (SearchList NULL → Lock() page fault; the mech family works because bhk1 carries blh_cv.sld). The round's collision is the world query / proximity fuse.
  • The original SearchList crash (@0x414938) is the missing-MEMBER case: Check(res) on a member id that doesn't resolve is compiled out in opt and the walk derefs NULL. Probe families manually (FindResourceDescription per member) before handing them to engine paths.
  • The spawn keeps the resolved family LOCKED (no Unlock) — the launcher holds its projectile model resident, as the binary does.

Staged / deferred

  • Muzzle = mech origin; the authored MuzzleVelocity arc through the MOUNT segment world frame (fire builder @0x4bcc60:8758-64, z NEGATED + mech velocity) is the muzzle wave.
  • Lifetime is AUTHORED now (5.0 s from the mslhit GameModel, sanity-banded [0.5, 30] so the owner-family fallback's mech record keeps the default); burn (2s @120 u/s²), launch speed (150 u/s) and fuse radius (20u) remain staged — BT411's model +0x44/+0x48/+0x50 offsets describe a bigger record than the 8-byte 4.10 GameModel, so thrust/detonation-mode live elsewhere (candidates: the VideoModel record's tail, or per-launcher resources).
  • Cluster SPLASH + explosion entity (ClassID 0x5C @004be078), world-geometry collision (@0042291c), target-velocity intercept lead, Missile WriteUpdateRecord (tag 0x78) for MP replication.