The crash that has killed lifecycle2.conf since somewhere in 5.3.26..120 was never in the missile code. The map named Missile::MoveAndCollide because it resolves the nearest preceding symbol; the instruction bytes named the truth: mov eax,[ebx+0x128]; mov eax,[eax]; mov eax,[eax+0xFC] = mech->subsystemArray[0]->member through a NULL slot 0. Roster slot 0 is the CONTROLS MAPPER, and the BT_SPAWN_ENEMY dev enemy never got one -- SetMappingSubsystem is only called on the player's viewpoint mech. The binary never NULL-checks that slot (mech2's advancers, the master perf's duck evaluation and the effectiveness census all deref it bare, correctly: a real mech always has its mapper), so the enemy faulted the first frame it reached one of those reads. Nothing dereferenced a non-player mech's mapper before the gait arc, which is exactly why it lay hidden. The object was proven by the fault-address rule this project already learned: the faulting member offset MOVED 0xFC -> 0x100 across the 5.3.125 build, which added ejectLatch to MechControlsMapper -- a 4-byte layout shift in the very class being dereferenced. The dev enemy now installs a plain MechControlsMapper (inert without device input), preserving the binary's contract. VERIFIED end to end: kill -> respawn -> second kill -> OUT OF LIVES -> mission end -> clean DOS exit, zero exceptions -- the full lifecycle is green for the first time since 5.3.25. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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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.HPPare 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.HPPare 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) whenidis 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
explosionModelFileIS 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.
SOLVED (5.3.126): the lifecycle kill-cycle crash was a MISSING MAPPER
Symptom: lifecycle2.conf died seconds after the SRM salvos with
Exception 0E ... illegal address 000000FC, EBX = the spawned enemy mech.
The map put the EIP inside Missile::MoveAndCollide -- a red herring:
the map resolves the nearest PRECEDING symbol, and the real faulting code
was a mech-side inline.
The instruction settled it: mov eax,[ebx+0x128]; mov eax,[eax]; mov eax,[eax+0xFC] = mech->subsystemArray[0]->member with
subsystemArray[0] NULL. Roster slot 0 is the controls mapper, and the
BT_SPAWN_ENEMY dev enemy never got one -- SetMappingSubsystem is
called only from BTL4APP's viewpoint-entity path, i.e. for the PLAYER's
mech. The binary never NULL-checks slot 0 (mech2's advancers, the master
perf's duck evaluation and the census all deref it bare, correctly: a
real mech always has its mapper), so the first frame the enemy reached
one of those reads, it faulted.
CONFIRMING EVIDENCE (the fault-address rule, used properly this time):
the faulting member offset MOVED 0xFC -> 0x100 across the 5.3.125 build,
which added ejectLatch to MechControlsMapper -- a 4-byte layout shift
in exactly the class being dereferenced. That named the object beyond
doubt.
Why it lay hidden since ~5.3.26: before the gait arc nothing dereferenced
a non-player mech's mapper. Missile::MoveAndCollide was never involved;
the missile flight path is exonerated.
FIX: the dev enemy spawn now installs a plain MechControlsMapper (inert
without device input) in slot 0, preserving the binary's contract.
VERIFIED: full lifecycle green -- kill -> respawn -> second kill -> OUT OF
LIVES -> mission end -> clean DOS exit, zero exceptions.