The operator's play smoke crashed in LockWeapon reaching EntityInfoGathered as a
ship vanished. Cause: Cut 5.6 added death removal from the zone but not the
matching Deactivate, so a dead entity kept living subscriptions and stale
references while every survivor dropped it -- and because Zone.Update iterates a
snapshot, it still got one more Update after the world had forgotten it. Nothing
in Entity.Update consults _active.
TryDock has always paired removal with Deactivate; the death path just did half
of it. The fix is that pairing plus an _active guard, not a TryGetValue in
LockWeapon, which would silence one call site and leave every other behaviour
running on a corpse.
Also records the symptoms this does NOT explain -- the heat spike, motionless
ships and shots landing nothing -- as open, with the unclamped dt and the
unguarded division by it as the place to probe rather than patch.
And re-anchors the seven mutations stranded by the diagnostics refactor, which
rewrote the lines four harnesses pin. Two of the seven are no-op controls, so
those harnesses currently defend nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>