re: the two enumerations are different structures; only the vtable scan is complete
Same moment, same stage: the INST_VTABLE scan sees 116 objects across 14 types; the moving+0x130 method sees 30 across 4. Every capital ship, station, missile and the objective-critical Acropolis reads ZERO in the +0x130 method. The absence is structural, not a filter artifact -- both obvious explanations were tested and failed. Dropping the speed floor to 0 raised the count 30 -> 59 and recovered the _Player but still only 4 types; scanning the WHOLE map with no floor gives 181824 movers and still 4 types. And 0/116 vtable instances lie inside the window where the +0x130 blocks are found (instances 0xbc372cc0-0xbc9bc720, window 0xbd000000-0xbe000000), independently confirming these are separate allocations. Consequence: an autopilot that must protect the Acropolis cannot find it via the +0x130 method at all. Also found: LOAD GAME -> slot 01 no longer restores the S01 training area but a Stage-02-style escort mission (Acropolis, SchlosBase, cruisers, frigates). Slot 01 is the AUTO-SAVE, so the restored mission moves as the save is written -- which invalidates the earlier "101 vs 42" comparison outright, since those came from different stages. Corrects the previous note: entities2 prints its count AFTER dedup, so the 101 was already deduplicated; the gap was the stage change, not duplication.
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