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Based on prior feedback from @Goober5000, I've revisited this feature to address the following:
ship_name_lookup, buteval_shipwould take advantage of the ship registry (faster lookup that comes with handling of non-present states) and would also cache the ship in the sexp nodelast_targeted_subobjectshouldn't be used; the sexp implementation should explicitly set the subsystem (as it does in the clearing sexp) without using hacksHowever I should address the line:
HUD code still reads
ship::last_targeted_subobjectinstead ofPlayer_ai->targeted_subsysI think am not sure, so SEXPs have to write it as a hack. Needs HUD‑side fix sohud_restore_subsystem_targetusestargeted_subsys; thenlast_targeted_subobjectcan be removed from SEXP logic. I'd have to say that this is an assumption.