View Issue Details

IDProjectCategoryView StatusLast Update
0002060FSSCPmultiplayerpublic2013-12-03 11:50
ReporterFUBAR-BDHR Assigned ToEchelon9  
PrioritynormalSeveritycrashReproducibilityhave not tried
Status resolvedResolutionno change required 
Product Version3.6.11 
Fixed in Version3.7.0 
Summary0002060: Assert: objnum != Ships[aip->shipnum].objnum aicode.cpp 1311 - AI tried to attack self
DescriptionHappened on a standalone (of course). A player AI ship which should have self destructed at game start attempted to attack itself (traitor was apparently set) causing the assert. It gets even weirder as from looking through the call stack it thought it was a cap and went through ai_big_chase().

Mission was MDL-01.fs2 Light dogfight around an Arcadia. Retail mission, Retail data on standalone.
Additional Information3.6.11 built off of 5688 with Zacam's warning fix patch.
TagsNo tags attached.

Activities

2009-12-06 23:31

 

ai_attack_self_dogfight.txt (121,330 bytes)   
Assert: objnum != Ships[aip->shipnum].objnum
File: aicode.cpp
Line: 1311

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 260 bytes
<no module>! WinAssert + 208 bytes
<no module>! set_target_objnum + 235 bytes
<no module>! ai_big_chase_attack + 547 bytes
<no module>! ai_big_chase + 1666 bytes
<no module>! ai_chase + 680 bytes
<no module>! ai_execute_behavior + 111 bytes
<no module>! ai_frame + 2054 bytes
<no module>! ai_process + 290 bytes
<no module>! ship_process_post + 1838 bytes
<no module>! obj_move_all_post + 565 bytes
<no module>! obj_move_all + 355 bytes
<no module>! game_simulation_frame + 1109 bytes
<no module>! game_frame + 491 bytes
<no module>! game_do_frame + 239 bytes
<no module>! game_do_state + 379 bytes
<no module>! gameseq_process_events + 237 bytes
<no module>! game_main + 728 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes


 	fs2_open_3_6_11d_sse2.exe!debug_int3(char * file=0x00e13c44, int line=897)  Line 760	C++
 	fs2_open_3_6_11d_sse2.exe!WinAssert(char * text=0x00e49acc, char * filename=0x00e492b0, int linenum=1311)  Line 897 + 0x13 bytes	C++
>	fs2_open_3_6_11d_sse2.exe!set_target_objnum(ai_info * aip=0x01e1dd30, int objnum=4)  Line 1311 + 0x2f bytes	C++
 	fs2_open_3_6_11d_sse2.exe!ai_big_chase_attack(ai_info * aip=0x01e1dd30, ship_info * sip=0x0197b5e8, vec3d * enemy_pos=0x0012e93c, float dist_to_enemy=179.01431, int modelnum=1920)  Line 559 + 0x10 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!ai_big_chase()  Line 918 + 0x22 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!ai_chase()  Line 8233	C++
 	fs2_open_3_6_11d_sse2.exe!ai_execute_behavior(ai_info * aip=0x01e1dd30)  Line 13035 + 0x5 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!ai_frame(int objnum=4)  Line 14218 + 0x9 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!ai_process(object * obj=0x00fa8d60, int ai_index=4, float frametime=0.033996582)  Line 14322 + 0x16 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!ship_process_post(object * obj=0x00fa8d60, float frametime=0.033996582)  Line 7442 + 0x20 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!obj_move_all_post(object * objp=0x00fa8d60, float frametime=0.033996582)  Line 1207 + 0x10 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!obj_move_all(float frametime=0.033996582)  Line 1408 + 0x10 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!game_simulation_frame()  Line 4264 + 0xf bytes	C++
 	fs2_open_3_6_11d_sse2.exe!game_frame(int paused=0)  Line 4714	C++
 	fs2_open_3_6_11d_sse2.exe!game_do_frame()  Line 5141 + 0x7 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!game_do_state(int state=2)  Line 6912	C++
 	fs2_open_3_6_11d_sse2.exe!gameseq_process_events()  Line 405 + 0x14 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!game_main(char * cmdline=0x00151f10)  Line 7473 + 0x5 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00151f10, int nCmdShow=1)  Line 7549 + 0x9 bytes	C++
 	fs2_open_3_6_11d_sse2.exe!__tmainCRTStartup()  Line 263 + 0x2c bytes	C
 	fs2_open_3_6_11d_sse2.exe!WinMainCRTStartup()  Line 182	C
 	kernel32.dll!7c817077() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	



Autos:

-		Ships	0x01474540 struct ship * Ships {objnum=0 ai_index=0 ship_info_index=36 ...}	ship [400]
+		[0]	{objnum=0 ai_index=0 ship_info_index=36 ...}	ship
+		[1]	{objnum=1 ai_index=1 ship_info_index=6 ...}	ship
+		[2]	{objnum=2 ai_index=2 ship_info_index=5 ...}	ship
+		[3]	{objnum=3 ai_index=3 ship_info_index=5 ...}	ship
-		[4]	{objnum=4 ai_index=4 ship_info_index=5 ...}	ship
		objnum	4	int
		ai_index	4	int
		ship_info_index	5	int
		hotkey	-1	int
		escort_priority	0	int
		score	12	int
		assist_score_pct	0.00000000	float
		respawn_priority	0	int
		pre_death_explosion_happened	1 ''	unsigned char
		wash_killed	0	unsigned char
		cargo1	0	char
		wing_status_wing_index	0	char
		wing_status_wing_pos	3 ''	char
		alt_type_index	-1 '�'	char
		callsign_index	-1 '�'	char
		targeting_laser_bank	-1 '�'	char
		num_corkscrew_to_fire	0	unsigned char
		targeting_laser_objnum	-1	int
		next_corkscrew_fire	1	int
		final_death_time	0	int
		death_time	-1	int
		end_death_time	0	int
		really_final_death_time	0	int
+		deathroll_rotvel	{xyz={...} a1d=0x01481014 }	vec3d
+		warpin_effect	0x037f8ec8 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
+		warpout_effect	0x037f8f58 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
		next_fireball	0	int
		next_hit_spark	0	int
		num_hits	0	int
+		sparks	0x01481034 {pos={...} submodel_num=0 end_time=0 }	ship_spark [8]
		special_exp_index	-1	int
		special_hitpoint_index	-1	int
		ship_max_shield_strength	400.00000	float
		ship_max_hull_strength	250.00000	float
		ship_guardian_threshold	0	int
+		ship_name	0x014810e8 "Alpha 4"	char [32]
		team	4	int
		time_cargo_revealed	0	long
		arrival_location	0	int
		arrival_distance	0	int
		arrival_anchor	-1	int
		arrival_path_mask	0	int
		arrival_cue	0	int
		arrival_delay	0	int
		departure_location	0	int
		departure_anchor	-1	int
		departure_path_mask	0	int
		departure_cue	0	int
		departure_delay	0	int
		wingnum	0	int
		orders_accepted	49407	int
+		subsys_list	{next=0x03d74498 prev=0x03d77f78 system_info=0x00000000 ...}	ship_subsys
+		last_targeted_subobject	0x01481ffc	ship_subsys * [12]
+		subsys_info	0x0148202c {num=0 total_hits=0.00000000 current_hits=0.00000000 }	ship_subsys_info [12]
+		shield_integrity	0x0383b9d0	float *
		shield_recharge_index	4	int
		weapon_recharge_index	4	int
		engine_recharge_index	4	int
		weapon_energy	150.00000	float
		current_max_speed	75.000000	float
		next_manage_ets	60288	int
		flags	23101440	unsigned int
		flags2	0	unsigned int
		reinforcement_index	-1	int
		afterburner_fuel	300.00000	float
		cmeasure_count	40	int
		current_cmeasure	80	int
		cmeasure_fire_stamp	1	int
		target_shields_delta	0.00000000	float
		target_weapon_energy_delta	0.00000000	float
+		weapons	{num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...}	ship_weapon
		shield_hits	0	int
		wash_intensity	0.00000000	float
+		wash_rot_axis	{xyz={...} a1d=0x01482264 }	vec3d
		wash_timestamp	35294	int
		num_swarm_missiles_to_fire	0	int
		next_swarm_fire	1	int
		next_swarm_path	0	int
		num_turret_swarm_info	0	int
		group	0	int
		death_roll_snd	-1	int
		ship_list_index	4	int
		thruster_bitmap	-1	int
		thruster_frame	0.00000000	float
		thruster_glow_bitmap	-1	int
		thruster_glow_frame	0.00000000	float
		thruster_glow_noise	1.0000000	float
		thruster_secondary_glow_bitmap	-1	int
		thruster_tertiary_glow_bitmap	-1	int
		next_engine_stutter	1	int
		base_texture_anim_frametime	1496689837	long
		total_damage_received	0.00000000	float
+		damage_ship	0x014822b8	float [32]
+		damage_ship_id	0x01482338	int [32]
		persona_index	-1	int
		subsys_disrupted_flags	0	int
		subsys_disrupted_check_timestamp	35308	int
		create_time	88346386	unsigned int
		ts_index	3	int
		large_ship_blowup_index	-1	int
+		sub_expl_sound_handle	0x014823d0	int [2]
+		arc_pts	0x014823d8	vec3d [2][2]
+		arc_timestamp	0x01482408	int [2]
+		arc_type	0x01482410 ""	unsigned char [2]
		arc_next_time	0	int
		emp_intensity	-1.0000000	float
		emp_decr	0.00000000	float
+		trail_ptr	0x01482420	trail * [12]
		tag_total	0.00000000	float
		tag_left	-1.0000000	float
		time_first_tagged	0	long
		level2_tag_total	0.00000000	float
		level2_tag_left	-1.0000000	float
+		np_updates	0x01482464 {seq=0 update_stamp=1 status_update_stamp=1 ...}	np_update [12]
		lightning_stamp	-1	int
		awacs_warning_flag	1 ''	unsigned char
		special_warp_objnum	-1	int
+		fighter_beam_turret_data	{next=0x00000000 prev=0x00000000 system_info=0x00000000 ...}	ship_subsys
+		beam_sys_info	{flags=0 name=0x0148341c "" subobj_name=0x0148343c "" ...}	model_subsystem
+		was_firing_last_frame	0x014836b8	int [3]
		primitive_sensor_range	10000	int
+		ship_replacement_textures	0x00000000	int *
		current_viewpoint	0	int
+		ABtrail_ptr	0x014836d0	trail * [12]
+		ab_info	0x01483700 {pt={...} w_start=1.4660410 w_end=0.050000001 ...}	trail_info [12]
		ab_count	2	int
+		glow_point_bank_active	{...}	SCP_vector<bool>
+		texture_translation_key	{xyz={...} a1d=0x01483ab8 }	vec3d
+		current_translation	{xyz={...} a1d=0x01483ac4 }	vec3d
		cloak_stage	0	int
		time_until_full_cloak	1	long
		cloak_alpha	255	int
		time_until_uncloak	0	long
+		ship_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
+		last_fired_point	0x01483af0	int [3]
		bay_doors_anim_done_time	0	int
		bay_doors_status	0	unsigned char
		bay_doors_wanting_open	0	int
		bay_doors_launched_from	0	unsigned char
		bay_doors_need_open	false	bool
		bay_doors_parent_shipnum	-1	int
+		secondary_point_reload_pct	0x01483b10	float [4][25]
+		reload_time	0x01483ca0	float [4]
+		primary_rotate_rate	0x01483cb0	float [3]
+		primary_rotate_ang	0x01483cbc	float [3]
+		thrusters_start	0x01483cc8	int [128]
+		thrusters_sounds	0x01483ec8	int [128]
+		s_alt_classes	{...}	SCP_vector<alt_class>
+		ship_iff_color	0x014840e0	int [10][10]
		ammo_low_complaint_count	0	int
+		[5]	{objnum=5 ai_index=5 ship_info_index=5 ...}	ship
+		[6]	{objnum=6 ai_index=6 ship_info_index=5 ...}	ship
+		[7]	{objnum=7 ai_index=7 ship_info_index=5 ...}	ship
+		[8]	{objnum=8 ai_index=8 ship_info_index=5 ...}	ship
+		[9]	{objnum=9 ai_index=9 ship_info_index=5 ...}	ship
+		[10]	{objnum=10 ai_index=10 ship_info_index=5 ...}	ship
+		[11]	{objnum=11 ai_index=11 ship_info_index=5 ...}	ship
+		[12]	{objnum=12 ai_index=12 ship_info_index=5 ...}	ship
+		[13]	{objnum=14 ai_index=13 ship_info_index=5 ...}	ship
+		[14]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[15]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[16]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[17]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[18]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[19]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[20]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[21]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[22]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[23]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[24]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[25]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[26]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[27]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[28]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[29]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[30]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[31]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[32]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[33]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[34]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[35]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[36]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[37]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[38]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[39]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[40]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[41]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[42]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[43]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[44]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[45]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[46]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[47]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[48]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[49]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[50]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[51]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[52]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[53]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[54]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[55]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[56]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[57]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[58]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[59]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[60]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[61]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[62]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[63]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[64]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[65]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[66]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[67]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[68]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[69]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[70]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[71]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[72]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[73]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[74]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[75]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[76]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[77]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[78]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[79]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[80]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[81]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[82]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[83]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[84]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[85]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[86]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[87]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[88]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[89]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[90]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[91]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[92]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[93]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[94]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[95]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[96]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[97]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[98]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[99]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[100]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[101]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[102]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[103]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[104]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[105]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[106]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[107]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[108]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[109]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[110]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[111]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[112]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[113]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[114]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[115]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[116]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[117]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
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+		[387]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[388]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[389]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[390]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[391]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[392]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[393]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[394]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[395]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[396]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[397]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[398]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[399]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
-		Ships[aip->shipnum]	{objnum=4 ai_index=4 ship_info_index=5 ...}	ship
		objnum	4	int
		ai_index	4	int
		ship_info_index	5	int
		hotkey	-1	int
		escort_priority	0	int
		score	12	int
		assist_score_pct	0.00000000	float
		respawn_priority	0	int
		pre_death_explosion_happened	1 ''	unsigned char
		wash_killed	0	unsigned char
		cargo1	0	char
		wing_status_wing_index	0	char
		wing_status_wing_pos	3 ''	char
		alt_type_index	-1 '�'	char
		callsign_index	-1 '�'	char
		targeting_laser_bank	-1 '�'	char
		num_corkscrew_to_fire	0	unsigned char
		targeting_laser_objnum	-1	int
		next_corkscrew_fire	1	int
		final_death_time	0	int
		death_time	-1	int
		end_death_time	0	int
		really_final_death_time	0	int
+		deathroll_rotvel	{xyz={...} a1d=0x01481014 }	vec3d
+		warpin_effect	0x037f8ec8 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
+		warpout_effect	0x037f8f58 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
		next_fireball	0	int
		next_hit_spark	0	int
		num_hits	0	int
+		sparks	0x01481034 {pos={...} submodel_num=0 end_time=0 }	ship_spark [8]
		special_exp_index	-1	int
		special_hitpoint_index	-1	int
		ship_max_shield_strength	400.00000	float
		ship_max_hull_strength	250.00000	float
		ship_guardian_threshold	0	int
+		ship_name	0x014810e8 "Alpha 4"	char [32]
		team	4	int
		time_cargo_revealed	0	long
		arrival_location	0	int
		arrival_distance	0	int
		arrival_anchor	-1	int
		arrival_path_mask	0	int
		arrival_cue	0	int
		arrival_delay	0	int
		departure_location	0	int
		departure_anchor	-1	int
		departure_path_mask	0	int
		departure_cue	0	int
		departure_delay	0	int
		wingnum	0	int
		orders_accepted	49407	int
+		subsys_list	{next=0x03d74498 prev=0x03d77f78 system_info=0x00000000 ...}	ship_subsys
+		last_targeted_subobject	0x01481ffc	ship_subsys * [12]
+		subsys_info	0x0148202c {num=0 total_hits=0.00000000 current_hits=0.00000000 }	ship_subsys_info [12]
+		shield_integrity	0x0383b9d0	float *
		shield_recharge_index	4	int
		weapon_recharge_index	4	int
		engine_recharge_index	4	int
		weapon_energy	150.00000	float
		current_max_speed	75.000000	float
		next_manage_ets	60288	int
		flags	23101440	unsigned int
		flags2	0	unsigned int
		reinforcement_index	-1	int
		afterburner_fuel	300.00000	float
		cmeasure_count	40	int
		current_cmeasure	80	int
		cmeasure_fire_stamp	1	int
		target_shields_delta	0.00000000	float
		target_weapon_energy_delta	0.00000000	float
+		weapons	{num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...}	ship_weapon
		shield_hits	0	int
		wash_intensity	0.00000000	float
+		wash_rot_axis	{xyz={...} a1d=0x01482264 }	vec3d
		wash_timestamp	35294	int
		num_swarm_missiles_to_fire	0	int
		next_swarm_fire	1	int
		next_swarm_path	0	int
		num_turret_swarm_info	0	int
		group	0	int
		death_roll_snd	-1	int
		ship_list_index	4	int
		thruster_bitmap	-1	int
		thruster_frame	0.00000000	float
		thruster_glow_bitmap	-1	int
		thruster_glow_frame	0.00000000	float
		thruster_glow_noise	1.0000000	float
		thruster_secondary_glow_bitmap	-1	int
		thruster_tertiary_glow_bitmap	-1	int
		next_engine_stutter	1	int
		base_texture_anim_frametime	1496689837	long
		total_damage_received	0.00000000	float
+		damage_ship	0x014822b8	float [32]
+		damage_ship_id	0x01482338	int [32]
		persona_index	-1	int
		subsys_disrupted_flags	0	int
		subsys_disrupted_check_timestamp	35308	int
		create_time	88346386	unsigned int
		ts_index	3	int
		large_ship_blowup_index	-1	int
+		sub_expl_sound_handle	0x014823d0	int [2]
+		arc_pts	0x014823d8	vec3d [2][2]
+		arc_timestamp	0x01482408	int [2]
+		arc_type	0x01482410 ""	unsigned char [2]
		arc_next_time	0	int
		emp_intensity	-1.0000000	float
		emp_decr	0.00000000	float
+		trail_ptr	0x01482420	trail * [12]
		tag_total	0.00000000	float
		tag_left	-1.0000000	float
		time_first_tagged	0	long
		level2_tag_total	0.00000000	float
		level2_tag_left	-1.0000000	float
+		np_updates	0x01482464 {seq=0 update_stamp=1 status_update_stamp=1 ...}	np_update [12]
		lightning_stamp	-1	int
		awacs_warning_flag	1 ''	unsigned char
		special_warp_objnum	-1	int
+		fighter_beam_turret_data	{next=0x00000000 prev=0x00000000 system_info=0x00000000 ...}	ship_subsys
+		beam_sys_info	{flags=0 name=0x0148341c "" subobj_name=0x0148343c "" ...}	model_subsystem
+		was_firing_last_frame	0x014836b8	int [3]
		primitive_sensor_range	10000	int
+		ship_replacement_textures	0x00000000	int *
		current_viewpoint	0	int
+		ABtrail_ptr	0x014836d0	trail * [12]
+		ab_info	0x01483700 {pt={...} w_start=1.4660410 w_end=0.050000001 ...}	trail_info [12]
		ab_count	2	int
+		glow_point_bank_active	{...}	SCP_vector<bool>
+		texture_translation_key	{xyz={...} a1d=0x01483ab8 }	vec3d
+		current_translation	{xyz={...} a1d=0x01483ac4 }	vec3d
		cloak_stage	0	int
		time_until_full_cloak	1	long
		cloak_alpha	255	int
		time_until_uncloak	0	long
+		ship_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
+		last_fired_point	0x01483af0	int [3]
		bay_doors_anim_done_time	0	int
		bay_doors_status	0	unsigned char
		bay_doors_wanting_open	0	int
		bay_doors_launched_from	0	unsigned char
		bay_doors_need_open	false	bool
		bay_doors_parent_shipnum	-1	int
+		secondary_point_reload_pct	0x01483b10	float [4][25]
+		reload_time	0x01483ca0	float [4]
+		primary_rotate_rate	0x01483cb0	float [3]
+		primary_rotate_ang	0x01483cbc	float [3]
+		thrusters_start	0x01483cc8	int [128]
+		thrusters_sounds	0x01483ec8	int [128]
+		s_alt_classes	{...}	SCP_vector<alt_class>
+		ship_iff_color	0x014840e0	int [10][10]
		ammo_low_complaint_count	0	int
		Ships[aip->shipnum].objnum	4	int
-		aip	0x01e1dd30 {ai_flags=0 shipnum=4 type=0 ...}	ai_info *
		ai_flags	0	int
		shipnum	4	int
		type	0	int
		wing	0	int
		behavior	9	int
		mode	0	int
		previous_mode	9	int
		mode_time	-1	int
		target_objnum	0	int
		target_signature	1	int
		previous_target_objnum	0	int
		stealth_last_cheat_visible_stamp	0	int
		stealth_last_visible_stamp	0	int
		stealth_sweep_box_size	0.00000000	float
+		stealth_last_pos	{xyz={...} a1d=0x01e1dd68 }	vec3d
+		stealth_velocity	{xyz={...} a1d=0x01e1dd74 }	vec3d
		previous_dot_to_enemy	0.00000000	float
		target_time	2.0154276	float
		enemy_wing	-1	int
		attacker_objnum	-1	int
		goal_objnum	-1	int
		goal_signature	-1	int
		guard_objnum	-1	int
		guard_signature	-1	int
		guard_wingnum	-1	int
		ignore_objnum	-4000	int
		ignore_signature	-1	int
+		ignore_new_objnums	0x01e1ddac	int [7]
+		ignore_new_signatures	0x01e1ddc8	int [7]
		ai_class	3	int
		wp_list	-1	int
		wp_index	-1	int
		wp_flags	0	int
		wp_dir	0	int
		waypoint_speed_cap	-1	int
		path_start	-1	int
		path_cur	0	int
		path_length	0	int
		path_dir	0	int
		path_flags	0	int
		path_objnum	0	int
		path_goal_obj_hash	0	int
		path_next_create_time	24936	long
+		path_create_pos	{xyz={...} a1d=0x01e1de1c }	vec3d
+		path_create_orient	{vec={...} a2d=0x01e1de28 a1d=0x01e1de28 }	matrix
		mp_index	0	int
		path_next_check_time	0	long
		path_goal_dist	-1	int
		path_subsystem_next_check	1	int
		submode	2	int
		previous_submode	0	int
		best_dot_to_enemy	-1.0000000	float
		best_dot_from_enemy	-1.0000000	float
		best_dot_to_time	0	long
		best_dot_from_time	0	long
		submode_start_time	104071	long
		submode_parm0	1	int
		submode_parm1	0	int
		next_predict_pos_time	191430	long
		next_aim_pos_time	0	long
+		last_aim_enemy_pos	{xyz={...} a1d=0x01e1de88 }	vec3d
+		last_aim_enemy_vel	{xyz={...} a1d=0x01e1de94 }	vec3d
+		goals	0x01e1dea0 {signature=-1 ai_mode=-1 ai_submode=0 ...}	ai_goal [5]
		active_goal	-1	int
		goal_check_time	1	int
+		last_predicted_enemy_pos	{xyz={...} a1d=0x01e1dfac }	vec3d
		time_enemy_in_range	0.88630074	float
		time_enemy_near	0.00000000	float
		last_attack_time	104071	long
		last_hit_time	0	long
		last_hit_quadrant	0	int
		last_hit_target_time	0	long
		hitter_objnum	-1	int
		hitter_signature	-1	int
		resume_goal_time	-1	long
		prev_accel	-1.0000000	float
		prev_dot_to_goal	0.00000000	float
+		goal_point	{xyz={...} a1d=0x01e1dfe4 }	vec3d
+		prev_goal_point	{xyz={...} a1d=0x01e1dff0 }	vec3d
		ai_accuracy	0.60000002	float
		ai_evasion	30.000000	float
		ai_courage	30.000000	float
		ai_patience	30.000000	float
		ai_aburn_use_factor	-2147483648	int
		ai_shockwave_evade_chance	1.1754944e-038	float
		ai_get_away_chance	1.1754944e-038	float
		ai_secondary_range_mult	1.1754944e-038	float
		ai_class_autoscale	true	bool
		ai_cmeasure_fire_chance	0.50000000	float
		ai_in_range_time	0.75000000	float
		ai_link_ammo_levels_maybe	40.000000	float
		ai_link_ammo_levels_always	60.000000	float
		ai_primary_ammo_burst_mult	0.00000000	float
		ai_link_energy_levels_maybe	40.000000	float
		ai_link_energy_levels_always	60.000000	float
		ai_predict_position_delay	87359	long
		ai_shield_manage_delay	2.5000000	float
		ai_ship_fire_delay_scale_friendly	1.2500000	float
		ai_ship_fire_delay_scale_hostile	1.7500000	float
		ai_ship_fire_secondary_delay_scale_friendly	0.80000001	float
		ai_ship_fire_secondary_delay_scale_hostile	1.0000000	float
		ai_turn_time_scale	1.6000000	float
		ai_glide_attack_percent	0.00000000	float
		ai_circle_strafe_percent	0.00000000	float
		ai_glide_strafe_percent	0.00000000	float
		ai_stalemate_time_thresh	0.00000000	float
		ai_stalemate_dist_thresh	0.00000000	float
		ai_chance_to_use_missiles_on_plr	2	int
		ai_max_aim_update_delay	0.00000000	float
		ai_profile_flags	536870912	int
		lead_scale	0.00000000	float
		stay_near_distance	0.00000000	float
+		targeted_subsys	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
+		last_subsys_target	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
		targeted_subsys_parent	-1	int
		aspect_locked_time	0.00000000	float
		support_ship_objnum	-1	int
		support_ship_signature	-1	int
		danger_weapon_objnum	-1	int
		danger_weapon_signature	-1	int
+		guard_vec	{xyz={...} a1d=0x01e1e09c }	vec3d
		nearest_locked_object	-1	int
		nearest_locked_distance	99999.000	float
		current_target_distance	0.00000000	float
		current_target_is_locked	0	int
		current_target_dist_trend	0	int
		current_target_speed_trend	0	int
		last_dist	0.00000000	float
		last_speed	0.00000000	float
		last_secondary_index	0	int
		last_target	0	int
		rearm_first_missile	1	int
		rearm_first_ballistic_primary	1	int
		rearm_release_delay	0	int
		afterburner_stop_time	0	long
		last_objsig_hit	-1	int
		ignore_expire_timestamp	24936	int
		warp_out_timestamp	0	int
		next_rearm_request_timestamp	24936	int
		primary_select_timestamp	38794	int
		secondary_select_timestamp	24936	int
		scan_for_enemy_timestamp	24936	int
		choose_enemy_timestamp	61028	int
		force_warp_time	0	int
		shockwave_object	-1	int
		shield_manage_timestamp	38794	int
		self_destruct_timestamp	-1	int
		ok_to_target_timestamp	24936	int
		kamikaze_damage	0.00000000	float
+		big_attack_point	{xyz={...} a1d=0x01e1e118 }	vec3d
+		big_attack_surface_normal	{xyz={...} a1d=0x01e1e124 }	vec3d
		pick_big_attack_point_timestamp	36143	int
		avoid_ship_num	0	int
+		avoid_goal_point	{xyz={...} a1d=0x01e1e138 }	vec3d
		avoid_check_timestamp	24936	long
+		big_collision_normal	{xyz={...} a1d=0x01e1e148 }	vec3d
+		big_recover_pos_1	{xyz={...} a1d=0x01e1e154 }	vec3d
+		big_recover_pos_2	{xyz={...} a1d=0x01e1e160 }	vec3d
		big_recover_timestamp	0	int
		abort_rearm_timestamp	-1	int
		artillery_objnum	-1	int
		artillery_sig	-1	int
		artillery_lock_time	0.00000000	float
+		artillery_lock_pos	{xyz={...} a1d=0x01e1e180 }	vec3d
		lethality	0.28999585	float
		ai_override_flags	0	int
+		ai_override_ci	{pitch=0.00000000 vertical=0.00000000 heading=0.00000000 ...}	control_info
		ai_override_timestamp	0	int
		aip->shipnum	4	int
		objnum	4	int

Autos up one level



-		Ships	0x01474540 struct ship * Ships {objnum=0 ai_index=0 ship_info_index=36 ...}	ship [400]
+		[0]	{objnum=0 ai_index=0 ship_info_index=36 ...}	ship
+		[1]	{objnum=1 ai_index=1 ship_info_index=6 ...}	ship
+		[2]	{objnum=2 ai_index=2 ship_info_index=5 ...}	ship
+		[3]	{objnum=3 ai_index=3 ship_info_index=5 ...}	ship
-		[4]	{objnum=4 ai_index=4 ship_info_index=5 ...}	ship
		objnum	4	int
		ai_index	4	int
		ship_info_index	5	int
		hotkey	-1	int
		escort_priority	0	int
		score	12	int
		assist_score_pct	0.00000000	float
		respawn_priority	0	int
		pre_death_explosion_happened	1 ''	unsigned char
		wash_killed	0	unsigned char
		cargo1	0	char
		wing_status_wing_index	0	char
		wing_status_wing_pos	3 ''	char
		alt_type_index	-1 '�'	char
		callsign_index	-1 '�'	char
		targeting_laser_bank	-1 '�'	char
		num_corkscrew_to_fire	0	unsigned char
		targeting_laser_objnum	-1	int
		next_corkscrew_fire	1	int
		final_death_time	0	int
		death_time	-1	int
		end_death_time	0	int
		really_final_death_time	0	int
+		deathroll_rotvel	{xyz={...} a1d=0x01481014 }	vec3d
+		warpin_effect	0x037f8ec8 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
+		warpout_effect	0x037f8f58 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
		next_fireball	0	int
		next_hit_spark	0	int
		num_hits	0	int
+		sparks	0x01481034 {pos={...} submodel_num=0 end_time=0 }	ship_spark [8]
		special_exp_index	-1	int
		special_hitpoint_index	-1	int
		ship_max_shield_strength	400.00000	float
		ship_max_hull_strength	250.00000	float
		ship_guardian_threshold	0	int
+		ship_name	0x014810e8 "Alpha 4"	char [32]
		team	4	int
		time_cargo_revealed	0	long
		arrival_location	0	int
		arrival_distance	0	int
		arrival_anchor	-1	int
		arrival_path_mask	0	int
		arrival_cue	0	int
		arrival_delay	0	int
		departure_location	0	int
		departure_anchor	-1	int
		departure_path_mask	0	int
		departure_cue	0	int
		departure_delay	0	int
		wingnum	0	int
		orders_accepted	49407	int
+		subsys_list	{next=0x03d74498 prev=0x03d77f78 system_info=0x00000000 ...}	ship_subsys
+		last_targeted_subobject	0x01481ffc	ship_subsys * [12]
+		subsys_info	0x0148202c {num=0 total_hits=0.00000000 current_hits=0.00000000 }	ship_subsys_info [12]
+		shield_integrity	0x0383b9d0	float *
		shield_recharge_index	4	int
		weapon_recharge_index	4	int
		engine_recharge_index	4	int
		weapon_energy	150.00000	float
		current_max_speed	75.000000	float
		next_manage_ets	60288	int
		flags	23101440	unsigned int
		flags2	0	unsigned int
		reinforcement_index	-1	int
		afterburner_fuel	300.00000	float
		cmeasure_count	40	int
		current_cmeasure	80	int
		cmeasure_fire_stamp	1	int
		target_shields_delta	0.00000000	float
		target_weapon_energy_delta	0.00000000	float
+		weapons	{num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...}	ship_weapon
		shield_hits	0	int
		wash_intensity	0.00000000	float
+		wash_rot_axis	{xyz={...} a1d=0x01482264 }	vec3d
		wash_timestamp	35294	int
		num_swarm_missiles_to_fire	0	int
		next_swarm_fire	1	int
		next_swarm_path	0	int
		num_turret_swarm_info	0	int
		group	0	int
		death_roll_snd	-1	int
		ship_list_index	4	int
		thruster_bitmap	-1	int
		thruster_frame	0.00000000	float
		thruster_glow_bitmap	-1	int
		thruster_glow_frame	0.00000000	float
		thruster_glow_noise	1.0000000	float
		thruster_secondary_glow_bitmap	-1	int
		thruster_tertiary_glow_bitmap	-1	int
		next_engine_stutter	1	int
		base_texture_anim_frametime	1496689837	long
		total_damage_received	0.00000000	float
+		damage_ship	0x014822b8	float [32]
+		damage_ship_id	0x01482338	int [32]
		persona_index	-1	int
		subsys_disrupted_flags	0	int
		subsys_disrupted_check_timestamp	35308	int
		create_time	88346386	unsigned int
		ts_index	3	int
		large_ship_blowup_index	-1	int
+		sub_expl_sound_handle	0x014823d0	int [2]
+		arc_pts	0x014823d8	vec3d [2][2]
+		arc_timestamp	0x01482408	int [2]
+		arc_type	0x01482410 ""	unsigned char [2]
		arc_next_time	0	int
		emp_intensity	-1.0000000	float
		emp_decr	0.00000000	float
+		trail_ptr	0x01482420	trail * [12]
		tag_total	0.00000000	float
		tag_left	-1.0000000	float
		time_first_tagged	0	long
		level2_tag_total	0.00000000	float
		level2_tag_left	-1.0000000	float
+		np_updates	0x01482464 {seq=0 update_stamp=1 status_update_stamp=1 ...}	np_update [12]
		lightning_stamp	-1	int
		awacs_warning_flag	1 ''	unsigned char
		special_warp_objnum	-1	int
+		fighter_beam_turret_data	{next=0x00000000 prev=0x00000000 system_info=0x00000000 ...}	ship_subsys
+		beam_sys_info	{flags=0 name=0x0148341c "" subobj_name=0x0148343c "" ...}	model_subsystem
+		was_firing_last_frame	0x014836b8	int [3]
		primitive_sensor_range	10000	int
+		ship_replacement_textures	0x00000000	int *
		current_viewpoint	0	int
+		ABtrail_ptr	0x014836d0	trail * [12]
+		ab_info	0x01483700 {pt={...} w_start=1.4660410 w_end=0.050000001 ...}	trail_info [12]
		ab_count	2	int
+		glow_point_bank_active	{...}	SCP_vector<bool>
+		texture_translation_key	{xyz={...} a1d=0x01483ab8 }	vec3d
+		current_translation	{xyz={...} a1d=0x01483ac4 }	vec3d
		cloak_stage	0	int
		time_until_full_cloak	1	long
		cloak_alpha	255	int
		time_until_uncloak	0	long
+		ship_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
+		last_fired_point	0x01483af0	int [3]
		bay_doors_anim_done_time	0	int
		bay_doors_status	0	unsigned char
		bay_doors_wanting_open	0	int
		bay_doors_launched_from	0	unsigned char
		bay_doors_need_open	false	bool
		bay_doors_parent_shipnum	-1	int
+		secondary_point_reload_pct	0x01483b10	float [4][25]
+		reload_time	0x01483ca0	float [4]
+		primary_rotate_rate	0x01483cb0	float [3]
+		primary_rotate_ang	0x01483cbc	float [3]
+		thrusters_start	0x01483cc8	int [128]
+		thrusters_sounds	0x01483ec8	int [128]
+		s_alt_classes	{...}	SCP_vector<alt_class>
+		ship_iff_color	0x014840e0	int [10][10]
		ammo_low_complaint_count	0	int
+		[5]	{objnum=5 ai_index=5 ship_info_index=5 ...}	ship
+		[6]	{objnum=6 ai_index=6 ship_info_index=5 ...}	ship
+		[7]	{objnum=7 ai_index=7 ship_info_index=5 ...}	ship
+		[8]	{objnum=8 ai_index=8 ship_info_index=5 ...}	ship
+		[9]	{objnum=9 ai_index=9 ship_info_index=5 ...}	ship
+		[10]	{objnum=10 ai_index=10 ship_info_index=5 ...}	ship
+		[11]	{objnum=11 ai_index=11 ship_info_index=5 ...}	ship
+		[12]	{objnum=12 ai_index=12 ship_info_index=5 ...}	ship
+		[13]	{objnum=14 ai_index=13 ship_info_index=5 ...}	ship
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+		[241]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[242]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[243]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[244]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[245]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[246]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[247]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[248]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[249]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[250]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[251]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[252]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[253]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[254]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[255]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[256]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[257]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[258]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[259]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[260]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[261]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[262]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[263]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[264]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[265]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[266]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[267]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[268]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[269]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[270]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[271]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[272]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[273]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[274]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[275]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[276]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[277]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[278]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[279]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[280]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[281]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[282]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[283]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[284]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[285]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[286]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[287]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[288]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[289]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[290]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[291]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[292]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[293]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[294]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[295]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[296]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[297]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[298]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[299]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[300]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[301]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[302]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[303]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[304]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[305]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[306]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[307]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[308]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[309]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[310]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[311]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[312]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[313]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[314]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[315]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[316]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[317]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[318]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[319]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[320]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[321]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[322]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[323]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[324]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[325]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[326]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[327]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[328]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[329]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[330]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[331]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[332]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[333]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[334]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[335]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[336]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[337]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[338]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[339]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[340]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[341]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[342]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[343]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[344]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[345]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[346]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[347]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[348]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[349]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[350]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[351]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[352]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[353]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[354]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[355]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[356]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[357]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[358]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[359]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[360]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[361]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[362]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[363]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[364]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[365]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[366]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[367]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[368]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[369]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[370]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[371]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[372]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[373]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[374]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[375]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[376]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[377]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[378]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[379]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[380]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[381]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[382]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[383]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[384]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[385]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[386]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[387]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[388]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[389]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[390]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[391]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[392]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[393]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[394]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[395]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[396]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[397]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[398]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
+		[399]	{objnum=-1 ai_index=0 ship_info_index=0 ...}	ship
-		Ships[aip->shipnum]	{objnum=4 ai_index=4 ship_info_index=5 ...}	ship
		objnum	4	int
		ai_index	4	int
		ship_info_index	5	int
		hotkey	-1	int
		escort_priority	0	int
		score	12	int
		assist_score_pct	0.00000000	float
		respawn_priority	0	int
		pre_death_explosion_happened	1 ''	unsigned char
		wash_killed	0	unsigned char
		cargo1	0	char
		wing_status_wing_index	0	char
		wing_status_wing_pos	3 ''	char
		alt_type_index	-1 '�'	char
		callsign_index	-1 '�'	char
		targeting_laser_bank	-1 '�'	char
		num_corkscrew_to_fire	0	unsigned char
		targeting_laser_objnum	-1	int
		next_corkscrew_fire	1	int
		final_death_time	0	int
		death_time	-1	int
		end_death_time	0	int
		really_final_death_time	0	int
+		deathroll_rotvel	{xyz={...} a1d=0x01481014 }	vec3d
+		warpin_effect	0x037f8ec8 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
+		warpout_effect	0x037f8f58 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
		next_fireball	0	int
		next_hit_spark	0	int
		num_hits	0	int
+		sparks	0x01481034 {pos={...} submodel_num=0 end_time=0 }	ship_spark [8]
		special_exp_index	-1	int
		special_hitpoint_index	-1	int
		ship_max_shield_strength	400.00000	float
		ship_max_hull_strength	250.00000	float
		ship_guardian_threshold	0	int
+		ship_name	0x014810e8 "Alpha 4"	char [32]
		team	4	int
		time_cargo_revealed	0	long
		arrival_location	0	int
		arrival_distance	0	int
		arrival_anchor	-1	int
		arrival_path_mask	0	int
		arrival_cue	0	int
		arrival_delay	0	int
		departure_location	0	int
		departure_anchor	-1	int
		departure_path_mask	0	int
		departure_cue	0	int
		departure_delay	0	int
		wingnum	0	int
		orders_accepted	49407	int
+		subsys_list	{next=0x03d74498 prev=0x03d77f78 system_info=0x00000000 ...}	ship_subsys
+		last_targeted_subobject	0x01481ffc	ship_subsys * [12]
+		subsys_info	0x0148202c {num=0 total_hits=0.00000000 current_hits=0.00000000 }	ship_subsys_info [12]
+		shield_integrity	0x0383b9d0	float *
		shield_recharge_index	4	int
		weapon_recharge_index	4	int
		engine_recharge_index	4	int
		weapon_energy	150.00000	float
		current_max_speed	75.000000	float
		next_manage_ets	60288	int
		flags	23101440	unsigned int
		flags2	0	unsigned int
		reinforcement_index	-1	int
		afterburner_fuel	300.00000	float
		cmeasure_count	40	int
		current_cmeasure	80	int
		cmeasure_fire_stamp	1	int
		target_shields_delta	0.00000000	float
		target_weapon_energy_delta	0.00000000	float
+		weapons	{num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...}	ship_weapon
		shield_hits	0	int
		wash_intensity	0.00000000	float
+		wash_rot_axis	{xyz={...} a1d=0x01482264 }	vec3d
		wash_timestamp	35294	int
		num_swarm_missiles_to_fire	0	int
		next_swarm_fire	1	int
		next_swarm_path	0	int
		num_turret_swarm_info	0	int
		group	0	int
		death_roll_snd	-1	int
		ship_list_index	4	int
		thruster_bitmap	-1	int
		thruster_frame	0.00000000	float
		thruster_glow_bitmap	-1	int
		thruster_glow_frame	0.00000000	float
		thruster_glow_noise	1.0000000	float
		thruster_secondary_glow_bitmap	-1	int
		thruster_tertiary_glow_bitmap	-1	int
		next_engine_stutter	1	int
		base_texture_anim_frametime	1496689837	long
		total_damage_received	0.00000000	float
+		damage_ship	0x014822b8	float [32]
+		damage_ship_id	0x01482338	int [32]
		persona_index	-1	int
		subsys_disrupted_flags	0	int
		subsys_disrupted_check_timestamp	35308	int
		create_time	88346386	unsigned int
		ts_index	3	int
		large_ship_blowup_index	-1	int
+		sub_expl_sound_handle	0x014823d0	int [2]
+		arc_pts	0x014823d8	vec3d [2][2]
+		arc_timestamp	0x01482408	int [2]
+		arc_type	0x01482410 ""	unsigned char [2]
		arc_next_time	0	int
		emp_intensity	-1.0000000	float
		emp_decr	0.00000000	float
+		trail_ptr	0x01482420	trail * [12]
		tag_total	0.00000000	float
		tag_left	-1.0000000	float
		time_first_tagged	0	long
		level2_tag_total	0.00000000	float
		level2_tag_left	-1.0000000	float
+		np_updates	0x01482464 {seq=0 update_stamp=1 status_update_stamp=1 ...}	np_update [12]
		lightning_stamp	-1	int
		awacs_warning_flag	1 ''	unsigned char
		special_warp_objnum	-1	int
+		fighter_beam_turret_data	{next=0x00000000 prev=0x00000000 system_info=0x00000000 ...}	ship_subsys
+		beam_sys_info	{flags=0 name=0x0148341c "" subobj_name=0x0148343c "" ...}	model_subsystem
+		was_firing_last_frame	0x014836b8	int [3]
		primitive_sensor_range	10000	int
+		ship_replacement_textures	0x00000000	int *
		current_viewpoint	0	int
+		ABtrail_ptr	0x014836d0	trail * [12]
+		ab_info	0x01483700 {pt={...} w_start=1.4660410 w_end=0.050000001 ...}	trail_info [12]
		ab_count	2	int
+		glow_point_bank_active	{...}	SCP_vector<bool>
+		texture_translation_key	{xyz={...} a1d=0x01483ab8 }	vec3d
+		current_translation	{xyz={...} a1d=0x01483ac4 }	vec3d
		cloak_stage	0	int
		time_until_full_cloak	1	long
		cloak_alpha	255	int
		time_until_uncloak	0	long
+		ship_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
+		last_fired_point	0x01483af0	int [3]
		bay_doors_anim_done_time	0	int
		bay_doors_status	0	unsigned char
		bay_doors_wanting_open	0	int
		bay_doors_launched_from	0	unsigned char
		bay_doors_need_open	false	bool
		bay_doors_parent_shipnum	-1	int
+		secondary_point_reload_pct	0x01483b10	float [4][25]
+		reload_time	0x01483ca0	float [4]
+		primary_rotate_rate	0x01483cb0	float [3]
+		primary_rotate_ang	0x01483cbc	float [3]
+		thrusters_start	0x01483cc8	int [128]
+		thrusters_sounds	0x01483ec8	int [128]
+		s_alt_classes	{...}	SCP_vector<alt_class>
+		ship_iff_color	0x014840e0	int [10][10]
		ammo_low_complaint_count	0	int
		Ships[aip->shipnum].objnum	4	int
-		aip	0x01e1dd30 {ai_flags=0 shipnum=4 type=0 ...}	ai_info *
		ai_flags	0	int
		shipnum	4	int
		type	0	int
		wing	0	int
		behavior	9	int
		mode	0	int
		previous_mode	9	int
		mode_time	-1	int
		target_objnum	0	int
		target_signature	1	int
		previous_target_objnum	0	int
		stealth_last_cheat_visible_stamp	0	int
		stealth_last_visible_stamp	0	int
		stealth_sweep_box_size	0.00000000	float
+		stealth_last_pos	{xyz={...} a1d=0x01e1dd68 }	vec3d
+		stealth_velocity	{xyz={...} a1d=0x01e1dd74 }	vec3d
		previous_dot_to_enemy	0.00000000	float
		target_time	2.0154276	float
		enemy_wing	-1	int
		attacker_objnum	-1	int
		goal_objnum	-1	int
		goal_signature	-1	int
		guard_objnum	-1	int
		guard_signature	-1	int
		guard_wingnum	-1	int
		ignore_objnum	-4000	int
		ignore_signature	-1	int
+		ignore_new_objnums	0x01e1ddac	int [7]
+		ignore_new_signatures	0x01e1ddc8	int [7]
		ai_class	3	int
		wp_list	-1	int
		wp_index	-1	int
		wp_flags	0	int
		wp_dir	0	int
		waypoint_speed_cap	-1	int
		path_start	-1	int
		path_cur	0	int
		path_length	0	int
		path_dir	0	int
		path_flags	0	int
		path_objnum	0	int
		path_goal_obj_hash	0	int
		path_next_create_time	24936	long
+		path_create_pos	{xyz={...} a1d=0x01e1de1c }	vec3d
+		path_create_orient	{vec={...} a2d=0x01e1de28 a1d=0x01e1de28 }	matrix
		mp_index	0	int
		path_next_check_time	0	long
		path_goal_dist	-1	int
		path_subsystem_next_check	1	int
		submode	2	int
		previous_submode	0	int
		best_dot_to_enemy	-1.0000000	float
		best_dot_from_enemy	-1.0000000	float
		best_dot_to_time	0	long
		best_dot_from_time	0	long
		submode_start_time	104071	long
		submode_parm0	1	int
		submode_parm1	0	int
		next_predict_pos_time	191430	long
		next_aim_pos_time	0	long
+		last_aim_enemy_pos	{xyz={...} a1d=0x01e1de88 }	vec3d
+		last_aim_enemy_vel	{xyz={...} a1d=0x01e1de94 }	vec3d
+		goals	0x01e1dea0 {signature=-1 ai_mode=-1 ai_submode=0 ...}	ai_goal [5]
		active_goal	-1	int
		goal_check_time	1	int
+		last_predicted_enemy_pos	{xyz={...} a1d=0x01e1dfac }	vec3d
		time_enemy_in_range	0.88630074	float
		time_enemy_near	0.00000000	float
		last_attack_time	104071	long
		last_hit_time	0	long
		last_hit_quadrant	0	int
		last_hit_target_time	0	long
		hitter_objnum	-1	int
		hitter_signature	-1	int
		resume_goal_time	-1	long
		prev_accel	-1.0000000	float
		prev_dot_to_goal	0.00000000	float
+		goal_point	{xyz={...} a1d=0x01e1dfe4 }	vec3d
+		prev_goal_point	{xyz={...} a1d=0x01e1dff0 }	vec3d
		ai_accuracy	0.60000002	float
		ai_evasion	30.000000	float
		ai_courage	30.000000	float
		ai_patience	30.000000	float
		ai_aburn_use_factor	-2147483648	int
		ai_shockwave_evade_chance	1.1754944e-038	float
		ai_get_away_chance	1.1754944e-038	float
		ai_secondary_range_mult	1.1754944e-038	float
		ai_class_autoscale	true	bool
		ai_cmeasure_fire_chance	0.50000000	float
		ai_in_range_time	0.75000000	float
		ai_link_ammo_levels_maybe	40.000000	float
		ai_link_ammo_levels_always	60.000000	float
		ai_primary_ammo_burst_mult	0.00000000	float
		ai_link_energy_levels_maybe	40.000000	float
		ai_link_energy_levels_always	60.000000	float
		ai_predict_position_delay	87359	long
		ai_shield_manage_delay	2.5000000	float
		ai_ship_fire_delay_scale_friendly	1.2500000	float
		ai_ship_fire_delay_scale_hostile	1.7500000	float
		ai_ship_fire_secondary_delay_scale_friendly	0.80000001	float
		ai_ship_fire_secondary_delay_scale_hostile	1.0000000	float
		ai_turn_time_scale	1.6000000	float
		ai_glide_attack_percent	0.00000000	float
		ai_circle_strafe_percent	0.00000000	float
		ai_glide_strafe_percent	0.00000000	float
		ai_stalemate_time_thresh	0.00000000	float
		ai_stalemate_dist_thresh	0.00000000	float
		ai_chance_to_use_missiles_on_plr	2	int
		ai_max_aim_update_delay	0.00000000	float
		ai_profile_flags	536870912	int
		lead_scale	0.00000000	float
		stay_near_distance	0.00000000	float
+		targeted_subsys	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
+		last_subsys_target	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
		targeted_subsys_parent	-1	int
		aspect_locked_time	0.00000000	float
		support_ship_objnum	-1	int
		support_ship_signature	-1	int
		danger_weapon_objnum	-1	int
		danger_weapon_signature	-1	int
+		guard_vec	{xyz={...} a1d=0x01e1e09c }	vec3d
		nearest_locked_object	-1	int
		nearest_locked_distance	99999.000	float
		current_target_distance	0.00000000	float
		current_target_is_locked	0	int
		current_target_dist_trend	0	int
		current_target_speed_trend	0	int
		last_dist	0.00000000	float
		last_speed	0.00000000	float
		last_secondary_index	0	int
		last_target	0	int
		rearm_first_missile	1	int
		rearm_first_ballistic_primary	1	int
		rearm_release_delay	0	int
		afterburner_stop_time	0	long
		last_objsig_hit	-1	int
		ignore_expire_timestamp	24936	int
		warp_out_timestamp	0	int
		next_rearm_request_timestamp	24936	int
		primary_select_timestamp	38794	int
		secondary_select_timestamp	24936	int
		scan_for_enemy_timestamp	24936	int
		choose_enemy_timestamp	61028	int
		force_warp_time	0	int
		shockwave_object	-1	int
		shield_manage_timestamp	38794	int
		self_destruct_timestamp	-1	int
		ok_to_target_timestamp	24936	int
		kamikaze_damage	0.00000000	float
+		big_attack_point	{xyz={...} a1d=0x01e1e118 }	vec3d
+		big_attack_surface_normal	{xyz={...} a1d=0x01e1e124 }	vec3d
		pick_big_attack_point_timestamp	36143	int
		avoid_ship_num	0	int
+		avoid_goal_point	{xyz={...} a1d=0x01e1e138 }	vec3d
		avoid_check_timestamp	24936	long
+		big_collision_normal	{xyz={...} a1d=0x01e1e148 }	vec3d
+		big_recover_pos_1	{xyz={...} a1d=0x01e1e154 }	vec3d
+		big_recover_pos_2	{xyz={...} a1d=0x01e1e160 }	vec3d
		big_recover_timestamp	0	int
		abort_rearm_timestamp	-1	int
		artillery_objnum	-1	int
		artillery_sig	-1	int
		artillery_lock_time	0.00000000	float
+		artillery_lock_pos	{xyz={...} a1d=0x01e1e180 }	vec3d
		lethality	0.28999585	float
		ai_override_flags	0	int
+		ai_override_ci	{pitch=0.00000000 vertical=0.00000000 heading=0.00000000 ...}	control_info
		ai_override_timestamp	0	int
		aip->shipnum	4	int
		objnum	4	int


Autos up 2 levles:

-		&enemy_pos	0x0012e93c {xyz={...} a1d=0x0012e93c }	vec3d *
+		xyz	{x=1642.3875 y=-171.02893 z=-123.33734 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012e93c	float [3]
-		aip	0x01e1dd30 {ai_flags=0 shipnum=4 type=0 ...}	ai_info *
		ai_flags	0	int
		shipnum	4	int
		type	0	int
		wing	0	int
		behavior	9	int
		mode	0	int
		previous_mode	9	int
		mode_time	-1	int
		target_objnum	0	int
		target_signature	1	int
		previous_target_objnum	0	int
		stealth_last_cheat_visible_stamp	0	int
		stealth_last_visible_stamp	0	int
		stealth_sweep_box_size	0.00000000	float
+		stealth_last_pos	{xyz={...} a1d=0x01e1dd68 }	vec3d
+		stealth_velocity	{xyz={...} a1d=0x01e1dd74 }	vec3d
		previous_dot_to_enemy	0.00000000	float
		target_time	2.0154276	float
		enemy_wing	-1	int
		attacker_objnum	-1	int
		goal_objnum	-1	int
		goal_signature	-1	int
		guard_objnum	-1	int
		guard_signature	-1	int
		guard_wingnum	-1	int
		ignore_objnum	-4000	int
		ignore_signature	-1	int
+		ignore_new_objnums	0x01e1ddac	int [7]
+		ignore_new_signatures	0x01e1ddc8	int [7]
		ai_class	3	int
		wp_list	-1	int
		wp_index	-1	int
		wp_flags	0	int
		wp_dir	0	int
		waypoint_speed_cap	-1	int
		path_start	-1	int
		path_cur	0	int
		path_length	0	int
		path_dir	0	int
		path_flags	0	int
		path_objnum	0	int
		path_goal_obj_hash	0	int
		path_next_create_time	24936	long
+		path_create_pos	{xyz={...} a1d=0x01e1de1c }	vec3d
+		path_create_orient	{vec={...} a2d=0x01e1de28 a1d=0x01e1de28 }	matrix
		mp_index	0	int
		path_next_check_time	0	long
		path_goal_dist	-1	int
		path_subsystem_next_check	1	int
		submode	2	int
		previous_submode	0	int
		best_dot_to_enemy	-1.0000000	float
		best_dot_from_enemy	-1.0000000	float
		best_dot_to_time	0	long
		best_dot_from_time	0	long
		submode_start_time	104071	long
		submode_parm0	1	int
		submode_parm1	0	int
		next_predict_pos_time	191430	long
		next_aim_pos_time	0	long
+		last_aim_enemy_pos	{xyz={...} a1d=0x01e1de88 }	vec3d
+		last_aim_enemy_vel	{xyz={...} a1d=0x01e1de94 }	vec3d
+		goals	0x01e1dea0 {signature=-1 ai_mode=-1 ai_submode=0 ...}	ai_goal [5]
		active_goal	-1	int
		goal_check_time	1	int
+		last_predicted_enemy_pos	{xyz={...} a1d=0x01e1dfac }	vec3d
		time_enemy_in_range	0.88630074	float
		time_enemy_near	0.00000000	float
		last_attack_time	104071	long
		last_hit_time	0	long
		last_hit_quadrant	0	int
		last_hit_target_time	0	long
		hitter_objnum	-1	int
		hitter_signature	-1	int
		resume_goal_time	-1	long
		prev_accel	-1.0000000	float
		prev_dot_to_goal	0.00000000	float
+		goal_point	{xyz={...} a1d=0x01e1dfe4 }	vec3d
+		prev_goal_point	{xyz={...} a1d=0x01e1dff0 }	vec3d
		ai_accuracy	0.60000002	float
		ai_evasion	30.000000	float
		ai_courage	30.000000	float
		ai_patience	30.000000	float
		ai_aburn_use_factor	-2147483648	int
		ai_shockwave_evade_chance	1.1754944e-038	float
		ai_get_away_chance	1.1754944e-038	float
		ai_secondary_range_mult	1.1754944e-038	float
		ai_class_autoscale	true	bool
		ai_cmeasure_fire_chance	0.50000000	float
		ai_in_range_time	0.75000000	float
		ai_link_ammo_levels_maybe	40.000000	float
		ai_link_ammo_levels_always	60.000000	float
		ai_primary_ammo_burst_mult	0.00000000	float
		ai_link_energy_levels_maybe	40.000000	float
		ai_link_energy_levels_always	60.000000	float
		ai_predict_position_delay	87359	long
		ai_shield_manage_delay	2.5000000	float
		ai_ship_fire_delay_scale_friendly	1.2500000	float
		ai_ship_fire_delay_scale_hostile	1.7500000	float
		ai_ship_fire_secondary_delay_scale_friendly	0.80000001	float
		ai_ship_fire_secondary_delay_scale_hostile	1.0000000	float
		ai_turn_time_scale	1.6000000	float
		ai_glide_attack_percent	0.00000000	float
		ai_circle_strafe_percent	0.00000000	float
		ai_glide_strafe_percent	0.00000000	float
		ai_stalemate_time_thresh	0.00000000	float
		ai_stalemate_dist_thresh	0.00000000	float
		ai_chance_to_use_missiles_on_plr	2	int
		ai_max_aim_update_delay	0.00000000	float
		ai_profile_flags	536870912	int
		lead_scale	0.00000000	float
		stay_near_distance	0.00000000	float
+		targeted_subsys	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
+		last_subsys_target	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
		targeted_subsys_parent	-1	int
		aspect_locked_time	0.00000000	float
		support_ship_objnum	-1	int
		support_ship_signature	-1	int
		danger_weapon_objnum	-1	int
		danger_weapon_signature	-1	int
+		guard_vec	{xyz={...} a1d=0x01e1e09c }	vec3d
		nearest_locked_object	-1	int
		nearest_locked_distance	99999.000	float
		current_target_distance	0.00000000	float
		current_target_is_locked	0	int
		current_target_dist_trend	0	int
		current_target_speed_trend	0	int
		last_dist	0.00000000	float
		last_speed	0.00000000	float
		last_secondary_index	0	int
		last_target	0	int
		rearm_first_missile	1	int
		rearm_first_ballistic_primary	1	int
		rearm_release_delay	0	int
		afterburner_stop_time	0	long
		last_objsig_hit	-1	int
		ignore_expire_timestamp	24936	int
		warp_out_timestamp	0	int
		next_rearm_request_timestamp	24936	int
		primary_select_timestamp	38794	int
		secondary_select_timestamp	24936	int
		scan_for_enemy_timestamp	24936	int
		choose_enemy_timestamp	61028	int
		force_warp_time	0	int
		shockwave_object	-1	int
		shield_manage_timestamp	38794	int
		self_destruct_timestamp	-1	int
		ok_to_target_timestamp	24936	int
		kamikaze_damage	0.00000000	float
+		big_attack_point	{xyz={...} a1d=0x01e1e118 }	vec3d
+		big_attack_surface_normal	{xyz={...} a1d=0x01e1e124 }	vec3d
		pick_big_attack_point_timestamp	36143	int
		avoid_ship_num	0	int
+		avoid_goal_point	{xyz={...} a1d=0x01e1e138 }	vec3d
		avoid_check_timestamp	24936	long
+		big_collision_normal	{xyz={...} a1d=0x01e1e148 }	vec3d
+		big_recover_pos_1	{xyz={...} a1d=0x01e1e154 }	vec3d
+		big_recover_pos_2	{xyz={...} a1d=0x01e1e160 }	vec3d
		big_recover_timestamp	0	int
		abort_rearm_timestamp	-1	int
		artillery_objnum	-1	int
		artillery_sig	-1	int
		artillery_lock_time	0.00000000	float
+		artillery_lock_pos	{xyz={...} a1d=0x01e1e180 }	vec3d
		lethality	0.28999585	float
		ai_override_flags	0	int
+		ai_override_ci	{pitch=0.00000000 vertical=0.00000000 heading=0.00000000 ...}	control_info
		ai_override_timestamp	0	int
		dist_to_enemy	179.01431	float
-		sip	0x0197b5e8 {name=0x0197b5e8 "GTF Loki" short_name=0x0197b608 "TFight13" species=0 ...}	ship_info *
+		name	0x0197b5e8 "GTF Loki"	char [32]
+		short_name	0x0197b608 "TFight13"	char [32]
		species	0	int
		class_type	6	int
+		type_str	0x0324dd40 "Recon"	char *
+		maneuverability_str	0x0324dd88 "Good"	char *
+		armor_str	0x0324ddd0 "Light"	char *
+		manufacturer_str	0x0324de18 "Han-Ronald Corp"	char *
+		desc	0x00000000 <Bad Ptr>	char *
+		tech_desc	0x032b4aa8 "The GTF Loki is designated as a fighter, but it's more of a heavy reconnaissance craft. The Loki's micro-roughened hull and shielded exhaust chamber give it an extremely reduced profile to detection sensors. This makes it ideal for reconnaissance and infiltration missions that rely on stealth rather than firepower. Lacking the weaponry and armor to survive prolonged battles, the Loki 	char *
+		ship_length	0x032b4cf0 "20 m"	char *
+		gun_mounts	0x032b4d38 "4"	char *
+		missile_banks	0x0324de68 "1"	char *
+		cockpit_pof_file	0x0197b654 ""	char [32]
+		cockpit_offset	{xyz={...} a1d=0x0197b674 }	vec3d
+		pof_file	0x0197b680 "fighter13.pof"	char [32]
+		pof_file_hud	0x0197b6a0 ""	char [32]
		num_detail_levels	4	int
+		detail_distance	0x0197b6c4	int [5]
		cockpit_model_num	-1	int
		model_num	1920	int
		model_num_hud	-1	int
		hud_target_lod	-1	int
		density	1.0000000	float
		damp	0.20000000	float
		rotdamp	0.34999999	float
		delta_bank_const	0.50000000	float
+		max_vel	{xyz={...} a1d=0x0197b6f8 }	vec3d
+		afterburner_max_vel	{xyz={...} a1d=0x0197b704 }	vec3d
+		max_rotvel	{xyz={...} a1d=0x0197b710 }	vec3d
+		rotation_time	{xyz={...} a1d=0x0197b71c }	vec3d
		srotation_time	3.2000000	float
		max_rear_vel	0.00000000	float
		forward_accel	2.0000000	float
		afterburner_forward_accel	0.69999999	float
		forward_decel	1.5000000	float
		slide_accel	0.00000000	float
		slide_decel	0.00000000	float
+		warpin_anim	0x0197b744 ""	char [32]
		warpin_radius	0.00000000	float
		warpin_snd_start	-1	int
		warpin_snd_end	-1	int
		warpin_speed	0.00000000	float
		warpin_time	0	int
		warpin_type	0	int
+		warpout_anim	0x0197b77c ""	char [32]
		warpout_radius	0.00000000	float
		warpout_snd_start	-1	int
		warpout_snd_end	-1	int
		warpout_speed	0.00000000	float
		warpout_time	0	int
		warpout_type	0	int
		warpout_player_speed	0.00000000	float
		flags	1573166	unsigned int
		flags2	3	unsigned int
		ai_class	3	int
		max_speed	75.000000	float
		min_speed	-0.00000000	float
		max_accel	75.000000	float
		collision_damage_type_idx	-1	int
+		shockwave	{name=0x0197b7d4 "" pof_name=0x0197b7f4 "" inner_rad=25.000000 ...}	shockwave_create_info
		explosion_propagates	0	int
		shockwave_count	1	int
+		explosion_bitmap_anims	{...}	SCP_vector<int>
		vaporize_chance	0.00000000	float
		ispew_max_particles	-1	int
		dspew_max_particles	-1	int
		debris_min_lifetime	-1.0000000	float
		debris_max_lifetime	-1.0000000	float
		debris_min_speed	-1.0000000	float
		debris_max_speed	-1.0000000	float
		debris_min_rotspeed	-1.0000000	float
		debris_max_rotspeed	-1.0000000	float
		debris_damage_type_idx	-1	int
		debris_min_hitpoints	-1.0000000	float
		debris_max_hitpoints	-1.0000000	float
		debris_damage_mult	1.0000000	float
		n_subsystems	5	int
+		subsystems	0x0324dea8 {flags=0 name=0x0324deac "sensors" subobj_name=0x0324decc "sensors" ...}	model_subsystem *
		power_output	3.0000000	float
		max_overclocked_speed	95.000000	float
		max_weapon_reserve	150.00000	float
		max_shield_regen_per_second	0.020000000	float
		max_weapon_regen_per_second	0.039999999	float
		afterburner_fuel_capacity	300.00000	float
		afterburner_burn_rate	60.000000	float
		afterburner_recover_rate	25.000000	float
		cmeasure_type	80	int
		cmeasure_max	40	int
		num_primary_banks	2	int
		num_secondary_banks	1	int
+		primary_bank_weapons	0x0197b8c4	int [3]
+		primary_bank_ammo_capacity	0x0197b8d0	int [3]
+		secondary_bank_weapons	0x0197b8dc	int [4]
+		secondary_bank_ammo_capacity	0x0197b8ec	int [4]
		max_hull_strength	250.00000	float
		max_shield_strength	400.00000	float
		hull_repair_rate	0.00000000	float
		subsys_repair_rate	-2.0000000	float
		engine_snd	126	int
+		closeup_pos	{xyz={...} a1d=0x0197b910 }	vec3d
		closeup_zoom	0.50000000	float
+		allowed_weapons	0x0197b920	int [200]
+		restricted_loadout_flag	0x0197bc40	int [7]
+		allowed_bank_restricted_weapons	0x0197bc5c	int [7][200]
		shield_icon_index	5 ''	unsigned char
+		icon_filename	0x0197d23d "iconfighter13"	char [32]
+		anim_filename	0x0197d25d "ssfighter13"	char [32]
+		overhead_filename	0x0197d27d "loadfighter13"	char [32]
		score	7	int
		scan_time	2000	int
+		ct_info	0x0197d2a8 {pt={...} w_start=0.25000000 w_end=0.050000001 ...}	trail_info [12]
		ct_count	4	int
		num_nondark_colors	0	int
+		nondark_colors	0x0197d640	unsigned char [10][3]
+		shield_color	0x0197d65e "dd�"	unsigned char [3]
+		afterburner_trail	{filename=0x0197d664 "" bitmap_id=-1 }	generic_bitmap
		afterburner_trail_width_factor	1.0000000	float
		afterburner_trail_alpha_factor	1.0000000	float
		afterburner_trail_life	5.0000000	float
		afterburner_trail_faded_out_sections	0	int
+		normal_thruster_particles	{...}	SCP_vector<thruster_particles>
+		afterburner_thruster_particles	{...}	SCP_vector<thruster_particles>
+		thruster_flame_info	{normal={...} afterburn={...} }	thrust_pair
+		thruster_glow_info	{normal={...} afterburn={...} }	thrust_pair
+		thruster_secondary_glow_info	{normal={...} afterburn={...} }	thrust_pair_bitmap
+		thruster_tertiary_glow_info	{normal={...} afterburn={...} }	thrust_pair_bitmap
		thruster01_glow_rad_factor	1.0000000	float
		thruster02_glow_rad_factor	1.0000000	float
		thruster03_glow_rad_factor	1.0000000	float
		thruster02_glow_len_factor	1.0000000	float
		splodeing_texture	4750	int
+		splodeing_texture_name	0x0197d8fc "boom"	char [32]
		max_decals	50	int
+		draw_primary_models	0x0197d920	bool [3]
+		draw_secondary_models	0x0197d923	bool [4]
		draw_models	false	bool
		weapon_model_draw_distance	200.00000	float
		armor_type_idx	-1	int
		shield_armor_type_idx	-1	int
		can_glide	false	bool
		glide_cap	0.00000000	float
		glide_dynamic_cap	false	bool
		glide_accel_mult	0.00000000	float
		use_newtonian_damp	false	bool
		newtonian_damp_override	false	bool
		autoaim_fov	0.00000000	float
		topdown_offset_def	false	bool
+		topdown_offset	{xyz={...} a1d=0x0197d950 }	vec3d
		num_maneuvering	0	int
+		maneuvering	0x0197d960 {use_flags=0 start_snd=-1 loop_snd=-1 ...}	man_thruster [128]
		radar_image_2d_idx	-1	int
		radar_image_size	-1	int
		radar_projection_size_mult	1.0000000	float
+		ship_iff_info	0x0197f76c	int [10][10]
		aiming_flags	0	int
		minimum_convergence_distance	0.00000000	float
		convergence_distance	100.00000	float
+		convergence_offset	{xyz={...} a1d=0x0197f908 }	vec3d
		emp_resistance_mod	0.00000000	float
		sip->model_num	1920	int


Locals up 3 levels:

-		player_pos	{xyz={...} a1d=0x0012ec00 }	vec3d
+		xyz	{x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012ec00	float [3]
		real_dot_to_enemy	-1.0737418e+008	float
-		real_vec_to_enemy	{xyz={...} a1d=0x0012ebc4 }	vec3d
+		xyz	{x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012ebc4	float [3]
-		aip	0x01e1dd30 {ai_flags=0 shipnum=4 type=0 ...}	ai_info *
		ai_flags	0	int
		shipnum	4	int
		type	0	int
		wing	0	int
		behavior	9	int
		mode	0	int
		previous_mode	9	int
		mode_time	-1	int
		target_objnum	0	int
		target_signature	1	int
		previous_target_objnum	0	int
		stealth_last_cheat_visible_stamp	0	int
		stealth_last_visible_stamp	0	int
		stealth_sweep_box_size	0.00000000	float
+		stealth_last_pos	{xyz={...} a1d=0x01e1dd68 }	vec3d
+		stealth_velocity	{xyz={...} a1d=0x01e1dd74 }	vec3d
		previous_dot_to_enemy	0.00000000	float
		target_time	2.0154276	float
		enemy_wing	-1	int
		attacker_objnum	-1	int
		goal_objnum	-1	int
		goal_signature	-1	int
		guard_objnum	-1	int
		guard_signature	-1	int
		guard_wingnum	-1	int
		ignore_objnum	-4000	int
		ignore_signature	-1	int
+		ignore_new_objnums	0x01e1ddac	int [7]
+		ignore_new_signatures	0x01e1ddc8	int [7]
		ai_class	3	int
		wp_list	-1	int
		wp_index	-1	int
		wp_flags	0	int
		wp_dir	0	int
		waypoint_speed_cap	-1	int
		path_start	-1	int
		path_cur	0	int
		path_length	0	int
		path_dir	0	int
		path_flags	0	int
		path_objnum	0	int
		path_goal_obj_hash	0	int
		path_next_create_time	24936	long
+		path_create_pos	{xyz={...} a1d=0x01e1de1c }	vec3d
+		path_create_orient	{vec={...} a2d=0x01e1de28 a1d=0x01e1de28 }	matrix
		mp_index	0	int
		path_next_check_time	0	long
		path_goal_dist	-1	int
		path_subsystem_next_check	1	int
		submode	2	int
		previous_submode	0	int
		best_dot_to_enemy	-1.0000000	float
		best_dot_from_enemy	-1.0000000	float
		best_dot_to_time	0	long
		best_dot_from_time	0	long
		submode_start_time	104071	long
		submode_parm0	1	int
		submode_parm1	0	int
		next_predict_pos_time	191430	long
		next_aim_pos_time	0	long
+		last_aim_enemy_pos	{xyz={...} a1d=0x01e1de88 }	vec3d
+		last_aim_enemy_vel	{xyz={...} a1d=0x01e1de94 }	vec3d
+		goals	0x01e1dea0 {signature=-1 ai_mode=-1 ai_submode=0 ...}	ai_goal [5]
		active_goal	-1	int
		goal_check_time	1	int
+		last_predicted_enemy_pos	{xyz={...} a1d=0x01e1dfac }	vec3d
		time_enemy_in_range	0.88630074	float
		time_enemy_near	0.00000000	float
		last_attack_time	104071	long
		last_hit_time	0	long
		last_hit_quadrant	0	int
		last_hit_target_time	0	long
		hitter_objnum	-1	int
		hitter_signature	-1	int
		resume_goal_time	-1	long
		prev_accel	-1.0000000	float
		prev_dot_to_goal	0.00000000	float
+		goal_point	{xyz={...} a1d=0x01e1dfe4 }	vec3d
+		prev_goal_point	{xyz={...} a1d=0x01e1dff0 }	vec3d
		ai_accuracy	0.60000002	float
		ai_evasion	30.000000	float
		ai_courage	30.000000	float
		ai_patience	30.000000	float
		ai_aburn_use_factor	-2147483648	int
		ai_shockwave_evade_chance	1.1754944e-038	float
		ai_get_away_chance	1.1754944e-038	float
		ai_secondary_range_mult	1.1754944e-038	float
		ai_class_autoscale	true	bool
		ai_cmeasure_fire_chance	0.50000000	float
		ai_in_range_time	0.75000000	float
		ai_link_ammo_levels_maybe	40.000000	float
		ai_link_ammo_levels_always	60.000000	float
		ai_primary_ammo_burst_mult	0.00000000	float
		ai_link_energy_levels_maybe	40.000000	float
		ai_link_energy_levels_always	60.000000	float
		ai_predict_position_delay	87359	long
		ai_shield_manage_delay	2.5000000	float
		ai_ship_fire_delay_scale_friendly	1.2500000	float
		ai_ship_fire_delay_scale_hostile	1.7500000	float
		ai_ship_fire_secondary_delay_scale_friendly	0.80000001	float
		ai_ship_fire_secondary_delay_scale_hostile	1.0000000	float
		ai_turn_time_scale	1.6000000	float
		ai_glide_attack_percent	0.00000000	float
		ai_circle_strafe_percent	0.00000000	float
		ai_glide_strafe_percent	0.00000000	float
		ai_stalemate_time_thresh	0.00000000	float
		ai_stalemate_dist_thresh	0.00000000	float
		ai_chance_to_use_missiles_on_plr	2	int
		ai_max_aim_update_delay	0.00000000	float
		ai_profile_flags	536870912	int
		lead_scale	0.00000000	float
		stay_near_distance	0.00000000	float
+		targeted_subsys	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
+		last_subsys_target	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
		targeted_subsys_parent	-1	int
		aspect_locked_time	0.00000000	float
		support_ship_objnum	-1	int
		support_ship_signature	-1	int
		danger_weapon_objnum	-1	int
		danger_weapon_signature	-1	int
+		guard_vec	{xyz={...} a1d=0x01e1e09c }	vec3d
		nearest_locked_object	-1	int
		nearest_locked_distance	99999.000	float
		current_target_distance	0.00000000	float
		current_target_is_locked	0	int
		current_target_dist_trend	0	int
		current_target_speed_trend	0	int
		last_dist	0.00000000	float
		last_speed	0.00000000	float
		last_secondary_index	0	int
		last_target	0	int
		rearm_first_missile	1	int
		rearm_first_ballistic_primary	1	int
		rearm_release_delay	0	int
		afterburner_stop_time	0	long
		last_objsig_hit	-1	int
		ignore_expire_timestamp	24936	int
		warp_out_timestamp	0	int
		next_rearm_request_timestamp	24936	int
		primary_select_timestamp	38794	int
		secondary_select_timestamp	24936	int
		scan_for_enemy_timestamp	24936	int
		choose_enemy_timestamp	61028	int
		force_warp_time	0	int
		shockwave_object	-1	int
		shield_manage_timestamp	38794	int
		self_destruct_timestamp	-1	int
		ok_to_target_timestamp	24936	int
		kamikaze_damage	0.00000000	float
+		big_attack_point	{xyz={...} a1d=0x01e1e118 }	vec3d
+		big_attack_surface_normal	{xyz={...} a1d=0x01e1e124 }	vec3d
		pick_big_attack_point_timestamp	36143	int
		avoid_ship_num	0	int
+		avoid_goal_point	{xyz={...} a1d=0x01e1e138 }	vec3d
		avoid_check_timestamp	24936	long
+		big_collision_normal	{xyz={...} a1d=0x01e1e148 }	vec3d
+		big_recover_pos_1	{xyz={...} a1d=0x01e1e154 }	vec3d
+		big_recover_pos_2	{xyz={...} a1d=0x01e1e160 }	vec3d
		big_recover_timestamp	0	int
		abort_rearm_timestamp	-1	int
		artillery_objnum	-1	int
		artillery_sig	-1	int
		artillery_lock_time	0.00000000	float
+		artillery_lock_pos	{xyz={...} a1d=0x01e1e180 }	vec3d
		lethality	0.28999585	float
		ai_override_flags	0	int
+		ai_override_ci	{pitch=0.00000000 vertical=0.00000000 heading=0.00000000 ...}	control_info
		ai_override_timestamp	0	int
		time_to_enemy	-1.0737418e+008	float
		go_after_it	true	bool
-		sip	0x0197b5e8 {name=0x0197b5e8 "GTF Loki" short_name=0x0197b608 "TFight13" species=0 ...}	ship_info *
+		name	0x0197b5e8 "GTF Loki"	char [32]
+		short_name	0x0197b608 "TFight13"	char [32]
		species	0	int
		class_type	6	int
+		type_str	0x0324dd40 "Recon"	char *
+		maneuverability_str	0x0324dd88 "Good"	char *
+		armor_str	0x0324ddd0 "Light"	char *
+		manufacturer_str	0x0324de18 "Han-Ronald Corp"	char *
+		desc	0x00000000 <Bad Ptr>	char *
+		tech_desc	0x032b4aa8 "The GTF Loki is designated as a fighter, but it's more of a heavy reconnaissance craft. The Loki's micro-roughened hull and shielded exhaust chamber give it an extremely reduced profile to detection sensors. This makes it ideal for reconnaissance and infiltration missions that rely on stealth rather than firepower. Lacking the weaponry and armor to survive prolonged battles, the Loki 	char *
+		ship_length	0x032b4cf0 "20 m"	char *
+		gun_mounts	0x032b4d38 "4"	char *
+		missile_banks	0x0324de68 "1"	char *
+		cockpit_pof_file	0x0197b654 ""	char [32]
+		cockpit_offset	{xyz={...} a1d=0x0197b674 }	vec3d
+		pof_file	0x0197b680 "fighter13.pof"	char [32]
+		pof_file_hud	0x0197b6a0 ""	char [32]
		num_detail_levels	4	int
+		detail_distance	0x0197b6c4	int [5]
		cockpit_model_num	-1	int
		model_num	1920	int
		model_num_hud	-1	int
		hud_target_lod	-1	int
		density	1.0000000	float
		damp	0.20000000	float
		rotdamp	0.34999999	float
		delta_bank_const	0.50000000	float
+		max_vel	{xyz={...} a1d=0x0197b6f8 }	vec3d
+		afterburner_max_vel	{xyz={...} a1d=0x0197b704 }	vec3d
+		max_rotvel	{xyz={...} a1d=0x0197b710 }	vec3d
+		rotation_time	{xyz={...} a1d=0x0197b71c }	vec3d
		srotation_time	3.2000000	float
		max_rear_vel	0.00000000	float
		forward_accel	2.0000000	float
		afterburner_forward_accel	0.69999999	float
		forward_decel	1.5000000	float
		slide_accel	0.00000000	float
		slide_decel	0.00000000	float
+		warpin_anim	0x0197b744 ""	char [32]
		warpin_radius	0.00000000	float
		warpin_snd_start	-1	int
		warpin_snd_end	-1	int
		warpin_speed	0.00000000	float
		warpin_time	0	int
		warpin_type	0	int
+		warpout_anim	0x0197b77c ""	char [32]
		warpout_radius	0.00000000	float
		warpout_snd_start	-1	int
		warpout_snd_end	-1	int
		warpout_speed	0.00000000	float
		warpout_time	0	int
		warpout_type	0	int
		warpout_player_speed	0.00000000	float
		flags	1573166	unsigned int
		flags2	3	unsigned int
		ai_class	3	int
		max_speed	75.000000	float
		min_speed	-0.00000000	float
		max_accel	75.000000	float
		collision_damage_type_idx	-1	int
+		shockwave	{name=0x0197b7d4 "" pof_name=0x0197b7f4 "" inner_rad=25.000000 ...}	shockwave_create_info
		explosion_propagates	0	int
		shockwave_count	1	int
+		explosion_bitmap_anims	{...}	SCP_vector<int>
		vaporize_chance	0.00000000	float
		ispew_max_particles	-1	int
		dspew_max_particles	-1	int
		debris_min_lifetime	-1.0000000	float
		debris_max_lifetime	-1.0000000	float
		debris_min_speed	-1.0000000	float
		debris_max_speed	-1.0000000	float
		debris_min_rotspeed	-1.0000000	float
		debris_max_rotspeed	-1.0000000	float
		debris_damage_type_idx	-1	int
		debris_min_hitpoints	-1.0000000	float
		debris_max_hitpoints	-1.0000000	float
		debris_damage_mult	1.0000000	float
		n_subsystems	5	int
+		subsystems	0x0324dea8 {flags=0 name=0x0324deac "sensors" subobj_name=0x0324decc "sensors" ...}	model_subsystem *
		power_output	3.0000000	float
		max_overclocked_speed	95.000000	float
		max_weapon_reserve	150.00000	float
		max_shield_regen_per_second	0.020000000	float
		max_weapon_regen_per_second	0.039999999	float
		afterburner_fuel_capacity	300.00000	float
		afterburner_burn_rate	60.000000	float
		afterburner_recover_rate	25.000000	float
		cmeasure_type	80	int
		cmeasure_max	40	int
		num_primary_banks	2	int
		num_secondary_banks	1	int
+		primary_bank_weapons	0x0197b8c4	int [3]
+		primary_bank_ammo_capacity	0x0197b8d0	int [3]
+		secondary_bank_weapons	0x0197b8dc	int [4]
+		secondary_bank_ammo_capacity	0x0197b8ec	int [4]
		max_hull_strength	250.00000	float
		max_shield_strength	400.00000	float
		hull_repair_rate	0.00000000	float
		subsys_repair_rate	-2.0000000	float
		engine_snd	126	int
+		closeup_pos	{xyz={...} a1d=0x0197b910 }	vec3d
		closeup_zoom	0.50000000	float
+		allowed_weapons	0x0197b920	int [200]
+		restricted_loadout_flag	0x0197bc40	int [7]
+		allowed_bank_restricted_weapons	0x0197bc5c	int [7][200]
		shield_icon_index	5 ''	unsigned char
+		icon_filename	0x0197d23d "iconfighter13"	char [32]
+		anim_filename	0x0197d25d "ssfighter13"	char [32]
+		overhead_filename	0x0197d27d "loadfighter13"	char [32]
		score	7	int
		scan_time	2000	int
+		ct_info	0x0197d2a8 {pt={...} w_start=0.25000000 w_end=0.050000001 ...}	trail_info [12]
		ct_count	4	int
		num_nondark_colors	0	int
+		nondark_colors	0x0197d640	unsigned char [10][3]
+		shield_color	0x0197d65e "dd�"	unsigned char [3]
+		afterburner_trail	{filename=0x0197d664 "" bitmap_id=-1 }	generic_bitmap
		afterburner_trail_width_factor	1.0000000	float
		afterburner_trail_alpha_factor	1.0000000	float
		afterburner_trail_life	5.0000000	float
		afterburner_trail_faded_out_sections	0	int
+		normal_thruster_particles	{...}	SCP_vector<thruster_particles>
+		afterburner_thruster_particles	{...}	SCP_vector<thruster_particles>
+		thruster_flame_info	{normal={...} afterburn={...} }	thrust_pair
+		thruster_glow_info	{normal={...} afterburn={...} }	thrust_pair
+		thruster_secondary_glow_info	{normal={...} afterburn={...} }	thrust_pair_bitmap
+		thruster_tertiary_glow_info	{normal={...} afterburn={...} }	thrust_pair_bitmap
		thruster01_glow_rad_factor	1.0000000	float
		thruster02_glow_rad_factor	1.0000000	float
		thruster03_glow_rad_factor	1.0000000	float
		thruster02_glow_len_factor	1.0000000	float
		splodeing_texture	4750	int
+		splodeing_texture_name	0x0197d8fc "boom"	char [32]
		max_decals	50	int
+		draw_primary_models	0x0197d920	bool [3]
+		draw_secondary_models	0x0197d923	bool [4]
		draw_models	false	bool
		weapon_model_draw_distance	200.00000	float
		armor_type_idx	-1	int
		shield_armor_type_idx	-1	int
		can_glide	false	bool
		glide_cap	0.00000000	float
		glide_dynamic_cap	false	bool
		glide_accel_mult	0.00000000	float
		use_newtonian_damp	false	bool
		newtonian_damp_override	false	bool
		autoaim_fov	0.00000000	float
		topdown_offset_def	false	bool
+		topdown_offset	{xyz={...} a1d=0x0197d950 }	vec3d
		num_maneuvering	0	int
+		maneuvering	0x0197d960 {use_flags=0 start_snd=-1 loop_snd=-1 ...}	man_thruster [128]
		radar_image_2d_idx	-1	int
		radar_image_size	-1	int
		radar_projection_size_mult	1.0000000	float
+		ship_iff_info	0x0197f76c	int [10][10]
		aiming_flags	0	int
		minimum_convergence_distance	0.00000000	float
		convergence_distance	100.00000	float
+		convergence_offset	{xyz={...} a1d=0x0197f908 }	vec3d
		emp_resistance_mod	0.00000000	float
		enemy_shipp_flags2	0	int
-		predicted_enemy_pos	{xyz={...} a1d=0x0012ebd8 }	vec3d
+		xyz	{x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012ebd8	float [3]
-		enemy_pos	{xyz={...} a1d=0x0012ebec }	vec3d
+		xyz	{x=-1.0737418e+008 y=-1.0737418e+008 z=-1.0737418e+008 }	vec3d::<unnamed-tag>::<unnamed-type-xyz>
+		a1d	0x0012ebec	float [3]
		has_fired	-1	int
		is_stealthy_ship	-858993460	int
+		predicted_vec_to_enemy	{xyz={...} a1d=0x0012ebb0 }	vec3d
-		swp	0x014820fc {num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...}	ship_weapon *
		num_primary_banks	2	int
		num_secondary_banks	1	int
		num_tertiary_banks	0	int
+		primary_bank_weapons	0x01482108	int [3]
+		secondary_bank_weapons	0x01482114	int [4]
		current_primary_bank	0	int
		current_secondary_bank	0	int
		current_tertiary_bank	0	int
+		next_primary_fire_stamp	0x01482130	int [3]
+		last_primary_fire_stamp	0x0148213c	int [3]
+		next_secondary_fire_stamp	0x01482148	int [4]
+		last_secondary_fire_stamp	0x01482158	int [4]
		next_tertiary_fire_stamp	0	int
+		primary_bank_ammo	0x0148216c	int [3]
+		primary_bank_start_ammo	0x01482178	int [3]
+		primary_bank_capacity	0x01482184	int [3]
+		primary_next_slot	0x01482190	int [3]
+		primary_bank_rearm_time	0x0148219c	int [3]
+		secondary_bank_ammo	0x014821a8	int [4]
+		secondary_bank_start_ammo	0x014821b8	int [4]
+		secondary_bank_capacity	0x014821c8	int [4]
+		secondary_next_slot	0x014821d8	int [4]
+		secondary_bank_rearm_time	0x014821e8	int [4]
		tertiary_bank_ammo	0	int
		tertiary_bank_start_ammo	0	int
		tertiary_bank_capacity	0	int
		tertiary_bank_rearm_time	0	int
		last_fired_weapon_index	19	int
		last_fired_weapon_signature	20	int
		detonate_weapon_time	34294	int
		ai_class	3	int
		flags	0	int
+		primary_animation_position	0x0148221c ""	unsigned char [3]
+		secondary_animation_position	0x0148221f ""	unsigned char [4]
+		primary_animation_done_time	0x01482224	int [3]
+		secondary_animation_done_time	0x01482230	int [4]
+		burst_counter	0x01482240	int [7]
		dist_to_enemy	-1.0737418e+008	float
		dot_from_enemy	-1.0737418e+008	float
		dot_to_enemy	-1.0737418e+008	float
-		shipp	0x01480fd0 {objnum=4 ai_index=4 ship_info_index=5 ...}	ship *
		objnum	4	int
		ai_index	4	int
		ship_info_index	5	int
		hotkey	-1	int
		escort_priority	0	int
		score	12	int
		assist_score_pct	0.00000000	float
		respawn_priority	0	int
		pre_death_explosion_happened	1 ''	unsigned char
		wash_killed	0	unsigned char
		cargo1	0	char
		wing_status_wing_index	0	char
		wing_status_wing_pos	3 ''	char
		alt_type_index	-1 '�'	char
		callsign_index	-1 '�'	char
		targeting_laser_bank	-1 '�'	char
		num_corkscrew_to_fire	0	unsigned char
		targeting_laser_objnum	-1	int
		next_corkscrew_fire	1	int
		final_death_time	0	int
		death_time	-1	int
		end_death_time	0	int
		really_final_death_time	0	int
+		deathroll_rotvel	{xyz={...} a1d=0x01481014 }	vec3d
+		warpin_effect	0x037f8ec8 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
+		warpout_effect	0x037f8f58 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
		next_fireball	0	int
		next_hit_spark	0	int
		num_hits	0	int
+		sparks	0x01481034 {pos={...} submodel_num=0 end_time=0 }	ship_spark [8]
		special_exp_index	-1	int
		special_hitpoint_index	-1	int
		ship_max_shield_strength	400.00000	float
		ship_max_hull_strength	250.00000	float
		ship_guardian_threshold	0	int
+		ship_name	0x014810e8 "Alpha 4"	char [32]
		team	4	int
		time_cargo_revealed	0	long
		arrival_location	0	int
		arrival_distance	0	int
		arrival_anchor	-1	int
		arrival_path_mask	0	int
		arrival_cue	0	int
		arrival_delay	0	int
		departure_location	0	int
		departure_anchor	-1	int
		departure_path_mask	0	int
		departure_cue	0	int
		departure_delay	0	int
		wingnum	0	int
		orders_accepted	49407	int
+		subsys_list	{next=0x03d74498 prev=0x03d77f78 system_info=0x00000000 ...}	ship_subsys
+		last_targeted_subobject	0x01481ffc	ship_subsys * [12]
+		subsys_info	0x0148202c {num=0 total_hits=0.00000000 current_hits=0.00000000 }	ship_subsys_info [12]
+		shield_integrity	0x0383b9d0	float *
		shield_recharge_index	4	int
		weapon_recharge_index	4	int
		engine_recharge_index	4	int
		weapon_energy	150.00000	float
		current_max_speed	75.000000	float
		next_manage_ets	60288	int
		flags	23101440	unsigned int
		flags2	0	unsigned int
		reinforcement_index	-1	int
		afterburner_fuel	300.00000	float
		cmeasure_count	40	int
		current_cmeasure	80	int
		cmeasure_fire_stamp	1	int
		target_shields_delta	0.00000000	float
		target_weapon_energy_delta	0.00000000	float
+		weapons	{num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...}	ship_weapon
		shield_hits	0	int
		wash_intensity	0.00000000	float
+		wash_rot_axis	{xyz={...} a1d=0x01482264 }	vec3d
		wash_timestamp	35294	int
		num_swarm_missiles_to_fire	0	int
		next_swarm_fire	1	int
		next_swarm_path	0	int
		num_turret_swarm_info	0	int
		group	0	int
		death_roll_snd	-1	int
		ship_list_index	4	int
		thruster_bitmap	-1	int
		thruster_frame	0.00000000	float
		thruster_glow_bitmap	-1	int
		thruster_glow_frame	0.00000000	float
		thruster_glow_noise	1.0000000	float
		thruster_secondary_glow_bitmap	-1	int
		thruster_tertiary_glow_bitmap	-1	int
		next_engine_stutter	1	int
		base_texture_anim_frametime	1496689837	long
		total_damage_received	0.00000000	float
+		damage_ship	0x014822b8	float [32]
+		damage_ship_id	0x01482338	int [32]
		persona_index	-1	int
		subsys_disrupted_flags	0	int
		subsys_disrupted_check_timestamp	35308	int
		create_time	88346386	unsigned int
		ts_index	3	int
		large_ship_blowup_index	-1	int
+		sub_expl_sound_handle	0x014823d0	int [2]
+		arc_pts	0x014823d8	vec3d [2][2]
+		arc_timestamp	0x01482408	int [2]
+		arc_type	0x01482410 ""	unsigned char [2]
		arc_next_time	0	int
		emp_intensity	-1.0000000	float
		emp_decr	0.00000000	float
+		trail_ptr	0x01482420	trail * [12]
		tag_total	0.00000000	float
		tag_left	-1.0000000	float
		time_first_tagged	0	long
		level2_tag_total	0.00000000	float
		level2_tag_left	-1.0000000	float
+		np_updates	0x01482464 {seq=0 update_stamp=1 status_update_stamp=1 ...}	np_update [12]
		lightning_stamp	-1	int
		awacs_warning_flag	1 ''	unsigned char
		special_warp_objnum	-1	int
+		fighter_beam_turret_data	{next=0x00000000 prev=0x00000000 system_info=0x00000000 ...}	ship_subsys
+		beam_sys_info	{flags=0 name=0x0148341c "" subobj_name=0x0148343c "" ...}	model_subsystem
+		was_firing_last_frame	0x014836b8	int [3]
		primitive_sensor_range	10000	int
+		ship_replacement_textures	0x00000000	int *
		current_viewpoint	0	int
+		ABtrail_ptr	0x014836d0	trail * [12]
+		ab_info	0x01483700 {pt={...} w_start=1.4660410 w_end=0.050000001 ...}	trail_info [12]
		ab_count	2	int
+		glow_point_bank_active	{...}	SCP_vector<bool>
+		texture_translation_key	{xyz={...} a1d=0x01483ab8 }	vec3d
+		current_translation	{xyz={...} a1d=0x01483ac4 }	vec3d
		cloak_stage	0	int
		time_until_full_cloak	1	long
		cloak_alpha	255	int
		time_until_uncloak	0	long
+		ship_decal_system	{decals=0x00000000 n_decal_textures=0 decals_modified=false ...}	decal_system
+		last_fired_point	0x01483af0	int [3]
		bay_doors_anim_done_time	0	int
		bay_doors_status	0	unsigned char
		bay_doors_wanting_open	0	int
		bay_doors_launched_from	0	unsigned char
		bay_doors_need_open	false	bool
		bay_doors_parent_shipnum	-1	int
+		secondary_point_reload_pct	0x01483b10	float [4][25]
+		reload_time	0x01483ca0	float [4]
+		primary_rotate_rate	0x01483cb0	float [3]
+		primary_rotate_ang	0x01483cbc	float [3]
+		thrusters_start	0x01483cc8	int [128]
+		thrusters_sounds	0x01483ec8	int [128]
+		s_alt_classes	{...}	SCP_vector<alt_class>
+		ship_iff_color	0x014840e0	int [10][10]
		ammo_low_complaint_count	0	int
		enemy_sip_flags	35131400	int


ai_attack_self_dogfight.txt (121,330 bytes)   

Echelon9

2013-12-01 01:25

developer   ~0015473

Have we had any more recent reports? Significant code change has occurred over last 3 years.

Would be good to trigger on an AddressSanitizer-enabled standalone server to get a precise view of any memory corruption going on.

Echelon9

2013-12-03 11:50

developer   ~0015493

I spent some time trying to recreate this on an ASan build variously, will no success.

Pleasingly I believe the underlying cause has been fixed in the code base in the mean time.

Issue History

Date Modified Username Field Change
2009-12-06 23:31 FUBAR-BDHR New Issue
2009-12-06 23:31 FUBAR-BDHR File Added: ai_attack_self_dogfight.txt
2013-12-01 01:25 Echelon9 Note Added: 0015473
2013-12-01 01:25 Echelon9 Status new => feedback
2013-12-03 11:50 Echelon9 Note Added: 0015493
2013-12-03 11:50 Echelon9 Status feedback => resolved
2013-12-03 11:50 Echelon9 Fixed in Version => 3.7.0
2013-12-03 11:50 Echelon9 Resolution open => no change required
2013-12-03 11:50 Echelon9 Assigned To => Echelon9