View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002060 | FSSCP | multiplayer | public | 2009-12-06 23:31 | 2013-12-03 11:50 |
Reporter | FUBAR-BDHR | Assigned To | Echelon9 | ||
Priority | normal | Severity | crash | Reproducibility | have not tried |
Status | resolved | Resolution | no change required | ||
Product Version | 3.6.11 | ||||
Fixed in Version | 3.7.0 | ||||
Summary | 0002060: Assert: objnum != Ships[aip->shipnum].objnum aicode.cpp 1311 - AI tried to attack self | ||||
Description | Happened 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 Information | 3.6.11 built off of 5688 with Zacam's warning fix patch. | ||||
Tags | No tags attached. | ||||
2009-12-06 23:31
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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 + [118] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [119] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [120] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [121] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [122] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [123] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [124] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [125] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [126] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [127] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [128] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [129] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [130] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [131] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [132] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [133] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [134] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [135] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [136] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [137] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [138] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [139] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [140] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [141] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [142] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [143] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [144] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [145] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship + [146] 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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 + [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 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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 |
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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. |
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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. |
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 |