Attached Files |
-
verify_aicode_5790.txt (22,443 bytes) 2010-11-21 23:27
Verify failure: swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SHIP_SECONDARY_BANKS
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Error + 229 bytes
<no module>! ai_select_secondary_weapon + 1121 bytes
<no module>! ai_choose_secondary_weapon + 601 bytes
<no module>! ai_chase + 9692 bytes
<no module>! ai_execute_behavior + 82 bytes
<no module>! ai_frame + 2083 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 + 782 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_13d_INF_SSE2.exe!debug_int3(char * file=0x00ea361c, int line=1155) Line 764 C++
fs2_open_3_6_13d_INF_SSE2.exe!Error(const char * filename=0x00edf030, int line=5790, const char * format=0x00e9e3d8, ...) Line 1155 + 0x13 bytes C++
> fs2_open_3_6_13d_INF_SSE2.exe!ai_select_secondary_weapon(object * objp=0x01060c10, ship_weapon * swp=0x01570b98, int priority1=259, int priority2=0, int wif2_priority1=0, int wif2_priority2=0) Line 5790 + 0x2f bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ai_choose_secondary_weapon(object * objp=0x01060c10, ai_info * aip=0x022df478, object * en_objp=0x01061fe4) Line 7667 + 0x1d bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ai_chase() Line 8708 + 0x19 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ai_execute_behavior(ai_info * aip=0x022df478) Line 12961 + 0x5 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ai_frame(int objnum=6) Line 14149 + 0x9 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ai_process(object * obj=0x01060c10, int ai_index=5, float frametime=0.033996582) Line 14253 + 0x16 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ship_process_post(object * obj=0x01060c10, float frametime=0.033996582) Line 7756 + 0x20 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!obj_move_all_post(object * objp=0x01060c10, float frametime=0.033996582) Line 1209 + 0x10 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!obj_move_all(float frametime=0.033996582) Line 1410 + 0x10 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_simulation_frame() Line 4220 + 0xf bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_frame(int paused=0) Line 4667 C++
fs2_open_3_6_13d_INF_SSE2.exe!game_do_frame() Line 5098 + 0x7 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_do_state(int state=2) Line 6890 C++
fs2_open_3_6_13d_INF_SSE2.exe!gameseq_process_events() Line 407 + 0x14 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_main(char * cmdline=0x00152344) Line 7465 + 0x5 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00152344, int nCmdShow=1) Line 7545 + 0x9 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!__tmainCRTStartup() Line 263 + 0x2c bytes C
fs2_open_3_6_13d_INF_SSE2.exe!WinMainCRTStartup() Line 182 C
kernel32.dll!7c817077()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
All values of arrays weapon_bank_list and weapon_id_list are -1
Autos:
- aip 0x022df478 {ai_flags=0 shipnum=5 type=0 ...} ai_info *
ai_flags 0 int
shipnum 5 int
type 0 int
wing 0 int
behavior 9 int
mode 0 int
previous_mode 5 int
mode_time -1 int
target_objnum 15 int
target_signature 16 int
previous_target_objnum 15 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=0x022df4b0 } vec3d
+ stealth_velocity {xyz={...} a1d=0x022df4bc } vec3d
previous_dot_to_enemy 0.00000000 float
target_time 3.5569916 float
enemy_wing -1 int
attacker_objnum -1 int
goal_objnum -1 int
goal_signature -1 int
guard_objnum 11 int
guard_signature 12 int
guard_wingnum 2 int
ignore_objnum -4000 int
ignore_signature -1 int
+ ignore_new_objnums 0x022df4f4 int [7]
+ ignore_new_signatures 0x022df510 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 53855 long
+ path_create_pos {xyz={...} a1d=0x022df564 } vec3d
+ path_create_orient {vec={...} a2d=0x022df570 a1d=0x022df570 } 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 104 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 6424559 long
submode_parm0 0 int
submode_parm1 0 int
next_predict_pos_time 6518407 long
next_aim_pos_time 6482296 long
+ last_aim_enemy_pos {xyz={...} a1d=0x022df5d0 } vec3d
+ last_aim_enemy_vel {xyz={...} a1d=0x022df5dc } vec3d
+ goals 0x022df5e8 {signature=1 ai_mode=32768 ai_submode=0 ...} ai_goal [5]
active_goal 999 int
goal_check_time 1 int
+ last_predicted_enemy_pos {xyz={...} a1d=0x022df6f4 } vec3d
time_enemy_in_range 38.133347 float
time_enemy_near 0.00000000 float
last_attack_time 6482296 long
last_hit_time 0 long
last_hit_quadrant 0 int
last_hit_target_time 6249185 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=0x022df72c } vec3d
+ prev_goal_point {xyz={...} a1d=0x022df738 } vec3d
ai_accuracy 0.55000001 float
ai_evasion 20.000000 float
ai_courage 20.000000 float
ai_patience 20.000000 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 0.30000001 float
ai_in_range_time 1.4000000 float
ai_link_ammo_levels_maybe 60.000000 float
ai_link_ammo_levels_always 80.000000 float
ai_primary_ammo_burst_mult 0.00000000 float
ai_link_energy_levels_maybe 60.000000 float
ai_link_energy_levels_always 80.000000 float
ai_predict_position_delay 98304 long
ai_shield_manage_delay 4.0000000 float
ai_ship_fire_delay_scale_friendly 1.4000000 float
ai_ship_fire_delay_scale_hostile 2.5000000 float
ai_ship_fire_secondary_delay_scale_friendly 0.60000002 float
ai_ship_fire_secondary_delay_scale_hostile 1.2000000 float
ai_turn_time_scale 2.2000000 float
ai_glide_attack_percent 0.00000000 float
ai_circle_strafe_percent 0.00000000 float
ai_glide_strafe_percent 0.00000000 float
ai_random_sidethrust_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 1 int
ai_max_aim_update_delay 0.00000000 float
ai_turret_max_aim_update_delay 0.00000000 float
ai_profile_flags 5376 int
ai_profile_flags2 0 int
lead_scale 0.21093589 float
stay_near_distance 0.21093589 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 393 int
danger_weapon_signature 394 int
+ guard_vec {xyz={...} a1d=0x022df7f0 } 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 138190971 long
last_objsig_hit 17 int
ignore_expire_timestamp 53855 int
warp_out_timestamp 0 int
next_rearm_request_timestamp 153264 int
primary_select_timestamp 99225 int
secondary_select_timestamp 53855 int
scan_for_enemy_timestamp 53855 int
choose_enemy_timestamp 95900 int
force_warp_time 0 int
shockwave_object -1 int
shield_manage_timestamp 1 int
self_destruct_timestamp -1 int
ok_to_target_timestamp 1 int
kamikaze_damage 0.00000000 float
+ big_attack_point {xyz={...} a1d=0x022df86c } vec3d
+ big_attack_surface_normal {xyz={...} a1d=0x022df878 } vec3d
pick_big_attack_point_timestamp 53855 int
avoid_ship_num -1 int
+ avoid_goal_point {xyz={...} a1d=0x022df88c } vec3d
avoid_check_timestamp 97815 long
+ big_collision_normal {xyz={...} a1d=0x022df89c } vec3d
+ big_recover_pos_1 {xyz={...} a1d=0x022df8a8 } vec3d
+ big_recover_pos_2 {xyz={...} a1d=0x022df8b4 } 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=0x022df8d4 } vec3d
lethality 0.78916872 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->current_target_is_locked 0 int
- swp 0x01570b98 {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 0x01570ba4 int [3]
+ secondary_bank_weapons 0x01570bb0 int [4]
current_primary_bank 0 int
current_secondary_bank -1 int
current_tertiary_bank 0 int
previous_primary_bank 0 int
previous_secondary_bank 0 int
+ next_primary_fire_stamp 0x01570bd4 int [3]
+ last_primary_fire_stamp 0x01570be0 int [3]
+ next_secondary_fire_stamp 0x01570bec int [4]
+ last_secondary_fire_stamp 0x01570bfc int [4]
next_tertiary_fire_stamp 0 int
+ primary_bank_ammo 0x01570c10 int [3]
+ primary_bank_start_ammo 0x01570c1c int [3]
+ primary_bank_capacity 0x01570c28 int [3]
+ primary_next_slot 0x01570c34 int [3]
+ primary_bank_rearm_time 0x01570c40 int [3]
+ secondary_bank_ammo 0x01570c4c int [4]
+ secondary_bank_start_ammo 0x01570c5c int [4]
+ secondary_bank_capacity 0x01570c6c int [4]
+ secondary_next_slot 0x01570c7c int [4]
+ secondary_bank_rearm_time 0x01570c8c 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 1300 int
last_fired_weapon_signature 1301 int
detonate_weapon_time 97345 int
ai_class 3 int
flags 0 int
+ primary_animation_position 0x01570cc0 "" unsigned char [3]
+ secondary_animation_position 0x01570cc3 "" unsigned char [4]
+ primary_animation_done_time 0x01570cc8 int [3]
+ secondary_animation_done_time 0x01570cd4 int [4]
+ burst_counter 0x01570ce4 int [7]
+ external_model_fp_counter 0x01570d00 int [7]
swp->current_secondary_bank -1 int
Locals:
- objp 0x01060c10 {next=0x01061078 prev=0x010609dc signature=7 ...} object *
+ next 0x01061078 {next=0x010612ac prev=0x01060c10 signature=9 ...} object *
+ prev 0x010609dc {next=0x01060c10 prev=0x010607a8 signature=6 ...} object *
signature 7 int
type 1 '' char
parent -1 int
parent_sig 7 int
parent_type 1 '' char
instance 5 int
flags 519 unsigned int
+ pos {xyz={...} a1d=0x01060c34 } vec3d
+ orient {vec={...} a2d=0x01060c40 a1d=0x01060c40 } matrix
radius 13.158433 float
+ last_pos {xyz={...} a1d=0x01060c68 } vec3d
+ last_orient {vec={...} a2d=0x01060c74 a1d=0x01060c74 } matrix
+ phys_info {flags=258 mass=116.38020 center_of_mass={...} ...} physics_info
+ shield_quadrant 0x01060dd4 float [4]
hull_strength 180.00000 float
sim_hull_strength 0.00000000 float
+ objsnd_num 0x01060dec short [32]
net_signature 39 unsigned short
num_pairs 41 int
+ jnp 0x00000000 {m_name=0x0000000c <Bad Ptr> m_modelnum=??? m_objnum=??? ...} jump_node *
+ dock_list 0x00000000 {next=??? dockpoint_used=??? docked_objp=??? } dock_instance *
+ dead_dock_list 0x00000000 {next=??? dockpoint_used=??? docked_objp=??? } dock_instance *
collision_group_id 0 int
+ aip 0x022df478 {ai_flags=0 shipnum=5 type=0 ...} ai_info *
priority1 259 int
priority2 0 int
wif2_priority2 0 int
+ swp 0x01570b98 {num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...} ship_weapon *
num_weapon_types 0 int
ignore_mask_without_huge 1048576 int
initial_bank 0 int
ignore_mask 9469952 int
wif2_priority1 0 int
priority2_index -1 int
+ weapon_bank_list 0x0012de6c int [300]
+ wip 0xcccccccc {name=0xcccccccc <Bad Ptr> alt_name=0xccccccec <Bad Ptr> title=0xcccccd0c <Bad Ptr> ...} weapon_info *
i 0 int
+ weapon_id_list 0x0012e324 int [300]
Locals up one level:
+ objp 0x01060c10 {next=0x01061078 prev=0x010609dc signature=7 ...} object *
+ aip 0x022df478 {ai_flags=0 shipnum=5 type=0 ...} ai_info *
- en_objp 0x01061fe4 {next=0x0106244c prev=0x01061db0 signature=16 ...} object *
+ next 0x0106244c {next=0x01062680 prev=0x01061fe4 signature=18 ...} object *
+ prev 0x01061db0 {next=0x01061fe4 prev=0x01061b7c signature=15 ...} object *
signature 16 int
type 1 '' char
parent -1 int
parent_sig 16 int
parent_type 1 '' char
instance 14 int
flags 7 unsigned int
+ pos {xyz={...} a1d=0x01062008 } vec3d
+ orient {vec={...} a2d=0x01062014 a1d=0x01062014 } matrix
radius 16.083845 float
+ last_pos {xyz={...} a1d=0x0106203c } vec3d
+ last_orient {vec={...} a2d=0x01062048 a1d=0x01062048 } matrix
+ phys_info {flags=274 mass=167.53310 center_of_mass={...} ...} physics_info
+ shield_quadrant 0x010621a8 float [4]
hull_strength 100.00000 float
sim_hull_strength 0.00000000 float
+ objsnd_num 0x010621c0 short [32]
net_signature 48 unsigned short
num_pairs 51 int
+ jnp 0x00000000 {m_name=0x0000000c <Bad Ptr> m_modelnum=??? m_objnum=??? ...} jump_node *
+ dock_list 0x00000000 {next=??? dockpoint_used=??? docked_objp=??? } dock_instance *
+ dead_dock_list 0x00000000 {next=??? dockpoint_used=??? docked_objp=??? } dock_instance *
collision_group_id 0 int
subsystem_strength 0.00000000 float
wif_priority1 259 int
wif_priority2 0 int
preferred_secondary -1 int
wif2_priority2 0 int
+ swp 0x01570b98 {num_primary_banks=2 num_secondary_banks=1 num_tertiary_banks=0 ...} ship_weapon *
wif2_priority1 0 int
is_big_ship 0 int
- esip 0x01c25114 {name=0x01c25114 "SF Manticore" alt_name=0x01c25134 "" short_name=0x01c25154 "SFight11" ...} ship_info *
+ name 0x01c25114 "SF Manticore" char [32]
+ alt_name 0x01c25134 "" char [32]
+ short_name 0x01c25154 "SFight11" char [32]
species 2 int
class_type 6 int
+ type_str 0x00000000 <Bad Ptr> char *
+ maneuverability_str 0x00000000 <Bad Ptr> char *
+ armor_str 0x00000000 <Bad Ptr> char *
+ manufacturer_str 0x00000000 <Bad Ptr> char *
+ desc 0x00000000 <Bad Ptr> char *
+ tech_desc 0x039b1f48 "We believe that the Manticore is a Shivan interceptor. It has a very high top speed, and its maneuverability is quite good. However, its shield system isn't strong enough to withstand constant fighting for long, which leads us to believe the Manticore's primary purpose is to destroy enemy bombers.
The Manticore ranks as a class B threat." char *
+ tech_title 0x01c25194 "" char [32]
+ ship_length 0x00000000 <Bad Ptr> char *
+ gun_mounts 0x0381da88 "1 (2)" char *
+ missile_banks 0x0381dac0 "2 (40. 40)" char *
+ cockpit_pof_file 0x01c251c0 "" char [32]
+ cockpit_offset {xyz={...} a1d=0x01c251e0 } vec3d
+ pof_file 0x01c251ec "fighter11.pof" char [32]
+ pof_file_hud 0x01c2520c "" char [32]
num_detail_levels 4 int
+ detail_distance 0x01c25230 int [5]
cockpit_model_num -1 int
model_num 2708 int
model_num_hud -1 int
hud_target_lod -1 int
density 1.0000000 float
damp 0.20000000 float
rotdamp 0.30000001 float
delta_bank_const 0.50000000 float
+ max_vel {xyz={...} a1d=0x01c25264 } vec3d
+ afterburner_max_vel {xyz={...} a1d=0x01c25270 } vec3d
+ max_rotvel {xyz={...} a1d=0x01c2527c } vec3d
+ rotation_time {xyz={...} a1d=0x01c25288 } vec3d
srotation_time 3.2000000 float
max_rear_vel 25.000000 float
forward_accel 3.0000000 float
afterburner_forward_accel 0.69999999 float
forward_decel 1.5000000 float
slide_accel 2.0000000 float
slide_decel 2.0000000 float
+ warpin_anim 0x01c252b0 "" 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 0x01c252e8 "" 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 1048872 int
flags2 2 int
ai_class 3 int
max_speed 87.000000 float
min_speed -25.000000 float
max_accel 87.000000 float
collision_damage_type_idx -1 int
+ collision_physics {both_small_bounce=5.0000000 bounce=5.0000000 friction=0.00000000 ...} ship_collision_physics
+ shockwave {name=0x01c25394 "" pof_name=0x01c253b4 "" inner_rad=15.000000 ...} shockwave_create_info
explosion_propagates 0 int
big_exp_visual_rad -1.0000000 float
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
debris_arc_percent 0.50000000 float
n_subsystems 5 int
+ subsystems 0x039b20d0 {flags=0 name=0x039b20d4 "sensors" subobj_name=0x039b20f4 "sensors" ...} model_subsystem *
power_output 1.5000000 float
max_overclocked_speed 120.00000 float
max_weapon_reserve 100.00000 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 70.000000 float
afterburner_recover_rate 25.000000 float
afterburner_max_reverse_vel 0.00000000 float
afterburner_reverse_accel 0.00000000 float
cmeasure_type 70 int
cmeasure_max 20 int
num_primary_banks 1 int
num_secondary_banks 2 int
+ primary_bank_weapons 0x01c25494 int [3]
+ primary_bank_ammo_capacity 0x01c254a0 int [3]
+ secondary_bank_weapons 0x01c254ac int [4]
+ secondary_bank_ammo_capacity 0x01c254bc int [4]
max_hull_strength 100.00000 float
max_shield_strength 500.00000 float
hull_repair_rate 0.00000000 float
subsys_repair_rate -2.0000000 float
sup_hull_repair_rate 0.15000001 float
sup_shield_repair_rate 0.20000000 float
sup_subsys_repair_rate 0.15000001 float
engine_snd 198 int
+ closeup_pos {xyz={...} a1d=0x01c254ec } vec3d
closeup_zoom 0.50000000 float
+ allowed_weapons 0x01c254fc int [300]
+ restricted_loadout_flag 0x01c259ac int [7]
+ allowed_bank_restricted_weapons 0x01c259c8 int [7][300]
shield_icon_index 19 '' unsigned char
+ icon_filename 0x01c27a99 "" char [32]
+ anim_filename 0x01c27ab9 "" char [32]
+ overhead_filename 0x01c27ad9 "" char [32]
score 12 int
scan_time 2000 int
+ ct_info 0x01c27b04 {pt={...} w_start=0.25000000 w_end=0.050000001 ...} trail_info [12]
ct_count 2 int
num_nondark_colors 0 int
+ nondark_colors 0x01c27e9c unsigned char [10][3]
+ shield_color 0x01c27eba "ÿ\\" unsigned char [3]
+ afterburner_trail {filename=0x01c27ec0 "sabtrail" bitmap_id=0 } generic_bitmap
afterburner_trail_width_factor 2.5000000 float
afterburner_trail_alpha_factor 0.30000001 float
afterburner_trail_life 1.0000000 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 0 int
+ splodeing_texture_name 0x01c28158 "boom" char [32]
+ draw_primary_models 0x01c28178 bool [3]
+ draw_secondary_models 0x01c2817b bool [4]
draw_models false bool
weapon_model_draw_distance 200.00000 float
armor_type_idx 2 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=0x01c281a8 } vec3d
num_maneuvering 0 int
+ maneuvering 0x01c281b8 {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 0x01c29fc4 int [10][10]
aiming_flags 0 int
minimum_convergence_distance 0.00000000 float
convergence_distance 100.00000 float
+ convergence_offset {xyz={...} a1d=0x01c2a160 } vec3d
emp_resistance_mod 0.00000000 float
piercing_damage_draw_limit 0.10000000 float
damage_lightning_type 1 int
-
multi_2342.log (19,148 bytes) 2010-11-21 23:51
-
fs2_open_2342.rar (82,068 bytes) 2010-11-21 23:52
-
verify_aicode_5790b.txt (11,493 bytes) 2010-11-22 00:24
Verify failure: swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SHIP_SECONDARY_BANKS
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Error + 229 bytes
<no module>! ai_select_secondary_weapon + 1121 bytes
<no module>! ai_choose_secondary_weapon + 601 bytes
<no module>! ai_chase + 9692 bytes
<no module>! ai_execute_behavior + 82 bytes
<no module>! ai_frame + 2083 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 + 782 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_13d_INF_SSE2.exe!debug_int3(char * file=0x00ea361c, int line=1155) Line 764 C++
fs2_open_3_6_13d_INF_SSE2.exe!Error(const char * filename=0x00edf030, int line=5790, const char * format=0x00e9e3d8, ...) Line 1155 + 0x13 bytes C++
> fs2_open_3_6_13d_INF_SSE2.exe!ai_select_secondary_weapon(object * objp=0x010633b8, ship_weapon * swp=0x015aaa74, int priority1=259, int priority2=0, int wif2_priority1=0, int wif2_priority2=0) Line 5790 + 0x2f bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ai_choose_secondary_weapon(object * objp=0x010633b8, ai_info * aip=0x022e5750, object * en_objp=0x01063c88) Line 7667 + 0x1d bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ai_chase() Line 8708 + 0x19 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ai_execute_behavior(ai_info * aip=0x022e5750) Line 12961 + 0x5 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ai_frame(int objnum=24) Line 14149 + 0x9 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ai_process(object * obj=0x010633b8, int ai_index=23, float frametime=0.033996582) Line 14253 + 0x16 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!ship_process_post(object * obj=0x010633b8, float frametime=0.033996582) Line 7760 + 0x20 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!obj_move_all_post(object * objp=0x010633b8, float frametime=0.033996582) Line 1209 + 0x10 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!obj_move_all(float frametime=0.033996582) Line 1410 + 0x10 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_simulation_frame() Line 4220 + 0xf bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_frame(int paused=0) Line 4667 C++
fs2_open_3_6_13d_INF_SSE2.exe!game_do_frame() Line 5098 + 0x7 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_do_state(int state=2) Line 6890 C++
fs2_open_3_6_13d_INF_SSE2.exe!gameseq_process_events() Line 407 + 0x14 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!game_main(char * cmdline=0x0015232f) Line 7465 + 0x5 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x0015232f, int nCmdShow=10) Line 7545 + 0x9 bytes C++
fs2_open_3_6_13d_INF_SSE2.exe!__tmainCRTStartup() Line 263 + 0x2c bytes C
fs2_open_3_6_13d_INF_SSE2.exe!WinMainCRTStartup() Line 182 C
kernel32.dll!7c817077()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
- aip 0x022e5750 {ai_flags=16 shipnum=23 type=0 ...} ai_info *
ai_flags 16 int
shipnum 23 int
type 0 int
wing 1 int
behavior 9 int
mode 0 int
previous_mode 9 int
mode_time -1 int
target_objnum 28 int
target_signature 29 int
previous_target_objnum -1 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=0x022e5788 } vec3d
+ stealth_velocity {xyz={...} a1d=0x022e5794 } vec3d
previous_dot_to_enemy 0.00000000 float
target_time 61.570984 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 0x022e57cc int [7]
+ ignore_new_signatures 0x022e57e8 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 5157369 long
+ path_create_pos {xyz={...} a1d=0x022e583c } vec3d
+ path_create_orient {vec={...} a2d=0x022e5848 a1d=0x022e5848 } matrix
mp_index 0 int
path_next_check_time 0 long
path_goal_dist -1 int
path_subsystem_next_check 1 int
submode 6 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 3988520 long
submode_parm0 0 int
submode_parm1 0 int
next_predict_pos_time 4106747 long
next_aim_pos_time 4035116 long
+ last_aim_enemy_pos {xyz={...} a1d=0x022e58a8 } vec3d
+ last_aim_enemy_vel {xyz={...} a1d=0x022e58b4 } vec3d
+ goals 0x022e58c0 {signature=1 ai_mode=8192 ai_submode=0 ...} ai_goal [5]
active_goal 0 int
goal_check_time 1 int
+ last_predicted_enemy_pos {xyz={...} a1d=0x022e59cc } vec3d
time_enemy_in_range 10.274624 float
time_enemy_near 0.00000000 float
last_attack_time 4035116 long
last_hit_time 0 long
last_hit_quadrant 3 int
last_hit_target_time 3831037 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=0x022e5a04 } vec3d
+ prev_goal_point {xyz={...} a1d=0x022e5a10 } vec3d
ai_accuracy 0.55000001 float
ai_evasion 20.000000 float
ai_courage 20.000000 float
ai_patience 20.000000 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 0.30000001 float
ai_in_range_time 1.4000000 float
ai_link_ammo_levels_maybe 60.000000 float
ai_link_ammo_levels_always 80.000000 float
ai_primary_ammo_burst_mult 0.00000000 float
ai_link_energy_levels_maybe 60.000000 float
ai_link_energy_levels_always 80.000000 float
ai_predict_position_delay 98304 long
ai_shield_manage_delay 4.0000000 float
ai_ship_fire_delay_scale_friendly 1.4000000 float
ai_ship_fire_delay_scale_hostile 2.5000000 float
ai_ship_fire_secondary_delay_scale_friendly 0.60000002 float
ai_ship_fire_secondary_delay_scale_hostile 1.2000000 float
ai_turn_time_scale 2.2000000 float
ai_glide_attack_percent 0.00000000 float
ai_circle_strafe_percent 0.00000000 float
ai_glide_strafe_percent 0.00000000 float
ai_random_sidethrust_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 1 int
ai_max_aim_update_delay 0.00000000 float
ai_turret_max_aim_update_delay 0.00000000 float
ai_profile_flags 0 int
ai_profile_flags2 0 int
lead_scale 0.31599501 float
stay_near_distance 0.31599501 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 1281 int
danger_weapon_signature 1282 int
+ guard_vec {xyz={...} a1d=0x022e5ac8 } 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 33893332 long
last_objsig_hit 29 int
ignore_expire_timestamp 5157369 int
warp_out_timestamp 0 int
next_rearm_request_timestamp 5804722 int
primary_select_timestamp 5157369 int
secondary_select_timestamp 5157369 int
scan_for_enemy_timestamp 5157369 int
choose_enemy_timestamp 5747658 int
force_warp_time 0 int
shockwave_object -1 int
shield_manage_timestamp 5157369 int
self_destruct_timestamp -1 int
ok_to_target_timestamp 5756722 int
kamikaze_damage 0.00000000 float
+ big_attack_point {xyz={...} a1d=0x022e5b44 } vec3d
+ big_attack_surface_normal {xyz={...} a1d=0x022e5b50 } vec3d
pick_big_attack_point_timestamp 5157369 int
avoid_ship_num -1 int
+ avoid_goal_point {xyz={...} a1d=0x022e5b64 } vec3d
avoid_check_timestamp 60989 long
+ big_collision_normal {xyz={...} a1d=0x022e5b74 } vec3d
+ big_recover_pos_1 {xyz={...} a1d=0x022e5b80 } vec3d
+ big_recover_pos_2 {xyz={...} a1d=0x022e5b8c } 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=0x022e5bac } vec3d
lethality -1.9699980 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->current_target_is_locked 0 int
- swp 0x015aaa74 {num_primary_banks=1 num_secondary_banks=3 num_tertiary_banks=0 ...} ship_weapon *
num_primary_banks 1 int
num_secondary_banks 3 int
num_tertiary_banks 0 int
+ primary_bank_weapons 0x015aaa80 int [3]
+ secondary_bank_weapons 0x015aaa8c int [4]
current_primary_bank 0 int
current_secondary_bank -1 int
current_tertiary_bank 0 int
previous_primary_bank 0 int
previous_secondary_bank 0 int
+ next_primary_fire_stamp 0x015aaab0 int [3]
+ last_primary_fire_stamp 0x015aaabc int [3]
+ next_secondary_fire_stamp 0x015aaac8 int [4]
+ last_secondary_fire_stamp 0x015aaad8 int [4]
next_tertiary_fire_stamp 0 int
+ primary_bank_ammo 0x015aaaec int [3]
+ primary_bank_start_ammo 0x015aaaf8 int [3]
+ primary_bank_capacity 0x015aab04 int [3]
+ primary_next_slot 0x015aab10 int [3]
+ primary_bank_rearm_time 0x015aab1c int [3]
+ secondary_bank_ammo 0x015aab28 int [4]
+ secondary_bank_start_ammo 0x015aab38 int [4]
+ secondary_bank_capacity 0x015aab48 int [4]
+ secondary_next_slot 0x015aab58 int [4]
+ secondary_bank_rearm_time 0x015aab68 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 1532 int
last_fired_weapon_signature 1533 int
detonate_weapon_time 60819 int
ai_class 3 int
flags 0 int
+ primary_animation_position 0x015aab9c "" unsigned char [3]
+ secondary_animation_position 0x015aab9f "" unsigned char [4]
+ primary_animation_done_time 0x015aaba4 int [3]
+ secondary_animation_done_time 0x015aabb0 int [4]
+ burst_counter 0x015aabc0 int [7]
+ external_model_fp_counter 0x015aabdc int [7]
swp->current_secondary_bank -1 int
|
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