Verify failure: swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SHIP_SECONDARY_BANKS ! KiFastSystemCallRet ! WaitForSingleObject + 18 bytes ! SCP_DumpStack + 354 bytes ! Error + 229 bytes ! ai_select_secondary_weapon + 1121 bytes ! ai_choose_secondary_weapon + 601 bytes ! ai_chase + 9692 bytes ! ai_execute_behavior + 82 bytes ! ai_frame + 2083 bytes ! ai_process + 290 bytes ! ship_process_post + 1838 bytes ! obj_move_all_post + 565 bytes ! obj_move_all + 355 bytes ! game_simulation_frame + 1109 bytes ! game_frame + 491 bytes ! game_do_frame + 239 bytes ! game_do_state + 379 bytes ! gameseq_process_events + 237 bytes ! game_main + 782 bytes ! WinMain + 330 bytes ! __tmainCRTStartup + 358 bytes ! WinMainCRTStartup + 15 bytes ! 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