Stack


 	fs2_open_3_6_15d_INF_SSE2.exe!debug_int3(char * file=0x010984e4, int line=1371)  Line 768	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!Warning(char * filename=0x0109de7a, int line=5302, const char * format=0x010a3370, ...)  Line 1371 + 0x13 bytes	C++
>	fs2_open_3_6_15d_INF_SSE2.exe!subsys_set(int objnum=0, int ignore_subsys_info=0)  Line 5302 + 0x24 bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!ship_set(int ship_index=0, int objnum=0, int ship_type=45)  Line 4983 + 0xb bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!ship_create(matrix * orient=0x05839d3c, vec3d * pos=0x05839d30, int ship_type=45, char * ship_name=0x05839d08)  Line 8753 + 0x11 bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!parse_create_object_sub(p_object * p_objp=0x05839d08)  Line 1769 + 0x1e bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!parse_create_object(p_object * pobjp=0x05839d08)  Line 1728 + 0x9 bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!mission_parse_maybe_create_parse_object(p_object * pobjp=0x05839d08)  Line 3314 + 0x9 bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!post_process_ships_wings()  Line 4539 + 0x14 bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!post_process_mission()  Line 5443	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!parse_mission(mission * pm=0x0121f508, int flags=0)  Line 5420	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!parse_main(char * mission_name=0x0012f3dc, int flags=0)  Line 5793 + 0xe bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!mission_load(char * filename_ext=0x011f0ddc)  Line 107 + 0xe bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!game_start_mission()  Line 1446 + 0xa bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!multi_sync_pre_do()  Line 8036	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!multi_sync_do()  Line 7468	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!game_do_state(int state=38)  Line 6704	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!gameseq_process_events()  Line 407 + 0x14 bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!game_main(char * cmdline=0x0015233f)  Line 7086 + 0x5 bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x0015233f, int nCmdShow=10)  Line 7155 + 0x9 bytes	C++
 	fs2_open_3_6_15d_INF_SSE2.exe!__tmainCRTStartup()  Line 263 + 0x2c bytes	C
 	fs2_open_3_6_15d_INF_SSE2.exe!WinMainCRTStartup()  Line 182	C
 	kernel32.dll!7c817077() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	




Autos:

-		model_system	0x03d33b90 {flags=0 flags2=0 name=0x03d33b98 "piece3A" ...}	model_subsystem *
		flags	0	unsigned int
		flags2	0	unsigned int
+		name	0x03d33b98 "piece3A"	char [32]
+		subobj_name	0x03d33bb8 "piece3A"	char [32]
+		alt_sub_name	0x03d33bd8 ""	char [32]
+		alt_dmg_sub_name	0x03d33bf8 ""	char [32]
		subobj_num	-858993460	int
		model_num	-1	int
		type	11	int
+		pnt	{xyz={...} a1d=0x03d33c24 }	vec3d
		radius	-1.0737418e+008	float
		max_subsys_strength	13500.000	float
		armor_type_idx	-1	int
+		crewspot	0x03d33c3c ""	char [32]
+		turret_norm	{xyz={...} a1d=0x03d33c5c }	vec3d
+		turret_matrix	{vec={...} a2d=0x03d33c68 a1d=0x03d33c68 }	matrix
		turret_fov	-1.0737418e+008	float
		turret_max_fov	1.0000000	float
		turret_y_fov	-1.0737418e+008	float
		turret_num_firing_points	-858993460	int
+		turret_firing_point	0x03d33c9c {xyz={...} a1d=0x03d33c9c }	vec3d [10]
		turret_gun_sobj	-858993460	int
		turret_turning_rate	0.00000000	float
		turret_base_rotation_snd	-1	int
		turret_base_rotation_snd_mult	1.0000000	float
		turret_gun_rotation_snd	-1	int
		turret_gun_rotation_snd_mult	1.0000000	float
		alive_snd	-1	int
		dead_snd	-1	int
		rotation_snd	-1	int
+		engine_wash_pointer	0x00000000 {name=0x00000000 <Bad Ptr> angle=??? radius_mult=??? ...}	engine_wash_info *
		turn_rate	-1.0737418e+008	float
		weapon_rotation_pbank	-1	int
+		stepped_rotation	0x00000000 {num_steps=??? fraction=??? t_transit=??? ...}	stepped_rotation *
		awacs_intensity	0.00000000	float
		awacs_radius	-1.0737418e+008	float
+		primary_banks	0x03d33d50	int [3]
+		primary_bank_capacity	0x03d33d5c	int [3]
+		secondary_banks	0x03d33d68	int [4]
+		secondary_bank_capacity	0x03d33d78	int [4]
		path_num	-2	int
		n_triggers	0	int
+		triggers	0x00000000 {angle={...} vel={...} accel={...} ...}	queued_animation *
		turret_reset_delay	2000	int
+		target_priority	0x03d33d98	int [32]
		num_target_priorities	0	int
		optimum_range	0.00000000	float
		favor_current_facing	0.00000000	float
		turret_rof_scaler	1.0000000	float
		turret_max_bomb_ownage	-1	int
		turret_max_target_ownage	-1	int
		model_system->model_num	-1	int
+		model_system->subobj_name	0x03d33bb8 "piece3A"	char [32]
-		sinfo	0x01cefa00 {name=0x01cefa00 "GTI Ganymede" alt_name=0x01cefa20 "" short_name=0x01cefa40 "TInst2" ...}	ship_info *
+		name	0x01cefa00 "GTI Ganymede"	char [32]
+		alt_name	0x01cefa20 ""	char [32]
+		short_name	0x01cefa40 "TInst2"	char [32]
		species	0	int
		class_type	17	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	0x03d46920 "The GTI Ganymede is the Alliance's newest repair and resupply facility. Ganymede installations are currently deployed behind the front lines in the Vega, Vasuda, and Capella systems. Each Ganymede can service up to five warships simultaneously. Repairs of any type or degree can be made here, on any ship in the GTVA fleet. Ganymedes also provide retrofitting services, enabling Allied C	char *
+		tech_title	0x01cefa80 ""	char [32]
+		ship_length	0x00000000 <Bad Ptr>	char *
+		gun_mounts	0x00000000 <Bad Ptr>	char *
+		missile_banks	0x00000000 <Bad Ptr>	char *
+		cockpit_pof_file	0x01cefaac ""	char [32]
+		cockpit_offset	{xyz={...} a1d=0x01cefacc }	vec3d
+		pof_file	0x01cefad8 "drydock2t-01.pof"	char [32]
+		pof_file_hud	0x01cefaf8 ""	char [32]
		num_detail_levels	4	int
+		detail_distance	0x01cefb1c	int [5]
		cockpit_model_num	-1	int
		model_num	601	int
		model_num_hud	-1	int
		hud_target_lod	-1	int
		density	1.0000000	float
		damp	0.20000000	float
		rotdamp	0.20000000	float
		delta_bank_const	0.50000000	float
+		max_vel	{xyz={...} a1d=0x01cefb50 }	vec3d
+		afterburner_max_vel	{xyz={...} a1d=0x01cefb5c }	vec3d
+		max_rotvel	{xyz={...} a1d=0x01cefb68 }	vec3d
+		rotation_time	{xyz={...} a1d=0x01cefb74 }	vec3d
		srotation_time	200.00000	float
		max_rear_vel	0.00000000	float
		forward_accel	0.00000000	float
		afterburner_forward_accel	0.00000000	float
		forward_decel	0.00000000	float
		slide_accel	0.00000000	float
		slide_decel	0.00000000	float
+		warpin_anim	0x01cefb9c ""	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_decel_exp	1.0000000	float
		warpin_type	0	int
+		warpout_anim	0x01cefbd8 ""	char [32]
		warpout_radius	0.00000000	float
		warpout_snd_start	-1	int
		warpout_snd_end	-1	int
		warpout_engage_time	-1	int
		warpout_speed	0.00000000	float
		warpout_time	0	int
		warpout_accel_exp	1.0000000	float
		warpout_type	0	int
		warpout_player_speed	0.00000000	float
		flags	58724352	int
		flags2	0	int
		ai_class	3	int
		max_speed	0.00000000	float
		min_speed	-0.00000000	float
		max_accel	0.00000000	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=0x01cefc8c "" pof_name=0x01cefcac "" inner_rad=100.00000 ...}	shockwave_create_info
		explosion_propagates	1	int
		big_exp_visual_rad	-1.0000000	float
		prop_exp_rad_mult	1.0000000	float
		death_roll_r_mult	1.0000000	float
		death_fx_r_mult	1.0000000	float
		death_roll_time_mult	1.0000000	float
		death_roll_base_time	3000	int
		death_fx_count	6	int
		shockwave_count	3	int
+		explosion_bitmap_anims	{...}	SCP_vector<int>
		vaporize_chance	0.00000000	float
+		impact_spew	{n_low=25 n_high=30 min_rad=0.20000000 ...}	particle_effect
+		damage_spew	{n_low=0 n_high=1 min_rad=0.69999999 ...}	particle_effect
+		split_particles	{n_low=40 n_high=80 min_rad=0.00000000 ...}	particle_effect
+		knossos_end_particles	{n_low=15 n_high=30 min_rad=30.000000 ...}	particle_effect
+		regular_end_particles	{n_low=50 n_high=100 min_rad=0.10000000 ...}	particle_effect
		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	13	int
-		subsystems	0x03d32930 {flags=0 flags2=0 name=0x03d32938 "navigation" ...}	model_subsystem *
		flags	0	unsigned int
		flags2	0	unsigned int
+		name	0x03d32938 "navigation"	char [32]
+		subobj_name	0x03d32958 "navigation"	char [32]
+		alt_sub_name	0x03d32978 ""	char [32]
+		alt_dmg_sub_name	0x03d32998 ""	char [32]
		subobj_num	-1	int
		model_num	601	int
		type	4	int
+		pnt	{xyz={...} a1d=0x03d329c4 }	vec3d
		radius	67.459358	float
		max_subsys_strength	4500.0000	float
		armor_type_idx	-1	int
+		crewspot	0x03d329dc ""	char [32]
+		turret_norm	{xyz={...} a1d=0x03d329fc }	vec3d
+		turret_matrix	{vec={...} a2d=0x03d32a08 a1d=0x03d32a08 }	matrix
		turret_fov	-1.0737418e+008	float
		turret_max_fov	1.0000000	float
		turret_y_fov	-1.0737418e+008	float
		turret_num_firing_points	-858993460	int
+		turret_firing_point	0x03d32a3c {xyz={...} a1d=0x03d32a3c }	vec3d [10]
		turret_gun_sobj	-1	int
		turret_turning_rate	0.00000000	float
		turret_base_rotation_snd	-1	int
		turret_base_rotation_snd_mult	1.0000000	float
		turret_gun_rotation_snd	-1	int
		turret_gun_rotation_snd_mult	1.0000000	float
		alive_snd	-1	int
		dead_snd	-1	int
		rotation_snd	-1	int
+		engine_wash_pointer	0x00000000 {name=0x00000000 <Bad Ptr> angle=??? radius_mult=??? ...}	engine_wash_info *
		turn_rate	-1.0737418e+008	float
		weapon_rotation_pbank	-1	int
+		stepped_rotation	0x00000000 {num_steps=??? fraction=??? t_transit=??? ...}	stepped_rotation *
		awacs_intensity	0.00000000	float
		awacs_radius	-1.0737418e+008	float
+		primary_banks	0x03d32af0	int [3]
+		primary_bank_capacity	0x03d32afc	int [3]
+		secondary_banks	0x03d32b08	int [4]
+		secondary_bank_capacity	0x03d32b18	int [4]
		path_num	2	int
		n_triggers	0	int
+		triggers	0x00000000 {angle={...} vel={...} accel={...} ...}	queued_animation *
		turret_reset_delay	2000	int
+		target_priority	0x03d32b38	int [32]
		num_target_priorities	0	int
		optimum_range	0.00000000	float
		favor_current_facing	0.00000000	float
		turret_rof_scaler	1.0000000	float
		turret_max_bomb_ownage	-1	int
		turret_max_target_ownage	-1	int
		power_output	1.0000000	float
		max_overclocked_speed	0.00000000	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	0.00000000	float
		afterburner_burn_rate	0.00000000	float
		afterburner_recover_rate	0.00000000	float
		afterburner_max_reverse_vel	0.00000000	float
		afterburner_reverse_accel	0.00000000	float
		cmeasure_type	80	int
		cmeasure_max	0	int
		num_primary_banks	0	int
		num_secondary_banks	0	int
+		primary_bank_weapons	0x01cefe54	int [3]
+		primary_bank_ammo_capacity	0x01cefe60	int [3]
+		secondary_bank_weapons	0x01cefe6c	int [4]
+		secondary_bank_ammo_capacity	0x01cefe7c	int [4]
		max_hull_strength	90000.000	float
		max_shield_strength	0.00000000	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
+		closeup_pos	{xyz={...} a1d=0x01cefea8 }	vec3d
		closeup_zoom	0.50000000	float
+		allowed_weapons	0x01cefeb8	int [300]
+		restricted_loadout_flag	0x01cf0368	int [7]
+		allowed_bank_restricted_weapons	0x01cf0384	int [7][300]
		shield_icon_index	255 ''	unsigned char
+		icon_filename	0x01cf2455 ""	char [32]
+		anim_filename	0x01cf2475 ""	char [32]
+		overhead_filename	0x01cf2495 ""	char [32]
		selection_effect	2	int
		score	900	int
		scan_time	2000	int
+		ct_info	0x01cf24c4 {pt={...} w_start=0.00000000 w_end=0.00000000 ...}	trail_info [24]
		ct_count	0	int
		num_nondark_colors	0	int
+		nondark_colors	0x01cf2bec	unsigned char [10][3]
+		shield_color	0x01cf2c0a ""	unsigned char [3]
		uses_team_colors	false	bool
+		default_team_name	""	std::basic_string<char,std::char_traits<char>,SCP_vm_allocator<char> >
+		afterburner_trail	{filename=0x01cf2c30 "" 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
+		thruster_distortion_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
		thruster_dist_rad_factor	2.0000000	float
		thruster02_glow_len_factor	1.0000000	float
		thruster_dist_len_factor	2.0000000	float
		draw_distortion	true	bool
		splodeing_texture	-1	int
+		splodeing_texture_name	0x01cf2f2c "boom"	char [32]
+		draw_primary_models	0x01cf2f4c	bool [3]
+		draw_secondary_models	0x01cf2f4f	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=0x01cf2f7c }	vec3d
		engine_snd	191	int
		glide_start_snd	0	int
		glide_end_snd	0	int
+		ship_sounds	{...}	SCP_map<enum GameSoundsIndex,int>
		num_maneuvering	0	int
+		maneuvering	0x01cf2fb8 {use_flags=0 start_snd=-1 loop_snd=-1 ...}	man_thruster [128]
		radar_image_2d_idx	-1	int
		radar_color_image_2d_idx	-1	int
		radar_image_size	-1	int
		radar_projection_size_mult	1.0000000	float
+		ship_iff_info	0x01cf4dc8	int [10][10]
		aiming_flags	0	int
		minimum_convergence_distance	0.00000000	float
		convergence_distance	100.00000	float
+		convergence_offset	{xyz={...} a1d=0x01cf4f64 }	vec3d
		emp_resistance_mod	0.00000000	float
		piercing_damage_draw_limit	0.10000000	float
		damage_lightning_type	1	int
+		hud_gauges	{...}	SCP_vector<HudGauge *>
		hud_enabled	false	bool
		hud_retail	false	bool
+		displays	{...}	SCP_vector<cockpit_display_info>
+		pathMetadata	{...}	SCP_map<std::basic_string<char,std::char_traits<char>,SCP_vm_allocator<char> >,path_metadata>
+		sinfo->name	0x01cefa00 "GTI Ganymede"	char [32]



Locals


		turn_accel	0.50000000	float
		number_of_weapons	0	int
		objnum	0	int
		ignore_subsys_info	0	int
		j	0	int
+		sinfo	0x01cefa00 {name=0x01cefa00 "GTI Ganymede" alt_name=0x01cefa20 "" short_name=0x01cefa40 "TInst2" ...}	ship_info *
+		ship_system	0x034b7330 {next=0x015b6898 prev=0x034b6008 system_info=0x03d338f0 ...}	ship_subsys *
		k	10	int
+		model_system	0x03d33b90 {flags=0 flags2=0 name=0x03d33b98 "piece3A" ...}	model_subsystem *
		i	7	int
-		shipp	0x015b66f8 struct ship * Ships {objnum=0 ai_index=0 ship_info_index=45 ...}	ship *
		objnum	0	int
		ai_index	0	int
		ship_info_index	45	int
		hotkey	-1	int
		escort_priority	0	int
		score	0	int
		assist_score_pct	0.00000000	float
		respawn_priority	0	int
		pre_death_explosion_happened	0	unsigned char
		wash_killed	0	unsigned char
		cargo1	0	char
		wing_status_wing_index	0	char
		wing_status_wing_pos	0	char
		alt_type_index	-1	int
		callsign_index	-1	int
		targeting_laser_bank	-1 ''	char
		num_corkscrew_to_fire	0	unsigned char
		corkscrew_missile_bank	0	int
		targeting_laser_objnum	-1	int
		next_corkscrew_fire	0	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=0x015b6748 }	vec3d
+		warpin_effect	0x05898cb0 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...}	WarpEffect *
+		warpout_effect	0x0597cf68 {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	0x015b6768 {pos={...} submodel_num=0 end_time=0 }	ship_spark [8]
		use_special_explosion	false	bool
		special_exp_damage	0	int
		special_exp_blast	0	int
		special_exp_inner	0	int
		special_exp_outer	0	int
		use_shockwave	false	bool
		special_exp_shockwave_speed	0	int
		special_exp_deathroll_time	0	int
		special_hitpoints	0	int
		special_shield	0	int
		ship_max_shield_strength	0.00000000	float
		ship_max_hull_strength	90000.000	float
		ship_guardian_threshold	0	int
+		ship_name	0x015b683c "GTI Ganymede"	char [32]
		team	0	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	-1	int
		arrival_delay	0	int
		departure_location	0	int
		departure_anchor	0	int
		departure_path_mask	0	int
		departure_cue	-1	int
		departure_delay	0	int
		wingnum	-1	int
		orders_accepted	0	int
-		subsys_list	{next=0x034b0040 prev=0x034b7330 system_info=0x00000000 ...}	ship_subsys
+		next	0x034b0040 {next=0x034b1368 prev=0x015b6898 system_info=0x03d32930 ...}	ship_subsys *
+		prev	0x034b7330 {next=0x015b6898 prev=0x034b6008 system_info=0x03d338f0 ...}	ship_subsys *
+		system_info	0x00000000 {flags=??? flags2=??? name=0x00000008 <Bad Ptr> ...}	model_subsystem *
		parent_objnum	0	int
+		sub_name	0x015b68a8 ""	char [32]
		current_hits	0.00000000	float
		max_hits	0.00000000	float
		flags	0	int
		subsys_guardian_threshold	0	int
		armor_type_idx	0	int
		turret_best_weapon	0	int
+		turret_last_fire_direction	{xyz={...} a1d=0x015b68e0 }	vec3d
		turret_next_enemy_check_stamp	0	int
		turret_next_fire_stamp	0	int
		turret_enemy_objnum	0	int
		turret_enemy_sig	0	int
		turret_next_fire_pos	0	int
		turret_time_enemy_in_range	0.00000000	float
+		turret_targeting_order	0x015b6904	int [3]
		optimum_range	0.00000000	float
		favor_current_facing	0.00000000	float
+		targeted_subsys	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
		scripting_target_override	false	bool
		last_fired_weapon_info_index	0	int
		turret_pick_big_attack_point_timestamp	0	int
+		turret_big_attack_point	{xyz={...} a1d=0x015b6928 }	vec3d
		turret_animation_position	MA_POS_NOT_SET	EModelAnimationPosition
		turret_animation_done_time	0	int
+		turret_swarm_info_index	0x015b693c	int [10]
		turret_swarm_num	0	int
		awacs_intensity	0.00000000	float
		awacs_radius	0.00000000	float
+		weapons	{num_primary_banks=0 num_secondary_banks=0 num_tertiary_banks=0 ...}	ship_weapon
+		submodel_info_1	{blown_off=0 angs={...} prev_angs={...} ...}	submodel_instance_info
+		submodel_info_2	{blown_off=0 angs={...} prev_angs={...} ...}	submodel_instance_info
		disruption_timestamp	0	int
		subsys_cargo_name	0	int
		time_subsys_cargo_revealed	0	long
+		trigger	{snd_pnt={...} start_sound=0 loop_sound=0 ...}	triggered_rotation
		points_to_target	0.00000000	float
		base_rotation_rate_pct	0.00000000	float
		gun_rotation_rate_pct	0.00000000	float
		subsys_snd_flags	0	int
		rotation_timestamp	0	int
+		world_to_turret_matrix	{vec={...} a2d=0x015b7aec a1d=0x015b7aec }	matrix
+		target_priority	0x015b7b10	int [32]
		num_target_priorities	0	int
		next_aim_pos_time	0	long
+		last_aim_enemy_pos	{xyz={...} a1d=0x015b7b98 }	vec3d
+		last_aim_enemy_vel	{xyz={...} a1d=0x015b7ba4 }	vec3d
		rof_scaler	0.00000000	float
		turn_rate	0.00000000	float
		turret_max_bomb_ownage	0	int
		turret_max_target_ownage	0	int
+		last_targeted_subobject	0x015b7bc0	ship_subsys * [12]
-		subsys_info	0x015b7bf0 {type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info [12]
+		[0]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[1]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[2]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[3]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[4]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[5]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[6]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[7]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[8]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[9]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[10]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		[11]	{type_count=0 aggregate_max_hits=0.00000000 aggregate_current_hits=0.00000000 }	ship_subsys_info
+		shield_integrity	0x00000000	float *
		shield_recharge_index	6	int
		weapon_recharge_index	6	int
		engine_recharge_index	0	int
		weapon_energy	100.00000	float
		current_max_speed	0.00000000	float
		next_manage_ets	339215798	int
		flags	0	unsigned int
		flags2	8	unsigned int
		reinforcement_index	-1	int
		afterburner_fuel	0.00000000	float
		cmeasure_count	0	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=0 num_secondary_banks=0 num_tertiary_banks=0 ...}	ship_weapon
		shield_hits	0	int
		wash_intensity	0.00000000	float
+		wash_rot_axis	{xyz={...} a1d=0x015b7e94 }	vec3d
		wash_timestamp	1	int
		num_swarm_missiles_to_fire	0	int
		next_swarm_fire	0	int
		next_swarm_path	0	int
		num_turret_swarm_info	0	int
		swarm_missile_bank	0	int
		group	0	int
		death_roll_snd	0	int
		ship_list_index	0	int
		thruster_bitmap	0	int
		thruster_frame	0.00000000	float
		thruster_glow_bitmap	0	int
		thruster_glow_frame	0.00000000	float
		thruster_glow_noise	0.00000000	float
		thruster_secondary_glow_bitmap	0	int
		thruster_tertiary_glow_bitmap	0	int
		thruster_distortion_bitmap	0	int
		next_engine_stutter	0	int
		base_texture_anim_frametime	0	long
		total_damage_received	0.00000000	float
+		damage_ship	0x015b7ef0	float [32]
+		damage_ship_id	0x015b7f70	int [32]
		persona_index	0	int
		subsys_disrupted_flags	0	int
		subsys_disrupted_check_timestamp	0	int
		create_time	0	unsigned int
		ts_index	0	int
		large_ship_blowup_index	-1	int
+		sub_expl_sound_handle	0x015b8008	int [2]
+		arc_pts	0x015b8010	vec3d [2][2]
+		arc_timestamp	0x015b8040	int [2]
+		arc_type	0x015b8048 ""	unsigned char [2]
		arc_next_time	0	int
		emp_intensity	-1.0000000	float
		emp_decr	0.00000000	float
+		trail_ptr	0x015b8058	trail * [24]
		tag_total	0.00000000	float
		tag_left	0.00000000	float
		time_first_tagged	0	long
		level2_tag_total	0.00000000	float
		level2_tag_left	0.00000000	float
+		np_updates	0x015b80cc {seq=0 update_stamp=1 status_update_stamp=1 ...}	np_update [12]
		lightning_stamp	-1	int
		awacs_warning_flag	0	unsigned char
		special_warpin_objnum	0	int
		special_warpout_objnum	0	int
+		fighter_beam_turret_data	{next=0x00000000 prev=0x00000000 system_info=0x00000000 ...}	ship_subsys
+		beam_sys_info	{flags=0 flags2=0 name=0x015b94fc "" ...}	model_subsystem
+		was_firing_last_frame	0x015b9794	int [3]
		primitive_sensor_range	0	int
+		ship_replacement_textures	0x00000000	int *
		current_viewpoint	0	int
+		ABtrail_ptr	0x015b97ac	trail * [24]
+		ab_info	0x015b980c {pt={...} w_start=0.00000000 w_end=0.00000000 ...}	trail_info [24]
		ab_count	0	int
		glow_point_bank_active	[0]()	std::deque<bool,std::allocator<bool> >
		shader_effect_num	0	int
		shader_effect_duration	0	int
		shader_effect_start_time	0	int
		shader_effect_active	false	bool
+		last_fired_point	0x015b9f60	int [3]
+		last_fired_turret	0x00000000 {next=??? prev=??? system_info=??? ...}	ship_subsys *
		bay_doors_anim_done_time	0	int
		bay_doors_status	MA_POS_NOT_SET	EModelAnimationPosition
		bay_doors_wanting_open	0	int
		bay_doors_launched_from	0	unsigned char
		bay_doors_need_open	false	bool
		bay_doors_parent_shipnum	0	int
+		secondary_point_reload_pct	0x015b9f84	float [4][25]
+		primary_rotate_rate	0x015ba114	float [3]
+		primary_rotate_ang	0x015ba120	float [3]
+		thrusters_start	0x015ba12c	int [128]
+		thrusters_sounds	0x015ba32c	int [128]
+		s_alt_classes	{...}	SCP_vector<alt_class>
+		ship_iff_color	0x015ba544	int [10][10]
		ammo_low_complaint_count	0	int
		armor_type_idx	0	int
		shield_armor_type_idx	0	int
		collision_damage_type_idx	0	int
		debris_damage_type_idx	0	int
		model_instance_num	0	int
		time_created	0	long
		radar_visible_since	0	long
		radar_last_contact	0	long
		radar_last_status	NOT_VISIBLE	RadarVisibility
		radar_current_status	NOT_VISIBLE	RadarVisibility
+		team_name	""	std::basic_string<char,std::char_traits<char>,SCP_vm_allocator<char> >
+		secondary_team_name	""	std::basic_string<char,std::char_traits<char>,SCP_vm_allocator<char> >
		team_change_timestamp	0	long
		team_change_time	0	int

