 	fs2_open_3_6_19-DEBUG.exe!debug_int3(char * file=0x010f091c, int line=1040)  Line 768	C++
 	fs2_open_3_6_19-DEBUG.exe!WinAssert(char * text=0x010f4ed4, char * filename=0x010f3023, int linenum=2999, const char * format=0x010f4f00, ...)  Line 1040 + 0x13 bytes	C++
>	fs2_open_3_6_19-DEBUG.exe!model_get(int model_num=11107)  Line 2999 + 0x40 bytes	C++
 	fs2_open_3_6_19-DEBUG.exe!ship_page_in()  Line 15432 + 0x41 bytes	C++
 	fs2_open_3_6_19-DEBUG.exe!level_page_in()  Line 41	C++
 	fs2_open_3_6_19-DEBUG.exe!freespace_mission_load_stuff()  Line 1359	C++
 	fs2_open_3_6_19-DEBUG.exe!game_post_level_init()  Line 1404	C++
 	fs2_open_3_6_19-DEBUG.exe!game_start_mission()  Line 1467	C++
 	fs2_open_3_6_19-DEBUG.exe!multi_sync_pre_do()  Line 8037	C++
 	fs2_open_3_6_19-DEBUG.exe!multi_sync_do()  Line 7469	C++
 	fs2_open_3_6_19-DEBUG.exe!game_do_state(int state=38)  Line 6672	C++
 	fs2_open_3_6_19-DEBUG.exe!gameseq_process_events()  Line 405 + 0x14 bytes	C++
 	fs2_open_3_6_19-DEBUG.exe!game_main(char * cmdline=0x0015233b)  Line 7045 + 0x5 bytes	C++
 	fs2_open_3_6_19-DEBUG.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x0015233b, int nCmdShow=10)  Line 7114 + 0x9 bytes	C++
 	fs2_open_3_6_19-DEBUG.exe!__tmainCRTStartup()  Line 263 + 0x2c bytes	C
 	fs2_open_3_6_19-DEBUG.exe!WinMainCRTStartup()  Line 182	C
 	kernel32.dll!7c81776f() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
 	uxtheme.dll!5ad74c60() 	


+		Polygon_models	0x01600058 struct polymodel * * Polygon_models	polymodel * [300]
-		Polygon_models[num]	0x05e32a10 {id=24907 version=2116 filename=0x05e32a18 "cruiser03.pof" ...}	polymodel *
		id	24907	int
		version	2116	int
+		filename	0x05e32a18 "cruiser03.pof"	char [64]
		flags	1	unsigned int
		n_detail_levels	4	int
+		detail	0x05e32a60	int [8]
+		detail_depth	0x05e32a80	float [8]
		num_debris_objects	3	int
+		debris_objects	0x05e32aa4	int [32]
		n_models	18	int
+		mins	{xyz={...} a1d=0x05e32b28 }	vec3d
+		maxs	{xyz={...} a1d=0x05e32b34 }	vec3d
+		bounding_box	0x05e32b40 {xyz={...} a1d=0x05e32b40 }	vec3d [8]
		num_lights	15	int
+		lights	0x062cfc68 {pos={...} type=2 value=0.00000000 }	bsp_light *
		n_view_positions	1	int
+		view_positions	0x05e32bac {parent=0 pnt={...} norm={...} }	eye [10]
+		autocenter	{xyz={...} a1d=0x05e32cc4 }	vec3d
		rad	105.69537	float
		core_radius	56.008137	float
		n_textures	6	int
+		maps	0x05e32cdc {textures=0x05e32cdc is_ambient=false is_transparent=false }	texture_map [64]
+		submodel	0x0590f3f8 {name=0x0590f3f8 "cruiser03a-hull" movement_type=-1 movement_axis=-1 ...}	bsp_info *
		n_guns	0	int
		n_missiles	0	int
		n_docks	1	int
		n_thrusters	1	int
+		gun_banks	0x00000000 {num_slots=??? pnt=0x00000004 norm=0x00000130 ...}	w_bank *
+		missile_banks	0x00000000 {num_slots=??? pnt=0x00000004 norm=0x00000130 ...}	w_bank *
+		docking_bays	0x05836f98 {num_slots=2 type_flags=6 num_spline_paths=1 ...}	dock_bay *
+		thrusters	0x0616d810 {num_points=6 points=0x06186c18 wash_info_pointer=0x00000000 ...}	thruster_bank *
+		ship_bay	0x0620f2a8 {num_paths=0 path_indexes=0x0620f2ac arrive_flags=0 ...}	ship_bay *
+		shield	{nverts=0 ntris=0 verts=0x00000000 ...}	shield_info
+		shield_collision_tree	0x00000000 <Bad Ptr>	unsigned char *
		sldc_size	0	int
		n_paths	15	int
+		paths	0x05959480 {name=0x05959480 "$path05" parent_name=0x059594a0 "communication" parent_submodel=-1 ...}	model_path *
		mass	9524.9189	float
+		center_of_mass	{xyz={...} a1d=0x05e34628 }	vec3d
+		moment_of_inertia	{vec={...} a2d=0x05e34634 a1d=0x05e34634 }	matrix
+		octants	0x05e34658 {min={...} max={...} nverts=77 ...}	model_octant [8]
		num_xc	25	int
+		xc	0x062c0fd0 {z=-91.590485 radius=63.300449 }	cross_section *
		num_split_plane	3	int
+		split_plane	0x05e347a4	float [5]
+		ins	0x05e347b8 {detail_level=0 num_faces=0 faces=0x05e347c0 ...}	insignia [6]
		num_ins	0	int
		ram_used	331817	int
		debug_info_size	196	int
+		debug_info	0x062b8a38 "Started with 611 vertices and 925 faces.
Ended with 452 vertices and 752 faces.
Texture splitting created 0 vertices and 0 faces.
Command line: BSPGEN -b -c25 cruiser03.p3d
Scale factor:   0.025
"	char *
		used_this_mission	3	int
		n_glow_point_banks	0	int
+		glow_point_banks	0x00000000 {type=??? glow_timestamp=??? on_time=??? ...}	glow_point_bank *
		gun_submodel_rotation	0.00000000	float
		vertex_buffer_id	0	int
+		Polygon_models[num]->filename	0x05e32a18 "cruiser03.pof"	char [64]
		Polygon_models[num]->id	24907	int
		model_num	11107	int
		num	7	int




ship_page_in()

		j	0	int
-		sip	0x01e64590 {name=0x01e64590 "SC Lilith" alt_name=0x01e645b0 "" short_name=0x01e645d0 "TCruise3" ...}	ship_info *
+		name	0x01e64590 "SC Lilith"	char [32]
+		alt_name	0x01e645b0 ""	char [32]
+		short_name	0x01e645d0 "TCruise3"	char [32]
		species	2	int
		class_type	13	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	0x03eb1238 "The SC Lilith class of Shivan cruisers is a far-deadlier foe than the Cain class. Nearly impenetrable armor plating enables it to withstand tremendous punishment, enabling its nine turrets to lash out at warships and combat spacecraft with impunity."	char *
+		tech_title	0x01e64610 ""	char [32]
+		ship_length	0x00000000 <Bad Ptr>	char *
+		gun_mounts	0x00000000 <Bad Ptr>	char *
+		missile_banks	0x00000000 <Bad Ptr>	char *
+		cockpit_pof_file	0x01e6463c ""	char [32]
+		cockpit_offset	{xyz={...} a1d=0x01e6465c }	vec3d
+		pof_file	0x01e64668 "cruiser03.pof"	char [32]
+		pof_file_hud	0x01e64688 ""	char [32]
		num_detail_levels	4	int
+		detail_distance	0x01e646ac	int [5]
		cockpit_model_num	-1	int
		model_num	24907	int
		model_num_hud	-1	int
		hud_target_lod	-1	int
		density	1.0000000	float
		damp	0.20000000	float
		rotdamp	1.0000000	float
		delta_bank_const	0.50000000	float
+		max_vel	{xyz={...} a1d=0x01e646e0 }	vec3d
+		afterburner_max_vel	{xyz={...} a1d=0x01e646ec }	vec3d
+		max_rotvel	{xyz={...} a1d=0x01e646f8 }	vec3d
+		rotation_time	{xyz={...} a1d=0x01e64704 }	vec3d
		srotation_time	110.00000	float
		max_rear_vel	0.00000000	float
		forward_accel	10.000000	float
		afterburner_forward_accel	0.00000000	float
		forward_decel	5.0000000	float
		slide_accel	0.00000000	float
		slide_decel	0.00000000	float
+		warpin_anim	0x01e6472c ""	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	0x01e64768 ""	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	1032	int
		flags2	0	int
		ai_class	3	int
		max_speed	20.000000	float
		min_speed	-0.00000000	float
		max_accel	20.000000	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=0x01e6481c "" pof_name=0x01e6483c "" 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	2	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	14	int
+		subsystems	0x03eb1368 {flags=0 flags2=0 name=0x03eb1370 "laser turret" ...}	model_subsystem *
		power_output	90.000000	float
		max_overclocked_speed	12.000000	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	0x01e649e4	int [3]
+		primary_bank_ammo_capacity	0x01e649f0	int [3]
+		secondary_bank_weapons	0x01e649fc	int [4]
+		secondary_bank_ammo_capacity	0x01e64a0c	int [4]
		max_hull_strength	75000.000	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=0x01e64a38 }	vec3d
		closeup_zoom	0.50000000	float
+		allowed_weapons	0x01e64a48	int [300]
+		restricted_loadout_flag	0x01e64ef8	int [7]
+		allowed_bank_restricted_weapons	0x01e64f14	int [7][300]
		shield_icon_index	255 ''	unsigned char
+		icon_filename	0x01e66fe5 ""	char [32]
+		anim_filename	0x01e67005 ""	char [32]
+		overhead_filename	0x01e67025 ""	char [32]
		selection_effect	2	int
		score	210	int
		scan_time	15000	int
+		ct_info	0x01e67054 {pt={...} w_start=0.00000000 w_end=0.00000000 ...}	trail_info [24]
		ct_count	0	int
		num_nondark_colors	0	int
+		nondark_colors	0x01e6777c	unsigned char [10][3]
+		shield_color	0x01e6779a ""	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=0x01e677c0 "" 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	9500	int
+		splodeing_texture_name	0x01e67abc "boom"	char [32]
+		draw_primary_models	0x01e67adc	bool [3]
+		draw_secondary_models	0x01e67adf	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=0x01e67b0c }	vec3d
		engine_snd	134	int
		glide_start_snd	0	int
		glide_end_snd	0	int
+		ship_sounds	{...}	SCP_map<enum GameSoundsIndex,int>
		num_maneuvering	0	int
+		maneuvering	0x01e67b48 {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	0x01e69958	int [10][10]
		aiming_flags	0	int
		minimum_convergence_distance	0.00000000	float
		convergence_distance	100.00000	float
+		convergence_offset	{xyz={...} a1d=0x01e69af4 }	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>
		sip->model_num	24907	int
-		sip->subsystems	0x03eb1368 {flags=0 flags2=0 name=0x03eb1370 "laser turret" ...}	model_subsystem *
		flags	0	unsigned int
		flags2	0	unsigned int
+		name	0x03eb1370 "laser turret"	char [32]
+		subobj_name	0x03eb1390 "turret01"	char [32]
+		alt_sub_name	0x03eb13b0 ""	char [32]
+		alt_dmg_sub_name	0x03eb13d0 ""	char [32]
		subobj_num	11	int
		model_num	11107	int
		type	2	int
+		pnt	{xyz={...} a1d=0x03eb13fc }	vec3d
		radius	2.2373967	float
		max_subsys_strength	750.00000	float
		armor_type_idx	-1	int
+		crewspot	0x03eb1414 "U[IqpX>|?"	char [32]
+		turret_norm	{xyz={...} a1d=0x03eb1434 }	vec3d
+		turret_matrix	{vec={...} a2d=0x03eb1440 a1d=0x03eb1440 }	matrix
		turret_fov	-4.3711388e-008	float
		turret_max_fov	1.0000000	float
		turret_y_fov	-1.0737418e+008	float
		turret_num_firing_points	1	int
+		turret_firing_point	0x03eb1474 {xyz={...} a1d=0x03eb1474 }	vec3d [10]
		turret_gun_sobj	11	int
		turret_turning_rate	6.2831855	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	0x03eb1528	int [3]
+		primary_bank_capacity	0x03eb1534	int [3]
+		secondary_banks	0x03eb1540	int [4]
+		secondary_bank_capacity	0x03eb1550	int [4]
		path_num	-1	int
		n_triggers	0	int
+		triggers	0x00000000 {angle={...} vel={...} accel={...} ...}	queued_animation *
		turret_reset_delay	2000	int
+		target_priority	0x03eb1570	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
-		sip->subsystems[j]	{flags=0 flags2=0 name=0x03eb1370 "laser turret" ...}	model_subsystem
		flags	0	unsigned int
		flags2	0	unsigned int
+		name	0x03eb1370 "laser turret"	char [32]
+		subobj_name	0x03eb1390 "turret01"	char [32]
+		alt_sub_name	0x03eb13b0 ""	char [32]
+		alt_dmg_sub_name	0x03eb13d0 ""	char [32]
		subobj_num	11	int
		model_num	11107	int
		type	2	int
+		pnt	{xyz={...} a1d=0x03eb13fc }	vec3d
		radius	2.2373967	float
		max_subsys_strength	750.00000	float
		armor_type_idx	-1	int
+		crewspot	0x03eb1414 "U[IqpX>|?"	char [32]
+		turret_norm	{xyz={...} a1d=0x03eb1434 }	vec3d
+		turret_matrix	{vec={...} a2d=0x03eb1440 a1d=0x03eb1440 }	matrix
		turret_fov	-4.3711388e-008	float
		turret_max_fov	1.0000000	float
		turret_y_fov	-1.0737418e+008	float
		turret_num_firing_points	1	int
+		turret_firing_point	0x03eb1474 {xyz={...} a1d=0x03eb1474 }	vec3d [10]
		turret_gun_sobj	11	int
		turret_turning_rate	6.2831855	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	0x03eb1528	int [3]
+		primary_bank_capacity	0x03eb1534	int [3]
+		secondary_banks	0x03eb1540	int [4]
+		secondary_bank_capacity	0x03eb1550	int [4]
		path_num	-1	int
		n_triggers	0	int
+		triggers	0x00000000 {angle={...} vel={...} accel={...} ...}	queued_animation *
		turret_reset_delay	2000	int
+		target_priority	0x03eb1570	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
		sip->subsystems[j].model_num	11107	int
+		sip_pm	0x05e32a10 {id=24907 version=2116 filename=0x05e32a18 "cruiser03.pof" ...}	polymodel *
+		subsys_pm	0xcccccccc {id=??? version=??? filename=0xccccccd4 <Bad Ptr> ...}	polymodel *




