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
|
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
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+ [35] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship
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+ [38] {objnum=-1 ai_index=0 ship_info_index=0 ...} ship
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+ [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 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 ...} 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
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- 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 |