Really? I thought it was some recent addition since it's in the legacy builds and not in old versions.
I've managed to reproduce the crash using his ini, it's very hard to get it using the vintage build on my machine. BTW it's extremely slow here, well below 1 fps and i also get graphic glitches. ESDF with inverted mouse, i had to unbind 'q' for quitting.
Code: Select all
Exception thrown: write access violation
gzdoom.exe!GLHorizonPortal::GLHorizonPortal(FPortalSceneState * s, GLHorizonInfo * pt, FRenderViewpoint & vp, bool local) Line 352 C++
> gzdoom.exe!FDrawInfo::AddPortal(GLWall * wall, int ptype) Line 353 C++
gzdoom.exe!GLWall::DoHorizon(HWDrawInfo * di, seg_t * seg, sector_t * fs, vertex_t * v1, vertex_t * v2) Line 507 C++
gzdoom.exe!GLWall::Process(HWDrawInfo * di, seg_t * seg, sector_t * frontsector, sector_t * backsector) Line 1756 C++
gzdoom.exe!HWDrawInfo::AddLine(seg_t * seg, bool portalclip) Line 178 C++
gzdoom.exe!HWDrawInfo::AddLines(subsector_t * sub, sector_t * sector) Line 304 C++
gzdoom.exe!HWDrawInfo::DoSubsector(subsector_t * sub) Line 490 C++
gzdoom.exe!HWDrawInfo::RenderBSPNode(void * node) Line 596 C++
gzdoom.exe!HWDrawInfo::RenderBSPNode(void * node) Line 587 C++
gzdoom.exe!HWDrawInfo::RenderBSPNode(void * node) Line 587 C++
gzdoom.exe!HWDrawInfo::RenderBSPNode(void * node) Line 587 C++
gzdoom.exe!HWDrawInfo::RenderBSPNode(void * node) Line 587 C++
gzdoom.exe!HWDrawInfo::RenderBSPNode(void * node) Line 587 C++
gzdoom.exe!HWDrawInfo::RenderBSPNode(void * node) Line 587 C++
gzdoom.exe!HWDrawInfo::RenderBSPNode(void * node) Line 587 C++
gzdoom.exe!HWDrawInfo::RenderBSPNode(void * node) Line 587 C++
gzdoom.exe!FDrawInfo::CreateScene() Line 118 C++
gzdoom.exe!FDrawInfo::DrawScene(int drawmode) Line 312 C++
gzdoom.exe!GLScenePortal::DrawContents(HWDrawInfo * di) Line 96 C++
[Inline Frame] gzdoom.exe!IPortal::RenderPortal(bool) Line 72 C++
gzdoom.exe!FPortalSceneState::EndFrame(HWDrawInfo * di) Line 98 C++
gzdoom.exe!FDrawInfo::DrawScene(int drawmode) Line 336 C++
gzdoom.exe!GLScenePortal::DrawContents(HWDrawInfo * di) Line 96 C++
[Inline Frame] gzdoom.exe!IPortal::RenderPortal(bool) Line 72 C++
gzdoom.exe!FPortalSceneState::EndFrame(HWDrawInfo * di) Line 98 C++
gzdoom.exe!FDrawInfo::DrawScene(int drawmode) Line 336 C++
gzdoom.exe!GLScenePortal::DrawContents(HWDrawInfo * di) Line 96 C++
[Inline Frame] gzdoom.exe!IPortal::RenderPortal(bool) Line 72 C++
gzdoom.exe!FPortalSceneState::EndFrame(HWDrawInfo * di) Line 98 C++
gzdoom.exe!FDrawInfo::DrawScene(int drawmode) Line 336 C++
gzdoom.exe!GLScenePortal::DrawContents(HWDrawInfo * di) Line 96 C++
[Inline Frame] gzdoom.exe!IPortal::RenderPortal(bool) Line 72 C++
gzdoom.exe!FPortalSceneState::EndFrame(HWDrawInfo * di) Line 98 C++
gzdoom.exe!FDrawInfo::DrawScene(int drawmode) Line 336 C++
gzdoom.exe!GLScenePortal::DrawContents(HWDrawInfo * di) Line 96 C++
[Inline Frame] gzdoom.exe!IPortal::RenderPortal(bool) Line 72 C++
gzdoom.exe!FPortalSceneState::EndFrame(HWDrawInfo * di) Line 98 C++
gzdoom.exe!FDrawInfo::DrawScene(int drawmode) Line 336 C++
gzdoom.exe!FDrawInfo::ProcessScene(bool toscreen) Line 407 C++
gzdoom.exe!FGLRenderer::RenderViewpoint(FRenderViewpoint & mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen) Line 484 C++
gzdoom.exe!FGLRenderer::RenderView(player_t * player) Line 250 C++
gzdoom.exe!D_Display() Line 759 C++
gzdoom.exe!D_DoomLoop() Line 1009 C++
gzdoom.exe!D_DoomMain() Line 2683 C++
gzdoom.exe!DoMain(HINSTANCE__ * hInstance) Line 1070 C++
gzdoom.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * nothing, char * cmdline, int nCmdShow) Line 1342 C++
+ ptr 0x09f46000 {x=??? z=??? y=??? ...} FFlatVertex *
vy 3200.00000 const float
x 9728.00000 float
yy -16384 int
- &pstate 0x04830a78 {recursion=5 MirrorFlag=0 PlaneMirrorFlag=4 ...} FPortalSceneState *
recursion 5 int
MirrorFlag 0 int
PlaneMirrorFlag 4 int
renderdepth 6 int
PlaneMirrorMode 0 int
inskybox true bool
- UniqueSkies {Array={Array=0x00000000 {???} Count=0 Most=0 } } UniqueList<GLSkyInfo>
- Array {Array=0x00000000 {???} Count=0 Most=0 } TArray<GLSkyInfo *,GLSkyInfo *>
+ Array 0x00000000 {???} GLSkyInfo * *
Count 0 unsigned int
Most 0 unsigned int
- UniqueHorizons {Array={Array=0x0c9c6540 {0x0ca4aa40 {plane={texture={texnum=3082 } plane={normal={X=0.00000000000000000 ...} ...} ...} ...}} ...} } UniqueList<GLHorizonInfo>
- Array {Array=0x0c9c6540 {0x0ca4aa40 {plane={texture={texnum=3082 } plane={normal={X=0.00000000000000000 Y=...} ...} ...} ...}} ...} TArray<GLHorizonInfo *,GLHorizonInfo *>
+ Array 0x0c9c6540 {0x0ca4aa40 {plane={texture={texnum=3082 } plane={normal={X=0.00000000000000000 Y=0.00000000000000000 ...} ...} ...} ...}} GLHorizonInfo * *
Count 2 unsigned int
Most 16 unsigned int
- UniquePlaneMirrors {Array={Array=0x0c9c7d70 {0x03e3aa40 {normal={X=0.00000000000000000 Y=0.00000000000000000 Z=-1.0000000000000000 } ...}} ...} } UniqueList<secplane_t>
- Array {Array=0x0c9c7d70 {0x03e3aa40 {normal={X=0.00000000000000000 Y=0.00000000000000000 Z=-1.0000000000000000 } ...}} ...} TArray<secplane_t *,secplane_t *>
+ Array 0x0c9c7d70 {0x03e3aa40 {normal={X=0.00000000000000000 Y=0.00000000000000000 Z=-1.0000000000000000 } ...}} secplane_t * *
Count 3 unsigned int
Most 16 unsigned int
skyboxrecursion 1 int
- Viewpoint {player=0x00000000 <NULL> Pos={X=1536.0000000000000 Y=3200.0000000000000 Z=4.0000000000000000 } ActorPos=...} FRenderViewpoint
+ player 0x00000000 <NULL> player_t *
- Pos {X=1536.0000000000000 Y=3200.0000000000000 Z=4.0000000000000000 } TVector3<double>
X 1536.0000000000000 double
Y 3200.0000000000000 double
Z 4.0000000000000000 double
- ActorPos {X=1536.0000000000000 Y=3200.0000000000000 Z=0.00000000000000000 } TVector3<double>
X 1536.0000000000000 double
Y 3200.0000000000000 double
Z 0.00000000000000000 double
- Angles {Pitch={Degrees=0.00000000000000000 } Yaw={Degrees=-135.00000000000000 } Roll={Degrees=0.00000000000000000 } ...} TRotator<double>
+ Pitch {Degrees=0.00000000000000000 } TAngle<double>
+ Yaw {Degrees=-135.00000000000000 } TAngle<double>
+ Roll {Degrees=0.00000000000000000 } TAngle<double>
+ CamRoll {Degrees=3.1579138315067568e-303 } TAngle<double>
- HWAngles {Pitch={Degrees=0.000000000 } Yaw={Degrees=405.000000 } Roll={Degrees=0.000000000 } ...} TRotator<float>
+ Pitch {Degrees=0.000000000 } TAngle<float>
+ Yaw {Degrees=405.000000 } TAngle<float>
+ Roll {Degrees=0.000000000 } TAngle<float>
+ CamRoll {Degrees=0.000000000 } TAngle<float>
- ViewVector {X=-0.70710676908493042 Y=-0.70710676908493042 } TVector2<double>
X -0.70710676908493042 double
Y -0.70710676908493042 double
- ViewActor 0x0c9a0e30 {snext=0x00000000 <NULL> sprev=0x00000000 {???} __Pos={X=1536.0000000000000 Y=3200.0000000000000 ...} ...} AActor *
+ DThinker {NextThinker=0x0c9a0098 {snext=0x00000000 <NULL> sprev=0x00000000 {???} __Pos={X=-1279.0000000000000 ...} ...} ...} DThinker
+ snext 0x00000000 <NULL> AActor *
+ sprev 0x00000000 {???} AActor * *
+ __Pos {X=1536.0000000000000 Y=3200.0000000000000 Z=0.00000000000000000 } TVector3<double>
+ SpriteAngle {Degrees=0.00000000000000000 } TAngle<double>
+ SpriteRotation {Degrees=0.00000000000000000 } TAngle<double>
+ Angles {Pitch={Degrees=0.00000000000000000 } Yaw={Degrees=0.00000000000000000 } Roll={Degrees=0.00000000000000000 } ...} TRotator<double>
+ Scale {X=1.0000000000000000 Y=1.0000000000000000 } TVector2<double>
Alpha 1.0000000000000000 double
sprite 0 int
frame 0 '\0' unsigned char
effects 0 '\0' unsigned char
fountaincolor 0 '\0' unsigned char
+ RenderStyle {BlendOp=1 '\x1' SrcAlpha=2 '\x2' DestAlpha=3 '\x3' ...} FRenderStyle
+ picnum {texnum=-1 } FTextureID
fillcolor 4143972352 unsigned int
Translation 0 unsigned int
RenderRequired 0 unsigned int
RenderHidden 0 unsigned int
+ renderflags {Value=0 } TFlags<enum ActorRenderFlag,unsigned int>
+ flags {Value=536 } TFlags<enum ActorFlag,unsigned int>
+ flags2 {Value=0 } TFlags<enum ActorFlag2,unsigned int>
+ flags3 {Value=64 } TFlags<enum ActorFlag3,unsigned int>
+ flags4 {Value=0 } TFlags<enum ActorFlag4,unsigned int>
+ flags5 {Value=0 } TFlags<enum ActorFlag5,unsigned int>
+ flags6 {Value=0 } TFlags<enum ActorFlag6,unsigned int>
+ flags7 {Value=0 } TFlags<enum ActorFlag7,unsigned int>
+ flags8 {Value=2 } TFlags<enum ActorFlag8,unsigned int>
Floorclip 0.00000000000000000 double
radius 20.000000000000000 double
Height 16.000000000000000 double
+ VisibleStartAngle {Degrees=0.00000000000000000 } TAngle<double>
+ VisibleStartPitch {Degrees=0.00000000000000000 } TAngle<double>
+ VisibleEndAngle {Degrees=0.00000000000000000 } TAngle<double>
+ VisibleEndPitch {Degrees=0.00000000000000000 } TAngle<double>
+ OldRenderPos {X=3.4028234663852886e+38 Y=3.4028234663852886e+38 Z=3.4028234663852886e+38 } TVector3<double>
+ Vel {X=0.00000000000000000 Y=0.00000000000000000 Z=0.00000000000000000 } TVector3<double>
Speed 0.00000000000000000 double
FloatSpeed 4.0000000000000000 double
+ BlockNode 0x00000000 <NULL> FBlockNode *
- Sector 0x0efa23a8 {planes=0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 baseyOffs=...} ...}, ...} ...} sector_t *
+ planes 0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 baseyOffs=0.00000000000000000 ...} ...}, ...} sector_t::splane[2]
+ floorplane {normal={X=0.00000000000000000 Y=0.00000000000000000 Z=1.0000000000000000 } D=-0.00000000000000000 negiC=...} secplane_t
+ ceilingplane {normal={X=0.00000000000000000 Y=0.00000000000000000 Z=-1.0000000000000000 } D=256.00000000000000 negiC=...} secplane_t
+ SpecialColors 0x0efa24b8 {{b=255 'ÿ' g=255 'ÿ' r=255 'ÿ' ...}, {b=255 'ÿ' g=255 'ÿ' r=255 'ÿ' ...}, {b=255 'ÿ' g=255 'ÿ' ...}, ...} PalEntry[5]
+ Colormap {LightColor={b=255 'ÿ' g=255 'ÿ' r=255 'ÿ' ...} FadeColor={b=0 '\0' g=0 '\0' r=0 '\0' ...} Desaturation=...} FColormap
+ SoundTarget {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
special 0 short
lightlevel 168 short
seqType -1 short
sky 0 int
+ SeqName {Index=0 } FName
- centerspot {X=1536.0000000000000 Y=3200.0000000000000 } TVector2<double>
X 1536.0000000000000 double
Y 3200.0000000000000 double
validcount 75950 int
+ thinglist 0x00000000 <NULL> AActor *
friction 0.90625000000000000 double
movefactor 0.031250000000000000 double
+ terrainnum 0x0efa2518 {-1, -1} int[2]
+ floordata {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<DSectorEffect *>
+ ceilingdata {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<DSectorEffect *>
+ lightingdata {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<DSectorEffect *>
- interpolations 0x0efa252c {{pp=0x00000000 <NULL> o=0x00000000 <NULL> }, {pp=0x00000000 <NULL> o=0x00000000 <NULL> }, ...} TObjPtr<DInterpolation *>[4]
+ [0] {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<DInterpolation *>
+ [1] {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<DInterpolation *>
+ [2] {pp=0x04a5f618 {sector=0x0efa23a8 {planes=0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 ...} ...}, ...} ...} ...} ...} TObjPtr<DInterpolation *>
+ [3] {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<DInterpolation *>
prevsec -1 int
nextsec -1 int
soundtraversed 0 '\0' unsigned char
stairlock 0 '\0' char
- Lines {Array=0x04a4db0c {0x0e0c6b18 {v1=0x0e1512d0 {p={X=1532.8940000000000 Y=3211.5909999999999 } viewangle=...} ...}} ...} TStaticPointedArray<line_t *>
+ Array 0x04a4db0c {0x0e0c6b18 {v1=0x0e1512d0 {p={X=1532.8940000000000 Y=3211.5909999999999 } viewangle=1300661747 ...} ...}} line_t * *
Count 24 unsigned int
+ heightsec 0x00000000 <NULL> sector_t *
+ lighthead 0x00000000 <NULL> FLightNode *
bottommap 0 unsigned int
midmap 0 unsigned int
topmap 0 unsigned int
+ touching_thinglist 0x00000000 <NULL> msecnode_t *
+ sectorportal_thinglist 0x00000000 <NULL> msecnode_t *
+ touching_renderthings 0x00000000 <NULL> msecnode_t *
gravity 1.0000000000000000 double
+ damagetype {Index=0 } FName
damageamount 0 int
damageinterval 0 short
leakydamage 0 short
ZoneNumber 654 unsigned short
MoreFlags 128 unsigned short
Flags 0 unsigned int
+ SecActTarget {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
+ Portals 0x0efa2590 {0, 0} unsigned int[2]
PortalGroup 0 int
sectornum 4789 int
- e 0x0d4be578 {FakeFloor={Sectors={Array=0x00000000 {???} Count=0 Most=0 } } Midtex={Floor={AttachedSectors=...} ...} ...} extsector_t *
+ FakeFloor {Sectors={Array=0x00000000 {???} Count=0 Most=0 } } extsector_t::fakefloor
+ Midtex {Floor={AttachedSectors={Array=0x00000000 {???} Count=0 Most=0 } AttachedLines={Array=0x00000000 {???} ...} } ...} extsector_t::midtex
+ Linked {Floor={Sectors={Array=0x00000000 <NULL> Count=0 Most=0 } } Ceiling={Sectors={Array=0x00000000 <NULL> ...} } } extsector_t::linked
+ XFloor {ffloors={...} lightlist={Array=0x0c881408 {plane={normal={X=0.00000000000000000 Y=0.00000000000000000 ...} ...} ...} ...} ...} extsector_t::xfloor
+ vertices {Array=0x0ca49930 {0x0e1512d0 {p={X=1532.8940000000000 Y=3211.5909999999999 } viewangle=1300661747 angletime=...}} ...} TArray<vertex_t *,vertex_t *>
+ reflect 0x0efa25a4 {0.000000000, 0.000000000} float[2]
transdoor false bool
subsectorcount 1 int
transdoorheight 0.00000000000000000 double
+ subsectors 0x0c9bb538 {0x0c7cf888 {sector=0x0efa23a8 {planes=0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=...} ...}, ...} ...} ...}} subsector_t * *
+ portals 0x0efa25c4 {0x00000000 <NULL>, 0x00000000 <NULL>} FSectorPortalGroup *[2]
+ vboindex 0x0efa25cc {40484, 81863, 0, 0} int[4]
+ iboindex 0x0efa25dc {89022, 179472, 0, 0} int[4]
+ vboheight 0x0efa25f0 {0.00000000000000000, 256.00000000000000} double[2]
+ vbocount 0x0efa2600 {24, 24} int[2]
ibocount 66 int
- subsector 0x0c7cf888 {sector=0x0efa23a8 {planes=0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 ...} ...}, ...} ...} ...} subsector_t *
- sector 0x0efa23a8 {planes=0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 baseyOffs=...} ...}, ...} ...} sector_t *
+ planes 0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 baseyOffs=0.00000000000000000 ...} ...}, ...} sector_t::splane[2]
+ floorplane {normal={X=0.00000000000000000 Y=0.00000000000000000 Z=1.0000000000000000 } D=-0.00000000000000000 negiC=...} secplane_t
+ ceilingplane {normal={X=0.00000000000000000 Y=0.00000000000000000 Z=-1.0000000000000000 } D=256.00000000000000 negiC=...} secplane_t
+ SpecialColors 0x0efa24b8 {{b=255 'ÿ' g=255 'ÿ' r=255 'ÿ' ...}, {b=255 'ÿ' g=255 'ÿ' r=255 'ÿ' ...}, {b=255 'ÿ' g=255 'ÿ' ...}, ...} PalEntry[5]
+ Colormap {LightColor={b=255 'ÿ' g=255 'ÿ' r=255 'ÿ' ...} FadeColor={b=0 '\0' g=0 '\0' r=0 '\0' ...} Desaturation=...} FColormap
+ SoundTarget {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
special 0 short
lightlevel 168 short
seqType -1 short
sky 0 int
+ SeqName {Index=0 } FName
+ centerspot {X=1536.0000000000000 Y=3200.0000000000000 } TVector2<double>
validcount 75950 int
+ thinglist 0x00000000 <NULL> AActor *
friction 0.90625000000000000 double
movefactor 0.031250000000000000 double
+ terrainnum 0x0efa2518 {-1, -1} int[2]
+ floordata {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<DSectorEffect *>
+ ceilingdata {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<DSectorEffect *>
+ lightingdata {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<DSectorEffect *>
+ interpolations 0x0efa252c {{pp=0x00000000 <NULL> o=0x00000000 <NULL> }, {pp=0x00000000 <NULL> o=0x00000000 <NULL> }, ...} TObjPtr<DInterpolation *>[4]
prevsec -1 int
nextsec -1 int
soundtraversed 0 '\0' unsigned char
stairlock 0 '\0' char
- Lines {Array=0x04a4db0c {0x0e0c6b18 {v1=0x0e1512d0 {p={X=1532.8940000000000 Y=3211.5909999999999 } viewangle=...} ...}} ...} TStaticPointedArray<line_t *>
+ Array 0x04a4db0c {0x0e0c6b18 {v1=0x0e1512d0 {p={X=1532.8940000000000 Y=3211.5909999999999 } viewangle=1300661747 ...} ...}} line_t * *
Count 24 unsigned int
+ heightsec 0x00000000 <NULL> sector_t *
+ lighthead 0x00000000 <NULL> FLightNode *
bottommap 0 unsigned int
midmap 0 unsigned int
topmap 0 unsigned int
+ touching_thinglist 0x00000000 <NULL> msecnode_t *
+ sectorportal_thinglist 0x00000000 <NULL> msecnode_t *
+ touching_renderthings 0x00000000 <NULL> msecnode_t *
gravity 1.0000000000000000 double
+ damagetype {Index=0 } FName
damageamount 0 int
damageinterval 0 short
leakydamage 0 short
ZoneNumber 654 unsigned short
MoreFlags 128 unsigned short
Flags 0 unsigned int
+ SecActTarget {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
+ Portals 0x0efa2590 {0, 0} unsigned int[2]
PortalGroup 0 int
sectornum 4789 int
+ e 0x0d4be578 {FakeFloor={Sectors={Array=0x00000000 {???} Count=0 Most=0 } } Midtex={Floor={AttachedSectors=...} ...} ...} extsector_t *
+ reflect 0x0efa25a4 {0.000000000, 0.000000000} float[2]
transdoor false bool
subsectorcount 1 int
transdoorheight 0.00000000000000000 double
+ subsectors 0x0c9bb538 {0x0c7cf888 {sector=0x0efa23a8 {planes=0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=...} ...}, ...} ...} ...}} subsector_t * *
+ portals 0x0efa25c4 {0x00000000 <NULL>, 0x00000000 <NULL>} FSectorPortalGroup *[2]
+ vboindex 0x0efa25cc {40484, 81863, 0, 0} int[4]
+ iboindex 0x0efa25dc {89022, 179472, 0, 0} int[4]
+ vboheight 0x0efa25f0 {0.00000000000000000, 256.00000000000000} double[2]
+ vbocount 0x0efa2600 {24, 24} int[2]
ibocount 66 int
+ polys 0x00000000 <NULL> FPolyNode *
+ BSP 0x00000000 <NULL> FMiniBSP *
+ firstline 0x0e275950 {v1=0x0e1512d0 {p={X=1532.8940000000000 Y=3211.5909999999999 } viewangle=1300661747 angletime=...} ...} seg_t *
+ render_sector 0x0efa23a8 {planes=0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 baseyOffs=...} ...}, ...} ...} sector_t *
numlines 24 unsigned int
flags 2 unsigned short
sectorindex 0 unsigned short
+ lighthead 0x00000000 <NULL> FLightNode *
validcount 0 int
mapsection 156 short
hacked 0 '\0' char
+ portalcoverage 0x0c7cf8b0 {{subsectors=0x00000000 {???} sscount=0 }, {subsectors=0x00000000 {???} sscount=0 }} FPortalCoverage[2]
floorz -0.00000000000000000 double
ceilingz 256.00000000000000 double
dropoffz -0.00000000000000000 double
+ floorsector 0x0efa23a8 {planes=0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 baseyOffs=...} ...}, ...} ...} sector_t *
+ floorpic {texnum=3296 } FTextureID
floorterrain 0 int
+ ceilingsector 0x0efa23a8 {planes=0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 baseyOffs=...} ...}, ...} ...} sector_t *
+ ceilingpic {texnum=3082 } FTextureID
renderradius 0.00000000000000000 double
projectilepassheight 0.00000000000000000 double
CameraHeight -2147483648.0000000 double
CameraFOV 90.000000000000000 double
RadiusDamageFactor 1.0000000000000000 double
SelfDamageFactor 1.0000000000000000 double
StealthAlpha 0.00000000000000000 double
WoundHealth 6 int
tics -1 int
+ state 0x048336b0 {NextState=0x00000000 <NULL> ActionFunc=0x00000000 <NULL> sprite=0 ...} FState *
DamageVal 0 int
+ DamageFunc 0x00000000 <NULL> VMFunction *
projectileKickback 0 int
VisibleToTeam 0 unsigned int
special1 0 int
special2 0 int
specialf1 0.00000000000000000 double
specialf2 0.00000000000000000 double
weaponspecial 0 int
health 1000 int
movedir 0 '\0' unsigned char
visdir 0 '\0' char
movecount 0 short
strafecount 0 short
+ target {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
+ lastenemy {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
+ LastHeard {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
reactiontime 8 int
threshold 0 int
DefThreshold 100 int
+ player 0x00000000 <NULL> player_t *
+ LastLookActor {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
+ SpawnPoint {X=1536.0000000000000 Y=3200.0000000000000 Z=0.00000000000000000 } TVector3<double>
SpawnAngle 0 unsigned short
StartHealth 0 int
WeaveIndexXY 0 '\0' unsigned char
WeaveIndexZ 16 '\x10' unsigned char
skillrespawncount 0 int
TIDtoHate 0 int
+ Species {Index=0 } FName
+ alternative {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
+ tracer {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
+ master {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
tid 0 int
special 0 int
+ args 0x0c9a109c {0, 0, 0, 0, 0} int[5]
accuracy 0 int
stamina 0 int
+ inext 0x00000000 <NULL> AActor *
+ iprev 0x00000000 {???} AActor * *
+ goal {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
waterlevel 0 int
boomwaterlevel 3 '\x3' unsigned char
MinMissileChance 200 'È' unsigned char
LastLookPlayerNumber 0 '\0' char
+ BounceFlags {Value=0 } TFlags<enum ActorBounceFlag,unsigned short>
SpawnFlags 1792 unsigned int
meleerange 44.000000000000000 double
meleethreshold 0.00000000000000000 double
maxtargetrange 0.00000000000000000 double
bouncefactor 0.69999999999999996 double
wallbouncefactor 0.75000000000000000 double
bouncecount -1 int
Gravity 1.0000000000000000 double
Friction 1.0000000000000000 double
FastChaseStrafeCount 0 int
pushfactor 0.25000000000000000 double
lastpush 0 int
activationtype 0 int
lastbump 0 int
Score 0 int
+ Tag 0x00000000 <NULL> FString *
DesignatedTeam 255 int
friendlyseeblocks 10 int
+ BlockingMobj 0x00000000 <NULL> AActor *
+ BlockingLine 0x00000000 <NULL> line_t *
PoisonDamage 0 int
+ PoisonDamageType {Index=0 } FName
PoisonDuration 0 int
PoisonPeriod 0 int
PoisonDamageReceived 0 int
+ PoisonDamageTypeReceived {Index=0 } FName
PoisonDurationReceived 0 int
PoisonPeriodReceived 0 int
+ Poisoner {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AActor *>
+ touching_sectorlist 0x00000000 <NULL> msecnode_t *
+ touching_sectorportallist 0x00000000 <NULL> msecnode_t *
+ touching_lineportallist 0x00000000 <NULL> portnode_t *
+ touching_rendersectors 0x00000000 <NULL> msecnode_t *
validcount 0 int
+ Inventory {pp=0x00000000 <NULL> o=0x00000000 <NULL> } TObjPtr<AInventory *>
InventoryID 0 unsigned int
smokecounter 0 '\0' unsigned char
FloatBobPhase 199 'Ç' unsigned char
FloatBobStrength 1.0000000000000000 double
FriendPlayer 0 '\0' unsigned char
+ BloodColor {b=0 '\0' g=0 '\0' r=0 '\0' ...} PalEntry
BloodTranslation 0 unsigned int
+ SeeSound {...} FSoundIDNoInit
+ AttackSound {...} FSoundIDNoInit
+ PainSound {...} FSoundIDNoInit
+ DeathSound {...} FSoundIDNoInit
+ ActiveSound {...} FSoundIDNoInit
+ UseSound {...} FSoundIDNoInit
+ BounceSound {...} FSoundIDNoInit
+ WallBounceSound {...} FSoundIDNoInit
+ CrushPainSound {...} FSoundIDNoInit
MaxDropOffHeight 24.000000000000000 double
MaxStepHeight 24.000000000000000 double
Mass 100 int
PainChance 0 short
PainThreshold 0 int
+ DamageType {Index=0 } FName
+ DamageTypeReceived {Index=0 } FName
DamageFactor 1.0000000000000000 double
DamageMultiply 1.0000000000000000 double
+ PainType {Index=0 } FName
+ DeathType {Index=0 } FName
+ TeleFogSourceType 0x0358f3e8 {...} PClassActor *
+ TeleFogDestType 0x0358f3e8 {...} PClassActor *
RipperLevel 0 int
RipLevelMin 0 int
RipLevelMax 0 int
+ SpawnState 0x048336b0 {NextState=0x00000000 <NULL> ActionFunc=0x00000000 <NULL> sprite=0 ...} FState *
+ SeeState 0x00000000 <NULL> FState *
+ MeleeState 0x00000000 <NULL> FState *
+ MissileState 0x00000000 <NULL> FState *
ConversationRoot -1 int
+ Conversation 0x00000000 <NULL> FStrifeDialogueNode *
+ DecalGenerator 0x00000000 <NULL> FDecalBase *
+ Prev {X=1536.0000000000000 Y=3200.0000000000000 Z=0.00000000000000000 } TVector3<double>
+ PrevAngles {Pitch={Degrees=0.00000000000000000 } Yaw={Degrees=0.00000000000000000 } Roll={Degrees=0.00000000000000000 } ...} TRotator<double>
PrevPortalGroup 0 int
+ AttachedLights {Array=0x00000000 <NULL> Count=0 Most=0 } TArray<TObjPtr<AActor *>,TObjPtr<AActor *> >
hasmodel false bool
+ Path 0x03e902e0 {{X=870.00000000000000 Y=436.00000000000000 Z=294.91428132313956 }, {X=870.00000000000000 ...}} TVector3<double>[2]
Cos -0.70710676908493042 double
Sin -0.70710676908493042 double
TanCos -0.75424722035725911 double
TanSin -0.75424722035725911 double
+ camera 0x049d79b0 {crouchsprite=3 MaxHealth=0 BonusHealth=0 ...} AActor * {APlayerPawn}
+ sector 0x0efa23a8 {planes=0x0efa23a8 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 baseyOffs=...} ...}, ...} ...} sector_t *
+ FieldOfView {Degrees=90.000000000000000 } TAngle<double>
TicFrac 0.21653502175197467 double
FrameTime 0 unsigned int
extralight 0 int
showviewer true bool
+ portal 0x00000000 <NULL> IPortal *
- this 0x03e90238 {drawlists=0x03e907a0 {{walls={Array=0x0c612158 {0x14a5d8b0 {vertexes=0x14a5d8b0 {0x0e112c60 {...}, ...} ...}} ...} ...}, ...} ...} FDrawInfo *
+ HWDrawInfo {outer=0x03e8fa70 {drawlists=0x03e8ffd8 {{walls={Array=0x0c610b50 {0x21511db0 {vertexes=0x21511db0 {...} ...}} ...} ...}, ...} ...} ...} HWDrawInfo
- drawlists 0x03e907a0 {{walls={Array=0x0c612158 {0x14a5d8b0 {vertexes=0x14a5d8b0 {0x0e112c60 {p={X=832.00000000000000 ...} ...}, ...} ...}} ...} ...}, ...} HWDrawList[8]
+ [0] {walls={Array=0x0c612158 {0x14a5d8b0 {vertexes=0x14a5d8b0 {0x0e112c60 {p={X=832.00000000000000 Y=352.00000000000000 } ...}, ...} ...}} ...} ...} HWDrawList
+ [1] {walls={Array=0x00000000 {???} Count=0 Most=0 } flats={Array=0x0cf1bb28 {0x21627470 {sector=0x0efa23a8 {...} ...}} ...} ...} HWDrawList
+ [2] {walls={Array=0x049527b0 {0x14a5e370 {vertexes=0x14a5e370 {0x0e1130e0 {p={X=705.00000000000000 Y=360.00000000000000 } ...}, ...} ...}} ...} ...} HWDrawList
+ [3] {walls={Array=0x00000000 {???} Count=0 Most=0 } flats={Array=0x00000000 {???} Count=0 Most=0 } sprites=...} HWDrawList
+ [4] {walls={Array=0x00000000 {???} Count=0 Most=0 } flats={Array=0x00000000 {???} Count=0 Most=0 } sprites=...} HWDrawList
+ [5] {walls={Array=0x00000000 {???} Count=0 Most=0 } flats={Array=0x00000000 {???} Count=0 Most=0 } sprites=...} HWDrawList
+ [6] {walls={Array=0x0ca4ae50 {0x21627250 {vertexes=0x21627250 {0x0e1513f0 {p={X=1524.4090000000001 Y=3196.8939999999998 } ...}, ...} ...}} ...} ...} HWDrawList
+ [7] {walls={Array=0x00000000 {???} Count=0 Most=0 } flats={Array=0x04951ec8 {0x14a6fe10 {sector=0x0ee23ef8 {...} ...}} ...} ...} HWDrawList
- hudsprites {Array=0x115dc2c8 {owner=0x049d79b0 {crouchsprite=3 MaxHealth=0 BonusHealth=0 ...} weapon=0x0c552428 {...} ...} ...} TArray<HUDSprite,HUDSprite>
+ Array 0x115dc2c8 {owner=0x049d79b0 {crouchsprite=3 MaxHealth=0 BonusHealth=0 ...} weapon=0x0c552428 {x=0.00000000000000000 ...} ...} HUDSprite *
Count 0 unsigned int
Most 16 unsigned int
+ decals 0x03e909ac {{Array=0x00000000 {???} Count=0 Most=0 }, {Array=0x00000000 {???} Count=0 Most=0 }} TArray<GLDecal *,GLDecal *>[2]
vpIndex 348 int
- wall 0x00bce848 {vertexes=0x00bce848 {0x0e153310 {p={X=1120.0000000000000 Y=2784.0000000000000 } viewangle=...}, ...} ...} GLWall *
+ vertexes 0x00bce848 {0x0e153310 {p={X=1120.0000000000000 Y=2784.0000000000000 } viewangle=2684354560 angletime=...}, ...} vertex_t *[2]
+ gltexture 0x00000000 <NULL> FMaterial *
+ lightlist 0x00000000 <NULL> TArray<lightlist_t,lightlist_t> *
+ glseg {x1=1120.00000 x2=1120.00000 y1=2784.00000 ...} GLSeg
+ ztop 0x00bce870 {4.00000000, 4.00000000} float[2]
+ zbottom 0x00bce878 {0.000000000, 0.000000000} float[2]
+ tcs 0x00bce880 {{u=0.000000000 v=3.75000000 }, {u=0.000000000 v=0.000000000 }, {u=0.000000000 v=0.000000000 }, ...} texcoord[4]
alpha 1.00000000 float
+ Colormap {LightColor={b=255 'ÿ' g=255 'ÿ' r=255 'ÿ' ...} FadeColor={b=0 '\0' g=0 '\0' r=0 '\0' ...} Desaturation=...} FColormap
RenderStyle STYLE_Normal (1) ERenderStyle
ViewDistance 0.000000000 float
lightlevel 168 int
type 0 '\0' unsigned char
flags 0 '\0' unsigned char
rellight 16 short
+ topglowcolor 0x00bce8c0 {0.000000000, 3.75000000, 0.000000000, 0.000000000} float[4]
+ bottomglowcolor 0x00bce8d0 {-1.68183188e+24, 1.67094076, 4.42243817e-07, 0.000000000} float[4]
dynlightindex -1 int
+ secportal 0x0ca4acb0 {mType=3296 mFlags=0 mPartner=0 ...} FSectorPortal *
+ sky 0x0ca4acb0 {x_offset=0x0ca4acb0 {4.619e-42#DEN, 0.000000000} y_offset=0.000000000 texture=0x0ca4acbc {...} ...} GLSkyInfo *
+ horizon 0x0ca4acb0 {plane={texture={texnum=3296 } plane={normal={X=0.00000000000000000 Y=0.00000000000000000 ...} ...} ...} ...} GLHorizonInfo *
+ portal 0x0ca4acb0 {mDisplacement={X=1.628440368693e-320#DEN Y=0.00000000000000000 } plane=0 } FSectorPortalGroup *
+ planemirror 0x0ca4acb0 {normal={X=1.628440368693e-320#DEN Y=0.00000000000000000 Z=0.00000000000000000 } D=1.0000000000000000 ...} secplane_t *
+ lineportal 0x0ca4acb0 {v1=0x00000ce0 {p={X=??? Y=??? } viewangle=??? angletime=??? ...} v2=0x00000000 <NULL> lines=...} FLinePortalSpan *
+ topplane {normal={X=0.00000000000000000 Y=0.00000000000000000 Z=-1.0000000000000000 } D=256.00000000000000 negiC=...} secplane_t
+ bottomplane {normal={X=0.00000000000000000 Y=0.00000000000000000 Z=1.0000000000000000 } D=-0.00000000000000000 negiC=...} secplane_t
+ zceil 0x00bce938 {256.000000, 256.000000} float[2]
+ zfloor 0x00bce940 {-0.000000000, -0.000000000} float[2]
vertindex 1999336 unsigned int
vertcount 12 unsigned int
+ seg 0x0e274090 {v1=0x0e16ba00 {p={X=1120.0000000000000 Y=3008.0000000000000 } viewangle=2486560013 angletime=...} ...} seg_t *
+ sub 0x0c7cecb8 {sector=0x0efc3770 {planes=0x0efc3770 {{xform={xOffs=0.00000000000000000 yOffs=0.00000000000000000 ...} ...}, ...} ...} ...} subsector_t *
- wall->horizon 0x0ca4acb0 {plane={texture={texnum=3296 } plane={normal={X=0.00000000000000000 Y=0.00000000000000000 ...} ...} ...} ...} GLHorizonInfo *
+ plane {texture={texnum=3296 } plane={normal={X=0.00000000000000000 Y=0.00000000000000000 Z=1.0000000000000000 } ...} ...} GLSectorPlane
lightlevel 168 int
+ colormap {LightColor={b=255 'ÿ' g=255 'ÿ' r=255 'ÿ' ...} FadeColor={b=0 '\0' g=0 '\0' r=0 '\0' ...} Desaturation=...} FColormap
+ specialcolor {b=255 'ÿ' g=255 'ÿ' r=255 'ÿ' ...} PalEntry