SIREN | v0.9

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DitheredOutput
Posts: 92
Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN | v0.86

Post by DitheredOutput »

I would have liked to have posted a major update around this time, but things are taking a little longer than expected. Here's why.

[]
amarok54
Posts: 4
Joined: Fri Nov 22, 2024 8:48 am
Operating System Version (Optional): OpenSuse

Re: SIREN | v0.86

Post by amarok54 »

Updates look amazing. Can't wait, but take your time. Game looks like it'll topple Ashes as the pinnacle of full-game GZDoom mods.
Last edited by amarok54 on Sat Dec 28, 2024 7:11 am, edited 1 time in total.
DitheredOutput
Posts: 92
Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN | v0.9

Post by DitheredOutput »

Siren 0.9 is released!

Features a sizable list of polish and new content.
Featuring:

The next map.
Voice Acting.
1 New Weapon.
Many new and revised mechanics.
Lots of new content.
Skrell
Posts: 370
Joined: Mon Mar 25, 2013 11:47 am

Re: SIREN | v0.9

Post by Skrell »

Did weapons only mod get an update too?
User avatar
TheUnbeholden
Posts: 115
Joined: Sat Jan 22, 2011 5:12 am

Re: SIREN | v0.9

Post by TheUnbeholden »

How do I stretch the hud to fit high resolutions and a widescreen?
DitheredOutput
Posts: 92
Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN | v0.9

Post by DitheredOutput »

TheUnbeholden wrote: Thu Dec 25, 2025 2:59 pm How do I stretch the hud to fit high resolutions and a widescreen?
True hud scaling still needs to be implemented. What resolution are you you using?
DitheredOutput
Posts: 92
Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN | v0.9

Post by DitheredOutput »

Skrell wrote: Tue Dec 23, 2025 1:33 pm Did weapons only mod get an update too?
Not yet, soon though.
karry299
Posts: 38
Joined: Mon Jan 13, 2020 9:16 pm

Re: SIREN | v0.9

Post by karry299 »

Siren exe always crashes on me. Tried sticking ipk in GZ4.14, 4.10, 4.12 - gives pivottop error.
DitheredOutput
Posts: 92
Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN | v0.9

Post by DitheredOutput »

karry299 wrote: Mon Jan 05, 2026 5:00 pm Siren exe always crashes on me. Tried sticking ipk in GZ4.14, 4.10, 4.12 - gives pivottop error.
Try this:

This works just like a standard doom mod. Run it with vanilla GZDoom or UzDoom

https://drive.google.com/file/d/1BUT3u8 ... drive_link
karry299
Posts: 38
Joined: Mon Jan 13, 2020 9:16 pm

Re: SIREN | v0.9

Post by karry299 »

Thanks, man ! It works in UZ, but...i got Siren options menu item, but i dont have Siren-specific controls menu. How do i rebind grenades from 'G' ?
VIVIA
Posts: 2
Joined: Thu Aug 22, 2024 8:15 pm
Preferred Pronouns: She/Her

v0.9d MOD ONLY bug report

Post by VIVIA »

Bugs
  • Use-only pickup setting doesn't work.
  • Default cursor is extremely far north of its click point.
  • Holding LeanLeft and LeanRight displays a tooltip that's phrased as if I'm meant to use a modifier key in concert with A/D to lean. I don't see a keybind for such a thing.
  • Episode select gets skipped when starting a new game.
  • Hitscan-triggered switches (e.g. first room in SIGIL) are broken again. On the bright side, grenades work.
Bugs?
  • Circle shows up briefly when dry-firing or switching to and from ADS (hold and toggle). Don't know if this is intended or not, but it's a bit intrusive.
  • Is the pump shotgun's sight supposed to sit so high on the screen? Intuition says the target should fill the peephole, but that shoots their feet or lower depending on angle.
Feature requests and opinions
  • I miss the old dodge. I was just fawning over the jump and dodge in v0.85d being combined in an incredibly intuitive and easy-to-use way. It's one of the few mechanics that makes me think "yes, this should be a first-person game." As much as I understand the average FPS gamer wanting to jump backwards onto a ledge, it seems about as odd for something this close to an immersive sim as being able to ledge-grab backwards would. Looking at it another way, I have a major bottleneck on motor cognition so having yet another key to juggle during firefights trips me up. I'm thinking give an option to combine them, if feasible.
  • I am desperate for more devs to provide an option to manually reload rounds-reload weapons (like the pump shotgun and Yellowboy here). There's frequently a huge delay to convincing the thing to stop reloading so I can shoot, and I tend to have an easier time keeping track of ammo when I have to load it one by one. Maybe an option to disable auto reload entirely, just to pile on the pressure.
Spitballs and pipe dreams
  • Maybe some kind of dedicated zero damage hitscan laser pointer to trigger hitscan devices? Just a thought that sounds cool. Turn the bug into a feature and all that.
  • Maybe complex reload (think Beyond Citadel) as an option somewhere down the line.
Last edited by VIVIA on Fri Jul 24, 2026 8:53 am, edited 2 times in total.
DitheredOutput
Posts: 92
Joined: Tue Nov 12, 2019 5:26 pm

Re: v0.9d MOD ONLY bug report

Post by DitheredOutput »

VIVIA wrote: Thu Jul 23, 2026 1:05 pm Bugs
  • Use-only pickup setting doesn't work.
  • Default cursor is extremely far north of its click point.
  • Holding LeanLeft and LeanRight displays a tooltip that's phrased as if I'm meant to use a modifier key in concert with A/D to lean. I don't see a keybind for such a thing.
  • Episode select gets skipped when starting a new game.
  • Hitscan-triggered switches (e.g. first room in SIGIL) are broken again. On the bright side, grenades work.
Bugs?
  • Circle shows up briefly when dry-firing or switching to and from ADS (hold and toggle). Don't know if this is intended or not, but it's a bit intrusive.
  • Is the pump shotgun's sight supposed to sit so high on the screen? Intuition says the target should fill the peephole, but that shoots their feet or lower depending on angle.
Feature requests and opinions
  • I miss the old dodge. I was just fawning over the jump and dodge in v0.85d being combined in an incredibly intuitive and easy-to-use way. It's one of the few mechanics that makes me think "yes, this should be a first-person game." As much as I understand the average FPS gamer wanting to jump backwards onto a ledge, it seems about as odd for something this close to an immersive sim as being able to ledge-grab backwards would. Looking at it another way, I have a major bottleneck on motor cognition so having yet another key to juggle during firefights trips me up. I'm thinking give an option to combine them, if feasible.
  • I am desperate for more devs to provide an option to manually reload rounds-reload weapons (like the pump shotgun and Yellowboy here). There's frequently a huge delay to convincing the thing to stop reloading so I can shoot, and I tend to have an easier time keeping track of ammo when I have to load it one by one. Maybe an option to disable auto reload entirely, just to pile on the pressure.
Spitballs and pipe dreams
  • Maybe some kind of dedicated zero damage hitscan laser pointer to trigger hitscan devices? Just a thought that sounds cool. Turn the bug into a feature and all that.
  • Maybe complex reload (think Beyond Citadel) as an option somewhere down the line.
Thanks for the reports. Most of these can be fixed easily.

I echo your thoughts on the dodge. It's intuitive to me, and I like to keep binds to a minimum. It was changed due to feedback for the opposite, but I'll try to add an option for both.

Interesting thoughts on the reload, I'll look into it. You can interrupt it, and to me it makes sense that the current action has to be completed, eg the animation of inserting the shell, then actually cycling the ammunition if necessary. So it's not always available for instant fire. One by one reload is something to consider though.

The hitscan triggers can be fixed, I thought I'd covered it, but I guess not.

I'm very open to suggestions, especially for the 'mod only' as it should provide more freedom in how individuals want to play it.
VIVIA
Posts: 2
Joined: Thu Aug 22, 2024 8:15 pm
Preferred Pronouns: She/Her

Re: SIREN | v0.9

Post by VIVIA »

I definitely remember you fixing it. Makes me think the code might be there and just got messed up somehow.

Yellowboy's meant to be tube fed like a regular lever shotgun, right? For something bolt action, you'd need to keep the chamber open to feed in shells or cartridges. You'd need an end-of-reload animation for closing the bolt, but it looks like anything tube-fed like a pump or lever action weapon only needs cycling to get that first round in the chamber, then everything after just goes through the little insert flap that springs shut each time it passes a round into the tube, so as long as one's in the chamber any round insertion can be seen as a complete reload and wouldn't call for an end anim beyond just bringing the barrel to ready. Just leave a tiny window for more reload commands before readying.

Last thought I've got right now: I noticed the jacket and helmet armor values use their own numbers totally separate from Doom's default armor tracker. How difficult/efficient/stable would it be to, say, zero out the value of BasicArmor (so it can't protect the player even at max) then feed the Helmet's durability percentage back into the BasicArmor meter? As a compatibility layer for mods that track armor percentage. Universal Doom Visor Mk. III is especially cool with options for stuff like cracking glass and removing the visor entirely if there's no armor.
User avatar
Shatter-Thought[V-4]
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Joined: Tue Apr 06, 2021 8:21 pm
Graphics Processor: Not Listed

Re: SIREN | v0.9

Post by Shatter-Thought[V-4] »

Hi, loving this so far! I played this with Rampancy in "Slum Alley" and it worked out quite nicely.

The dust spray particle effect from shotgun hits tends to slow things way down, could you add a toggle option to shut off those particles or reduce them heavily?

Also, I got a crash when trying to quit the game (After beating the single map and I was on the monster roll screen), which is kind of fun since I had my fun haha, but just so you have it, here is a report on the crash:

UZDoom version 4.14.3 (0000000)
Command line: C:\Program Files\UZDoom4143\uzdoom.exe -file C:\Program Files\UZDoom4143\SlumAlley.wad C:\Program Files\UZDoom4143\Rampancy_2.1.pk3 C:\Program Files\UZDoom4143\Siren-ModOnly - 0.9b.zip
Wad 0: uzdoom.pk3
Wad 1: game_support.pk3
Wad 2: DOOM2.WAD
Wad 3: game_widescreen_gfx.pk3
Wad 4: SlumAlley.wad
Wad 5: Rampancy_2.1.pk3
Wad 6: Siren-ModOnly - 0.9b.zip

Not in a level.

Code: C0000005 (Access Violation - tried to read address 000001ce41208600)
Address: 00007ff69365c693
Flags: 00000000

Windows NT 10.0 Build 26200

GS=002b FS=0053 ES=002b DS=002b
RAX=000001ce412085b0 RBX=0000000000000025 RCX=0000000000000101
RDX=000001ce261baf00 RSI=0000000000000098 RDI=0000000000000000
RBP=000000000000000a R8=000001ce2afe72b0 R9=0000000000000009
R10=0000000000000000 R11=0000000000000014 R12=0000000000000000
R13=0000000000000001 R14=0000000000000000 R15=0000000000000180
RIP=00007ff69365c693 RSP=000000939557efe0
CS=0033 SS=002b EFlags=00010202
CF- PF- AF- ZF- SF- TF- IF+ DF- OF- NT- RF+ VM- AC- VI- VP-
MM0=0000000000000000
MM1=0000000000000000
MM2=aec33e0000000000
MM3=8000000000000000
MM4=ffff513cfda6f000
MM5=ffff513cfda6f000
MM6=d65e3bab21f83abc
MM7=0000000000000000
XMM0=00000000000000000000000000000000
XMM1=00000000000000000000000000000000
XMM2=00000000000000000000000000000000
XMM3=00000000000000000000000000000000
XMM4=00000000000000000000000000000000
XMM5=00000000000000000000000000000000
XMM6=00000000000000000000000000000000
XMM7=00000000000000000000000000000000
XMM8=00000000000000000000000000000000
XMM9=00000000000000000000000000000000
XMM10=00000000000000000000000000000000
XMM11=00000000000000000000000000000000
XMM12=00000000000000000000000000000000
XMM13=00000000000000000000000000000000
XMM14=00000000000000000000000000000000
XMM15=00000000000000000000000000000000

Running threads:
00002fb8 at 00007ff69365c693*
00003f2c
00004a80
00003b00
00004ec4
00008644
000001d8
000058f4
00004efc
0000558c
00006f24
00007e88
00005d54

Loaded modules:
00007ff6931b0000 - 00007ff694645fff *uzdoom.exe
00007ff9b1b60000 - 00007ff9b1dc5fff ntdll.dll
00007ff9b0f50000 - 00007ff9b1018fff KERNEL32.DLL
00007ff9aee30000 - 00007ff9af22dfff KERNELBASE.dll
00007ff9b1740000 - 00007ff9b1747fff PSAPI.DLL
00007ff9b00a0000 - 00007ff9b0238fff ole32.dll
00007ff9aed80000 - 00007ff9aee22fff msvcp_win.dll
00007ff9af240000 - 00007ff9af38bfff ucrtbase.dll
00007ff9b1100000 - 00007ff9b112afff GDI32.dll
00007ff9a0890000 - 00007ff9a0899fff WSOCK32.dll
00007ff9a2b00000 - 00007ff9a2b35fff WINMM.dll
00007ff9af460000 - 00007ff9af486fff win32u.dll
00007ff99f9c0000 - 00007ff99fa0afff DINPUT8.dll
00007ff9af760000 - 00007ff9af889fff gdi32full.dll
00007ff9b1130000 - 00007ff9b11d8fff msvcrt.dll
00007ff9b0720000 - 00007ff9b079ffff WS2_32.dll
00007ff9b1210000 - 00007ff9b12c6fff ADVAPI32.dll
00007ff9b07b0000 - 00007ff9b0976fff USER32.dll
00007ff9b1750000 - 00007ff9b1867fff RPCRT4.dll
00007ff9b1940000 - 00007ff9b19e9fff sechost.dll
00007ff9b0340000 - 00007ff9b06c2fff combase.dll
00007ff9b0e50000 - 00007ff9b0f41fff COMDLG32.dll
00007ff9b0240000 - 00007ff9b0336fff shcore.dll
00007ff98f180000 - 00007ff98f411fff COMCTL32.dll
00007ff9af890000 - 00007ff9af8f6fff SHLWAPI.dll
00007ff9af900000 - 00007ff9b0091fff SHELL32.dll
00007ff9409e0000 - 00007ff940e58fff zmusic.dll
00007ff99ff70000 - 00007ff9a01b1fff dbghelp.dll
00007ff9ac100000 - 00007ff9ac12efff dwmapi.dll
00007ff9b1020000 - 00007ff9b10f8fff OLEAUT32.dll
00007ff924d10000 - 00007ff924fc0fff sndfile.dll
00007ff9b1510000 - 00007ff9b1541fff IMM32.DLL
00007ff9975e0000 - 00007ff9977c3fff inputhost.dll
00007ff9ab7d0000 - 00007ff9ab8f4fff CoreMessaging.dll
00007ff9ada60000 - 00007ff9ada7afff kernel.appcore.dll
00007ff981800000 - 00007ff9818bdfff riched20.dll
00007ff90a180000 - 00007ff90a198fff USP10.dll
00007ff98b3a0000 - 00007ff98b3e4fff msls31.dll
00007ff9af3a0000 - 00007ff9af44bfff bcryptPrimitives.dll
00007ff9abe40000 - 00007ff9abee8fff uxtheme.dll
00007ff9ae330000 - 00007ff9ae33bfff CRYPTBASE.DLL
00007ff9b1550000 - 00007ff9b16acfff MSCTF.dll
00007ff9ac7f0000 - 00007ff9ad081fff windows.storage.dll
00007ff9aeca0000 - 00007ff9aecc8fff profapi.dll
00007ff9a9680000 - 00007ff9a9785fff PROPSYS.dll
00007ff9973b0000 - 00007ff9974f6fff textinputframework.dll
00007ff9a6940000 - 00007ff9a6c23fff CoreUIComponents.dll
00007ff9a8d80000 - 00007ff9a8ee9fff wintypes.dll
00007ff98dde0000 - 00007ff98de52fff Oleacc.dll
00007ff91bb60000 - 00007ff91bdfefff soft_oal.dll
00007ff9b1870000 - 00007ff9b191dfff clbcatq.dll
00007ff9a71f0000 - 00007ff9a7295fff MMDevApi.dll
00007ff9ae8a0000 - 00007ff9ae8cefff DEVOBJ.dll
00007ff9ae8e0000 - 00007ff9ae930fff cfgmgr32.dll
00007ff991b70000 - 00007ff991d26fff AUDIOSES.DLL
00007ff9ac480000 - 00007ff9ac493fff resourcepolicyclient.dll
00007ff9aec00000 - 00007ff9aec5dfff powrprof.dll
00007ff9aebe0000 - 00007ff9aebf3fff UMPDC.dll
00007ff98dda0000 - 00007ff98ddd6fff winmmbase.dll
00007ff9548e0000 - 00007ff95492bfff wdmaud.drv
00007ff97b370000 - 00007ff97b396fff wdmaud2.drv
00007ff9a7720000 - 00007ff9a772afff AVRT.dll
00007ff991a20000 - 00007ff991a2efff msacm32.drv
00007ff9440d0000 - 00007ff9440f0fff MSACM32.dll
00007ff98b200000 - 00007ff98b20bfff midimap.dll
00007ff9b09c0000 - 00007ff9b0e46fff setupapi.dll
00007ff9af6d0000 - 00007ff9af752fff WINTRUST.dll
00007ff9af490000 - 00007ff9af607fff CRYPT32.dll
00007ff9ae390000 - 00007ff9ae3a2fff MSASN1.dll
00007ff9ad090000 - 00007ff9ad09efff HID.DLL
00007ff922d10000 - 00007ff922e95fff vulkan-1.dll
00007ff9abf90000 - 00007ff9ac0cdfff dxgi.dll
00007ff996ed0000 - 00007ff996ee9fff windows.staterepositorycore.dll
00007ff9abf40000 - 00007ff9abf85fff dxcore.dll
00007ff9a72a0000 - 00007ff9a72fefff directxdatabasehelper.dll
00007ff8c4f40000 - 00007ff8cb226fff amdvlk64.dll
00007ff9aec70000 - 00007ff9aec99fff bcrypt.dll
00007ff9817b0000 - 00007ff9817fcfff graphics-hook64.dll
0000000075750000 - 00000000758adfff amdenc64.dll
00007ff9a12e0000 - 00007ff9a131bfff amdihk64.dll
00007ff915f30000 - 00007ff915f52fff d3d12.dll
00007ff8c01d0000 - 00007ff8c4f3afff amdxc64.dll
00007ff9a0880000 - 00007ff9a088afff VERSION.dll
00007ff95f3d0000 - 00007ff95f726fff D3D12Core.dll
00007ff9408f0000 - 00007ff9409cefff D3DSCache.dll
00007ff9ae0d0000 - 00007ff9ae101fff USERENV.dll
00007ff9ab0a0000 - 00007ff9ab2befff dcomp.dll
00007ff9a9e90000 - 00007ff9a9ea8fff Microsoft.Internal.WarpPal.dll
00007ff9a8600000 - 00007ff9a86befff mscms.dll
00007ff958c70000 - 00007ff958cb8fff icm32.dll

Bytes near RIP:
00007ff69365c683: 48 ff cb 48 85 c0 0f 84 8f 00 00 00 49 8b 40 08
00007ff69365c693: 8b 48 50 48 03 f1 41 8b 48 20 8b c1 83 f0 03 85
00007ff69365c6a3: c5 74 1b 83 e1 f8 49 8d 50 10 41 83 e1 03 41 0b

Call trace:
rip=00007ff69365c693 <- Here it dies.
Function range: 00007ff69365c653 -> 00007ff69365c73b
Function range: 00007ff69365c63e -> 00007ff69365c653
Function range: 00007ff69365c5ad -> 00007ff69365c63e
Function range: 00007ff69365c52b -> 00007ff69365c5ad
Function range: 00007ff69365c510 -> 00007ff69365c52b
Function range: 00007ff69365c3b0 -> 00007ff69365c510

FRAME 00:
rip=00007ff69365c17a rsp=000000939557f010 rbp=000000939557f1f0
r12=0000000000000000 r13=0000000000000001 r14=0000000000000000
rdi=00007ff6945368f0 rsi=0000000000000000 rbx=0000000000000100
-> 'rbx' saved on stack at 000000939557f010 (=> 0000000000000100)
-> 'rbp' saved on stack at 000000939557f018 (=> 000000939557f1f0)
-> 'rsi' saved on stack at 000000939557f020 (=> 0000000000000000)
-> 'rdi' saved on stack at 000000939557f000 (=> 00007ff6945368f0)
Function range: 00007ff69365c130 -> 00007ff69365c1c1

FRAME 01:
rip=00007ff6933a601f rsp=000000939557f040 rbp=000000939557f1f0
r12=0000000000000000 r13=0000000000000001 r14=0000000000000000
rdi=0000000000000000 rsi=00000000000000c0 rbx=000000000000015f
-> 'rbx' saved on stack at 000000939557f040 (=> 000000000000015f)
-> 'rsi' saved on stack at 000000939557f048 (=> 00000000000000c0)
-> 'rdi' saved on stack at 000000939557f030 (=> 0000000000000000)
Function range: 00007ff6933a5e10 -> 00007ff6933a603e

FRAME 02:
rip=00007ff6933aa5fc rsp=000000939557f070 rbp=000000939557f1f0
r12=0000000000000000 r13=0000000000000001 r14=0000000000000000
rdi=00000000000001ab rsi=00000000000000c0 rbx=00007ff6939ceed0
-> 'rbx' saved on stack at 000000939557f070 (=> 00007ff6939ceed0)
-> 'rdi' saved on stack at 000000939557f060 (=> 00000000000001ab)
Function range: 00007ff6933aa570 -> 00007ff6933aa6d5

FRAME 03:
rip=00007ff693253290 rsp=000000939557f0f0 rbp=000000939557f1f0
r12=0000000000000000 r13=0000000000000001 r14=0000000000000200
rdi=00000000000001ab rsi=00000000000000c0 rbx=00007ff6939ceed0
-> 'rbx' saved on stack at 000000939557f0f8 (=> 00007ff6939ceed0)
-> 'rsi' saved on stack at 000000939557f100 (=> 00000000000000c0)
-> 'rdi' saved on stack at 000000939557f0e0 (=> 00000000000001ab)
-> 'r14' saved on stack at 000000939557f0d8 (=> 0000000000000200)
-> 'r15' saved on stack at 000000939557f0d0 (=> 0000000000000180)
Function range: 00007ff693252e60 -> 00007ff6932533fd

FRAME 04:
rip=00007ff69325375e rsp=000000939557fcb0 rbp=0000000000000000
r12=0000000000000000 r13=0000000000000000 r14=0000000000000000
rdi=0000000000000000 rsi=00007ff6931b0000 rbx=fffffffffffffffe
-> 'rbx' saved on stack at 000000939557fcb0 (=> fffffffffffffffe)
-> 'rbp' saved on stack at 000000939557fca0 (=> 0000000000000000)
-> 'rsi' saved on stack at 000000939557fc98 (=> 00007ff6931b0000)
-> 'rdi' saved on stack at 000000939557fc90 (=> 0000000000000000)
-> 'r12' saved on stack at 000000939557fc88 (=> 0000000000000000)
-> 'r13' saved on stack at 000000939557fc80 (=> 0000000000000000)
-> 'r14' saved on stack at 000000939557fc78 (=> 0000000000000000)
-> 'r15' saved on stack at 000000939557fc70 (=> 0000000000000000)
Function range: 00007ff69325372c -> 00007ff693253785
Function range: 00007ff6932536c1 -> 00007ff69325372c
Function range: 00007ff6932536bc -> 00007ff6932536c1
Function range: 00007ff693253670 -> 00007ff6932536bc

FRAME 05:
rip=00007ff6938f2782 rsp=000000939557fd00 rbp=0000000000000000
r12=0000000000000000 r13=0000000000000000 r14=0000000000000000
rdi=0000000000000000 rsi=0000000000000000 rbx=0000000000000001
-> 'rbx' saved on stack at 000000939557fd00 (=> 0000000000000001)
-> 'rsi' saved on stack at 000000939557fcf0 (=> 0000000000000000)
Function range: 00007ff6938f267c -> 00007ff6938f27ed

FRAME 06:
rip=00007ff9b0f7e957 rsp=000000939557fd40 rbp=0000000000000000
r12=0000000000000000 r13=0000000000000000 r14=0000000000000000
rdi=0000000000000000 rsi=0000000000000000 rbx=0000000000000000
-> 'rbx' saved on stack at 000000939557fd40 (=> 0000000000000000)
-> 'rdi' saved on stack at 000000939557fd30 (=> 0000000000000000)
Function range: 00007ff9b0f7e940 -> 00007ff9b0f7e98d

FRAME 07:
rip=00007ff9b1c0ad6c rsp=000000939557fd70 rbp=0000000000000000
r12=0000000000000000 r13=0000000000000000 r14=0000000000000000
rdi=0000000000000000 rsi=0000000000000000 rbx=0000000000000000
-> 'rbx' saved on stack at 000000939557fd60 (=> 0000000000000000)
Function range: 00007ff9b1c0ad40 -> 00007ff9b1c0ad9c


Stack Contents:
000000939557efe0: 0000000027010c30 00000000000001ce 0··'·····hS····
000000939557eff0: 00000000226b4b78 00000000000001ce xKk"······e····
000000939557f000: 00000000945368f0 0000000000007ff6 ·hS····z·e····
000000939557f010: 0000000000000100 0000000000000000 ··········W·····
000000939557f020: 0000000000000000 0000000000000000 ················
000000939557f030: 0000000000000000 0000000000000000 ·········`:····
000000939557f040: 000000000000015f 0000000000000000 _···············
000000939557f050: 00000000000000c0 0000000000000000 ··········W·····
000000939557f060: 00000000000001ab 0000000000000000 ··········:····
000000939557f070: 00000000939ceed0 0000000000007ff6 ·········G@····
000000939557f080: 000000004047611c 00000000000001ce ·aG@···········
000000939557f090: 000000009557e3f0 0000000000000093 ··W······,%····
000000939557f0a0: 00000000933b6a50 0000000000007ff6 Pj;·····f;····
000000939557f0b0: 00000000933b6600 0000000000007ff6 ·f;····`·;····
000000939557f0c0: 00000000933a3360 0000000000007ff6 `3:············
000000939557f0d0: 0000000000000180 0000000000000000 ················
000000939557f0e0: 00000000000001ab 0000000000000000 ·········2%····
000000939557f0f0: 0000000000000000 0000000000007ff6 ··············
000000939557f100: 00000000000000c0 0000000000000000 ················
000000939557f110: 0000000000000200 0000000000000000 ················
000000939557f120: 0000000000000000 0000000000000000 ················
000000939557f130: 00000000000001f0 0000000000000159 ····Y···········
000000939557f140: 0000000000440043 0000000000000044 C·D·D···········
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