> Bitfighter_d.exe!Zap::Point::operator=(const Zap::Point & pt={...}) Line 160 + 0x6 bytes C++ Bitfighter_d.exe!Zap::PolygonContains2(const Zap::Point * inVertices=0x00000000, int inNumVertices=0x00000000, const Zap::Point & inPoint={...}) Line 116 C++ Bitfighter_d.exe!Zap::polygonCircleIntersect(const Zap::Point * inVertices=0x00000000, int inNumVertices=0x00000000, const Zap::Point & inCenter={...}, float inRadiusSq=5625.0000, Zap::Point & outPoint={...}, Zap::Point * ignoreVelocityEpsilon=0x00000000) Line 241 + 0x11 bytes C++ Bitfighter_d.exe!Zap::Teleporter::checkDeploymentPosition(const Zap::Point & position={...}, Zap::GridDatabase * gb=0x020ccb00, Zap::Ship * ship=0x0211b760) Line 288 + 0x2b bytes C++ Bitfighter_d.exe!Zap::EngineerModuleDeployer::canCreateObjectAtLocation(Zap::GridDatabase * gameObjectDatabase=0x020ccb00, Zap::Ship * ship=0x0211b760, unsigned int objectType=0x00000003) Line 181 + 0x11 bytes C++ Bitfighter_d.exe!Zap::EngineerHelper::renderDeploymentMarker(Zap::Ship * ship=0x0211b760) Line 245 + 0x4c bytes C++ Bitfighter_d.exe!Zap::GameUserInterface::renderEngineeredItemDeploymentMarker(Zap::Ship * ship=0x0211b760) Line 1105 C++ Bitfighter_d.exe!Zap::ClientGame::renderNormal() Line 1913 C++ Bitfighter_d.exe!Zap::ClientGame::render() Line 1938 C++ Bitfighter_d.exe!Zap::GameUserInterface::render() Line 567 C++ Bitfighter_d.exe!Zap::UserInterface::renderCurrent() Line 234 + 0x14 bytes C++ Bitfighter_d.exe!Zap::UIManager::renderCurrent() Line 523 C++ Bitfighter_d.exe!Zap::display() Line 432 C++ Bitfighter_d.exe!Zap::idle() Line 581 C++ Bitfighter_d.exe!Zap::dedicatedServerLoop() Line 621 + 0x5 bytes C++ Bitfighter_d.exe!SDL_main(int argc=0x00000001, char * * argv=0x01b038f0) Line 1052 C++ Bitfighter_d.exe!_main() + 0x10 bytes Bitfighter_d.exe!__tmainCRTStartup() Line 266 + 0x19 bytes C