g_active.asm
themuffinator_dm-game/build/win32-qvm/vm/game/g_active.asm
export P_DamageFeedback
code
proc P_DamageFeedback 36 12
file "..\..\..\..\code\game\g_active.c"
line 17
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:
;4:#include "g_local.h"
;5:
;6:
;7:/*
;8:===============
;9:G_DamageFeedback
;10:
;11:Called just before a snapshot is sent to the given player.
;12:Totals up all damage and generates both the player_state_t
;13:damage values to that client for pain blends and kicks, and
;14:global pain sound events for all clients.
;15:===============
;16:*/
;17:void P_DamageFeedback( gentity_t *player ) {
line 22
;18:	gclient_t	*client;
;19:	float	count;
;20:	vec3_t	angles;
;21:
;22:	client = player->client;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 23
;23:	if ( client->ps.pm_type == PM_DEAD ) {
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
NEI4 $56
line 24
;24:		return;
ADDRGP4 $55
JUMPV
LABELV $56
line 28
;25:	}
;26:
;27:	// total points of damage shot at the player this frame
;28:	count = client->damage_blood + client->damage_armor;
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
INDIRI4
ADDI4
CVIF4 4
ASGNF4
line 29
;29:	if ( count == 0 ) {
ADDRLP4 4
INDIRF4
CNSTF4 0
NEF4 $58
line 30
;30:		return;		// didn't take any damage
ADDRGP4 $55
JUMPV
LABELV $58
line 33
;31:	}
;32:
;33:	if ( count > 255 ) {
ADDRLP4 4
INDIRF4
CNSTF4 1132396544
LEF4 $60
line 34
;34:		count = 255;
ADDRLP4 4
CNSTF4 1132396544
ASGNF4
line 35
;35:	}
LABELV $60
line 41
;36:
;37:	// send the information to the client
;38:
;39:	// world damage (falling, slime, etc) uses a special code
;40:	// to make the blend blob centered instead of positional
;41:	if ( client->damage_fromWorld ) {
ADDRLP4 0
INDIRP4
CNSTI4 712
ADDP4
INDIRI4
CNSTI4 0
EQI4 $62
line 42
;42:		client->ps.damagePitch = 255;
ADDRLP4 0
INDIRP4
CNSTI4 176
ADDP4
CNSTI4 255
ASGNI4
line 43
;43:		client->ps.damageYaw = 255;
ADDRLP4 0
INDIRP4
CNSTI4 172
ADDP4
CNSTI4 255
ASGNI4
line 45
;44:
;45:		client->damage_fromWorld = qfalse;
ADDRLP4 0
INDIRP4
CNSTI4 712
ADDP4
CNSTI4 0
ASGNI4
line 46
;46:	} else {
ADDRGP4 $63
JUMPV
LABELV $62
line 47
;47:		vectoangles( client->damage_from, angles );
ADDRLP4 0
INDIRP4
CNSTI4 700
ADDP4
ARGP4
ADDRLP4 8
ARGP4
ADDRGP4 vectoangles
CALLV
pop
line 48
;48:		client->ps.damagePitch = angles[PITCH]/360.0 * 256;
ADDRLP4 0
INDIRP4
CNSTI4 176
ADDP4
ADDRLP4 8
INDIRF4
CNSTF4 1060506465
MULF4
CVFI4 4
ASGNI4
line 49
;49:		client->ps.damageYaw = angles[YAW]/360.0 * 256;
ADDRLP4 0
INDIRP4
CNSTI4 172
ADDP4
ADDRLP4 8+4
INDIRF4
CNSTF4 1060506465
MULF4
CVFI4 4
ASGNI4
line 50
;50:	}
LABELV $63
line 53
;51:
;52:	// play an apropriate pain sound
;53:	if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRGP4 level+32
INDIRI4
ADDRLP4 24
INDIRP4
CNSTI4 720
ADDP4
INDIRI4
LEI4 $65
ADDRLP4 24
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
NEI4 $65
line 54
;54:		player->pain_debounce_time = level.time + 700;
ADDRFP4 0
INDIRP4
CNSTI4 720
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 700
ADDI4
ASGNI4
line 55
;55:		G_AddEvent( player, EV_PAIN, player->health );
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
ARGP4
CNSTI4 56
ARGI4
ADDRLP4 28
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 56
;56:		client->ps.damageEvent++;
ADDRLP4 32
ADDRLP4 0
INDIRP4
CNSTI4 168
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 57
;57:	}
LABELV $65
line 60
;58:
;59:
;60:	client->ps.damageCount = count;
ADDRLP4 0
INDIRP4
CNSTI4 180
ADDP4
ADDRLP4 4
INDIRF4
CVFI4 4
ASGNI4
line 65
;61:
;62:	//
;63:	// clear totals
;64:	//
;65:	client->damage_blood = 0;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
CNSTI4 0
ASGNI4
line 66
;66:	client->damage_armor = 0;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
CNSTI4 0
ASGNI4
line 67
;67:	client->damage_knockback = 0;
ADDRLP4 0
INDIRP4
CNSTI4 696
ADDP4
CNSTI4 0
ASGNI4
line 68
;68:}
LABELV $55
endproc P_DamageFeedback 36 12
export P_WorldEffects
proc P_WorldEffects 24 32
line 79
;69:
;70:
;71:
;72:/*
;73:=============
;74:P_WorldEffects
;75:
;76:Check for lava / slime contents and drowning
;77:=============
;78:*/
;79:void P_WorldEffects( gentity_t *ent ) {
line 83
;80:	qboolean	envirosuit;
;81:	int			waterlevel;
;82:
;83:	if ( ent->client->noclip ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 656
ADDP4
INDIRI4
CNSTI4 0
EQI4 $70
line 84
;84:		ent->client->airOutTime = level.time + 12000;	// don't need air
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 756
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 12000
ADDI4
ASGNI4
line 85
;85:		return;
ADDRGP4 $69
JUMPV
LABELV $70
line 88
;86:	}
;87:
;88:	waterlevel = ent->waterlevel;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 796
ADDP4
INDIRI4
ASGNI4
line 90
;89:
;90:	envirosuit = ent->client->ps.powerups[PW_BATTLESUIT] > level.time;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 320
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
LEI4 $75
ADDRLP4 8
CNSTI4 1
ASGNI4
ADDRGP4 $76
JUMPV
LABELV $75
ADDRLP4 8
CNSTI4 0
ASGNI4
LABELV $76
ADDRLP4 4
ADDRLP4 8
INDIRI4
ASGNI4
line 95
;91:
;92:	//
;93:	// check for drowning
;94:	//
;95:	if ( waterlevel == 3 ) {
ADDRLP4 0
INDIRI4
CNSTI4 3
NEI4 $77
line 97
;96:		// envirosuit give air
;97:		if ( envirosuit ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $79
line 98
;98:			ent->client->airOutTime = level.time + 10000;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 756
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 99
;99:		}
LABELV $79
line 102
;100:
;101:		// if out of air, start drowning
;102:		if ( ent->client->airOutTime < level.time) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 756
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
GEI4 $78
line 104
;103:			// drown!
;104:			ent->client->airOutTime += 1000;
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 756
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
CNSTI4 1000
ADDI4
ASGNI4
line 105
;105:			if ( ent->health > 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 0
LEI4 $78
line 107
;106:				// take more damage the longer underwater
;107:				ent->damage += 2;
ADDRLP4 16
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 2
ADDI4
ASGNI4
line 108
;108:				if (ent->damage > 15)
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
INDIRI4
CNSTI4 15
LEI4 $87
line 109
;109:					ent->damage = 15;
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 15
ASGNI4
LABELV $87
line 112
;110:
;111:				// don't play a normal pain sound
;112:				ent->pain_debounce_time = level.time + 200;
ADDRFP4 0
INDIRP4
CNSTI4 720
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 200
ADDI4
ASGNI4
line 114
;113:
;114:				G_Damage (ent, NULL, NULL, NULL, NULL, 
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRLP4 20
INDIRP4
CNSTI4 740
ADDP4
INDIRI4
ARGI4
CNSTI4 2
ARGI4
CNSTI4 14
ARGI4
ADDRGP4 G_Damage
CALLV
pop
line 116
;115:					ent->damage, DAMAGE_NO_ARMOR, MOD_WATER);
;116:			}
line 117
;117:		}
line 118
;118:	} else {
ADDRGP4 $78
JUMPV
LABELV $77
line 119
;119:		ent->client->airOutTime = level.time + 12000;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 756
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 12000
ADDI4
ASGNI4
line 120
;120:		ent->damage = 2;
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 2
ASGNI4
line 121
;121:	}
LABELV $78
line 126
;122:
;123:	//
;124:	// check for sizzle damage (move to pmove?)
;125:	//
;126:	if (waterlevel && 
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $91
ADDRFP4 0
INDIRP4
CNSTI4 792
ADDP4
INDIRI4
CNSTI4 24
BANDI4
CNSTI4 0
EQI4 $91
line 127
;127:		(ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
line 128
;128:		if (ent->health > 0
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 0
LEI4 $93
ADDRLP4 12
INDIRP4
CNSTI4 720
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
GTI4 $93
line 129
;129:			&& ent->pain_debounce_time <= level.time	) {
line 131
;130:
;131:			if ( envirosuit ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $96
line 132
;132:				G_AddEvent( ent, EV_POWERUP_BATTLESUIT, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 62
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 133
;133:			} else {
ADDRGP4 $97
JUMPV
LABELV $96
line 134
;134:				if (ent->watertype & CONTENTS_LAVA) {
ADDRFP4 0
INDIRP4
CNSTI4 792
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $98
line 135
;135:					G_Damage (ent, NULL, NULL, NULL, NULL, 
ADDRFP4 0
INDIRP4
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRLP4 0
INDIRI4
CNSTI4 30
MULI4
ARGI4
CNSTI4 0
ARGI4
CNSTI4 16
ARGI4
ADDRGP4 G_Damage
CALLV
pop
line 137
;136:						30*waterlevel, 0, MOD_LAVA);
;137:				}
LABELV $98
line 139
;138:
;139:				if (ent->watertype & CONTENTS_SLIME) {
ADDRFP4 0
INDIRP4
CNSTI4 792
ADDP4
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
EQI4 $100
line 140
;140:					G_Damage (ent, NULL, NULL, NULL, NULL, 
ADDRFP4 0
INDIRP4
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRLP4 0
INDIRI4
CNSTI4 10
MULI4
ARGI4
CNSTI4 0
ARGI4
CNSTI4 15
ARGI4
ADDRGP4 G_Damage
CALLV
pop
line 142
;141:						10*waterlevel, 0, MOD_SLIME);
;142:				}
LABELV $100
line 143
;143:			}
LABELV $97
line 144
;144:		}
LABELV $93
line 145
;145:	}
LABELV $91
line 146
;146:}
LABELV $69
endproc P_WorldEffects 24 32
export G_SetClientSound
proc G_SetClientSound 4 4
line 155
;147:
;148:
;149:
;150:/*
;151:===============
;152:G_SetClientSound
;153:===============
;154:*/
;155:void G_SetClientSound( gentity_t *ent ) {
line 156
;156:	if( ent->s.eFlags & EF_TICKING ) {
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $103
line 157
;157:		ent->client->ps.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav");
ADDRGP4 $105
ARGP4
ADDRLP4 0
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 444
ADDP4
ADDRLP4 0
INDIRI4
ASGNI4
line 158
;158:	} else if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) ) {
ADDRGP4 $104
JUMPV
LABELV $103
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 796
ADDP4
INDIRI4
CNSTI4 0
EQI4 $106
ADDRLP4 0
INDIRP4
CNSTI4 792
ADDP4
INDIRI4
CNSTI4 24
BANDI4
CNSTI4 0
EQI4 $106
line 159
;159:		ent->client->ps.loopSound = level.snd_fry;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 444
ADDP4
ADDRGP4 level+352
INDIRI4
ASGNI4
line 160
;160:	} else {
ADDRGP4 $107
JUMPV
LABELV $106
line 161
;161:		ent->client->ps.loopSound = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 444
ADDP4
CNSTI4 0
ASGNI4
line 162
;162:	}
LABELV $107
LABELV $104
line 163
;163:}
LABELV $102
endproc G_SetClientSound 4 4
export ClientImpacts
proc ClientImpacts 76 12
line 174
;164:
;165:
;166:
;167://==============================================================
;168:
;169:/*
;170:==============
;171:ClientImpacts
;172:==============
;173:*/
;174:void ClientImpacts( gentity_t *ent, pmove_t *pm ) {
line 179
;175:	int		i, j;
;176:	trace_t	trace;
;177:	gentity_t	*other;
;178:
;179:	memset( &trace, 0, sizeof( trace ) );
ADDRLP4 12
ARGP4
CNSTI4 0
ARGI4
CNSTI4 56
ARGI4
ADDRGP4 memset
CALLP4
pop
line 180
;180:	for (i=0 ; i<pm->numtouch ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $113
JUMPV
LABELV $110
line 181
;181:		for (j=0 ; j<i ; j++) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $117
JUMPV
LABELV $114
line 182
;182:			if (pm->touchents[j] == pm->touchents[i] ) {
ADDRLP4 68
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 68
INDIRP4
CNSTI4 48
ADDP4
ADDP4
INDIRI4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 68
INDIRP4
CNSTI4 48
ADDP4
ADDP4
INDIRI4
NEI4 $118
line 183
;183:				break;
ADDRGP4 $116
JUMPV
LABELV $118
line 185
;184:			}
;185:		}
LABELV $115
line 181
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $117
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRI4
LTI4 $114
LABELV $116
line 186
;186:		if (j != i) {
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRI4
EQI4 $120
line 187
;187:			continue;	// duplicated
ADDRGP4 $111
JUMPV
LABELV $120
line 189
;188:		}
;189:		other = &g_entities[ pm->touchents[i] ];
ADDRLP4 8
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 48
ADDP4
ADDP4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 191
;190:
;191:		if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
CNSTI4 424
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $122
ADDRLP4 68
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $122
line 192
;192:			ent->touch( ent, other, &trace );
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 12
ARGP4
ADDRLP4 72
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CALLV
pop
line 193
;193:		}
LABELV $122
line 195
;194:
;195:		if ( !other->touch ) {
ADDRLP4 8
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $124
line 196
;196:			continue;
ADDRGP4 $111
JUMPV
LABELV $124
line 199
;197:		}
;198:
;199:		other->touch( other, ent, &trace );
ADDRLP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 12
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CALLV
pop
line 200
;200:	}
LABELV $111
line 180
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $113
ADDRLP4 4
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
LTI4 $110
line 202
;201:
;202:}
LABELV $109
endproc ClientImpacts 76 12
data
align 4
LABELV $127
byte 4 1109393408
byte 4 1109393408
byte 4 1112539136
export G_TouchTriggers
code
proc G_TouchTriggers 4224 16
line 212
;203:
;204:/*
;205:============
;206:G_TouchTriggers
;207:
;208:Find all trigger entities that ent's current position touches.
;209:Spectators will only interact with teleporters.
;210:============
;211:*/
;212:void	G_TouchTriggers( gentity_t *ent ) {
line 220
;213:	int			i, num;
;214:	int			touch[MAX_GENTITIES];
;215:	gentity_t	*hit;
;216:	trace_t		trace;
;217:	vec3_t		mins, maxs;
;218:	static vec3_t	range = { 40, 40, 52 };
;219:
;220:	if ( !ent->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $128
line 221
;221:		return;
ADDRGP4 $126
JUMPV
LABELV $128
line 225
;222:	}
;223:
;224:	// dead clients don't activate triggers!
;225:	if ( ent->client->ps.stats[STAT_HEALTH] <= 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CNSTI4 0
GTI4 $130
line 226
;226:		return;
ADDRGP4 $126
JUMPV
LABELV $130
line 229
;227:	}
;228:
;229:	VectorSubtract( ent->client->ps.origin, range, mins );
ADDRLP4 4188
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 64
ADDRLP4 4188
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRGP4 $127
INDIRF4
SUBF4
ASGNF4
ADDRLP4 64+4
ADDRLP4 4188
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRGP4 $127+4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 64+8
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRGP4 $127+8
INDIRF4
SUBF4
ASGNF4
line 230
;230:	VectorAdd( ent->client->ps.origin, range, maxs );
ADDRLP4 4192
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
ADDRLP4 4192
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRGP4 $127
INDIRF4
ADDF4
ASGNF4
ADDRLP4 76+4
ADDRLP4 4192
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRGP4 $127+4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 76+8
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRGP4 $127+8
INDIRF4
ADDF4
ASGNF4
line 232
;231:
;232:	num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
ADDRLP4 64
ARGP4
ADDRLP4 76
ARGP4
ADDRLP4 92
ARGP4
CNSTI4 1024
ARGI4
ADDRLP4 4196
ADDRGP4 trap_EntitiesInBox
CALLI4
ASGNI4
ADDRLP4 88
ADDRLP4 4196
INDIRI4
ASGNI4
line 235
;233:
;234:	// can't use ent->absmin, because that has a one unit pad
;235:	VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
ADDRLP4 4200
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 64
ADDRLP4 4200
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 4200
INDIRP4
CNSTI4 436
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 64+4
ADDRLP4 4200
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 4200
INDIRP4
CNSTI4 440
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 4204
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 64+8
ADDRLP4 4204
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 4204
INDIRP4
CNSTI4 444
ADDP4
INDIRF4
ADDF4
ASGNF4
line 236
;236:	VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
ADDRLP4 4208
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
ADDRLP4 4208
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 4208
INDIRP4
CNSTI4 448
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 76+4
ADDRLP4 4208
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 4208
INDIRP4
CNSTI4 452
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 4212
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76+8
ADDRLP4 4212
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 4212
INDIRP4
CNSTI4 456
ADDP4
INDIRF4
ADDF4
ASGNF4
line 238
;237:
;238:	for ( i=0 ; i<num ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $147
JUMPV
LABELV $144
line 239
;239:		hit = &g_entities[touch[i]];
ADDRLP4 0
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 92
ADDP4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 241
;240:
;241:		if ( !hit->touch && !ent->touch ) {
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $148
ADDRFP4 0
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $148
line 242
;242:			continue;
ADDRGP4 $145
JUMPV
LABELV $148
line 244
;243:		}
;244:		if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) {
ADDRLP4 0
INDIRP4
CNSTI4 460
ADDP4
INDIRI4
CNSTI4 1073741824
BANDI4
CNSTI4 0
NEI4 $150
line 245
;245:			continue;
ADDRGP4 $145
JUMPV
LABELV $150
line 249
;246:		}
;247:
;248:		// ignore most entities if a spectator
;249:		if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
NEI4 $152
line 250
;250:			if ( hit->s.eType != ET_TELEPORT_TRIGGER &&
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 9
EQI4 $154
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CVPU4 4
ADDRGP4 Touch_DoorTrigger
CVPU4 4
EQU4 $154
line 253
;251:				// this is ugly but adding a new ET_? type will
;252:				// most likely cause network incompatibilities
;253:				hit->touch != Touch_DoorTrigger) {
line 254
;254:				continue;
ADDRGP4 $145
JUMPV
LABELV $154
line 256
;255:			}
;256:		}
LABELV $152
line 260
;257:
;258:		// use seperate code for determining if an item is picked up
;259:		// so you don't have to actually contact its bounding box
;260:		if ( hit->s.eType == ET_ITEM ) {
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 2
NEI4 $156
line 261
;261:			if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 4216
ADDRGP4 BG_PlayerTouchesItem
CALLI4
ASGNI4
ADDRLP4 4216
INDIRI4
CNSTI4 0
NEI4 $157
line 262
;262:				continue;
ADDRGP4 $145
JUMPV
line 264
;263:			}
;264:		} else {
LABELV $156
line 265
;265:			if ( !trap_EntityContact( mins, maxs, hit ) ) {
ADDRLP4 64
ARGP4
ADDRLP4 76
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 4216
ADDRGP4 trap_EntityContact
CALLI4
ASGNI4
ADDRLP4 4216
INDIRI4
CNSTI4 0
NEI4 $161
line 266
;266:				continue;
ADDRGP4 $145
JUMPV
LABELV $161
line 268
;267:			}
;268:		}
LABELV $157
line 270
;269:
;270:		memset( &trace, 0, sizeof(trace) );
ADDRLP4 8
ARGP4
CNSTI4 0
ARGI4
CNSTI4 56
ARGI4
ADDRGP4 memset
CALLP4
pop
line 272
;271:
;272:		if ( hit->touch ) {
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $163
line 273
;273:			hit->touch (hit, ent, &trace);
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 8
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CALLV
pop
line 274
;274:		}
LABELV $163
line 276
;275:
;276:		if ( ( ent->r.svFlags & SVF_BOT ) && ( ent->touch ) ) {
ADDRLP4 4216
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4216
INDIRP4
CNSTI4 424
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $165
ADDRLP4 4216
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $165
line 277
;277:			ent->touch( ent, hit, &trace );
ADDRLP4 4220
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4220
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 8
ARGP4
ADDRLP4 4220
INDIRP4
CNSTI4 704
ADDP4
INDIRP4
CALLV
pop
line 278
;278:		}
LABELV $165
line 279
;279:	}
LABELV $145
line 238
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $147
ADDRLP4 4
INDIRI4
ADDRLP4 88
INDIRI4
LTI4 $144
line 282
;280:
;281:	// if we didn't touch a jump pad this pmove frame
;282:	if ( ent->client->ps.jumppad_frame != ent->client->ps.pmove_framecount ) {
ADDRLP4 4216
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4216
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 460
ADDP4
INDIRI4
ADDRLP4 4216
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 456
ADDP4
INDIRI4
EQI4 $167
line 283
;283:		ent->client->ps.jumppad_frame = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 284
;284:		ent->client->ps.jumppad_ent = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 448
ADDP4
CNSTI4 0
ASGNI4
line 285
;285:	}
LABELV $167
line 286
;286:}
LABELV $126
endproc G_TouchTriggers 4224 16
export SpectatorThink
proc SpectatorThink 236 12
line 293
;287:
;288:/*
;289:=================
;290:SpectatorThink
;291:=================
;292:*/
;293:void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
line 297
;294:	pmove_t	pm;
;295:	gclient_t	*client;
;296:
;297:	client = ent->client;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 299
;298:
;299:	if ( client->sess.spectatorState != SPECTATOR_FOLLOW ) {
ADDRLP4 0
INDIRP4
CNSTI4 632
ADDP4
INDIRI4
CNSTI4 2
EQI4 $170
line 300
;300:		client->ps.pm_type = PM_SPECTATOR;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 2
ASGNI4
line 301
;301:		client->ps.speed = g_speed.value * 1.25f; // faster than normal
ADDRLP4 0
INDIRP4
CNSTI4 52
ADDP4
ADDRGP4 g_speed+8
INDIRF4
CNSTF4 1067450368
MULF4
CVFI4 4
ASGNI4
line 304
;302:
;303:		// set up for pmove
;304:		memset( &pm, 0, sizeof( pm ) );
ADDRLP4 4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 224
ARGI4
ADDRGP4 memset
CALLP4
pop
line 305
;305:		pm.ps = &client->ps;
ADDRLP4 4
ADDRLP4 0
INDIRP4
ASGNP4
line 306
;306:		pm.cmd = *ucmd;
ADDRLP4 4+4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 24
line 307
;307:		if ( client->noclip )
ADDRLP4 0
INDIRP4
CNSTI4 656
ADDP4
INDIRI4
CNSTI4 0
EQI4 $174
line 308
;308:			pm.tracemask = 0;
ADDRLP4 4+28
CNSTI4 0
ASGNI4
ADDRGP4 $175
JUMPV
LABELV $174
line 310
;309:		else
;310:			pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;	// spectators can fly through bodies
ADDRLP4 4+28
CNSTI4 65537
ASGNI4
LABELV $175
line 311
;311:		pm.trace = trap_Trace;
ADDRLP4 4+216
ADDRGP4 trap_Trace
ASGNP4
line 312
;312:		pm.pointcontents = trap_PointContents;
ADDRLP4 4+220
ADDRGP4 trap_PointContents
ASGNP4
line 315
;313:
;314:		// perform a pmove
;315:		Pmove( &pm );
ADDRLP4 4
ARGP4
ADDRGP4 Pmove
CALLV
pop
line 317
;316:		// save results of pmove
;317:		VectorCopy( client->ps.origin, ent->s.origin );
ADDRFP4 0
INDIRP4
CNSTI4 92
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRB
ASGNB 12
line 319
;318:
;319:		G_TouchTriggers( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_TouchTriggers
CALLV
pop
line 320
;320:		trap_UnlinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_UnlinkEntity
CALLV
pop
line 321
;321:	}
LABELV $170
line 323
;322:
;323:	client->oldbuttons = client->buttons;
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 664
ADDP4
INDIRI4
ASGNI4
line 324
;324:	client->buttons = ucmd->buttons;
ADDRLP4 0
INDIRP4
CNSTI4 664
ADDP4
ADDRFP4 4
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
ASGNI4
line 327
;325:
;326:	// attack button cycles through spectators
;327:	if ( ( client->buttons & BUTTON_ATTACK ) && ! ( client->oldbuttons & BUTTON_ATTACK ) ) {
ADDRLP4 0
INDIRP4
CNSTI4 664
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $180
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
NEI4 $180
line 328
;328:		Cmd_FollowCycle_f( ent, 1 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 Cmd_FollowCycle_f
CALLV
pop
line 329
;329:	}
LABELV $180
line 330
;330:}
LABELV $169
endproc SpectatorThink 236 12
export ClientInactivityTimer
proc ClientInactivityTimer 8 8
line 341
;331:
;332:
;333:
;334:/*
;335:=================
;336:ClientInactivityTimer
;337:
;338:Returns qfalse if the client is dropped
;339:=================
;340:*/
;341:qboolean ClientInactivityTimer( gclient_t *client ) {
line 342
;342:	if ( ! g_inactivity.integer ) {
ADDRGP4 g_inactivity+12
INDIRI4
CNSTI4 0
NEI4 $183
line 345
;343:		// give everyone some time, so if the operator sets g_inactivity during
;344:		// gameplay, everyone isn't kicked
;345:		client->inactivityTime = level.time + 60 * 1000;
ADDRFP4 0
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 60000
ADDI4
ASGNI4
line 346
;346:		client->inactivityWarning = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 748
ADDP4
CNSTI4 0
ASGNI4
line 347
;347:	} else if ( client->pers.cmd.forwardmove || 
ADDRGP4 $184
JUMPV
LABELV $183
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 493
ADDP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $191
ADDRLP4 0
INDIRP4
CNSTI4 494
ADDP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $191
ADDRLP4 0
INDIRP4
CNSTI4 495
ADDP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $191
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $187
LABELV $191
line 350
;348:		client->pers.cmd.rightmove || 
;349:		client->pers.cmd.upmove ||
;350:		(client->pers.cmd.buttons & BUTTON_ATTACK) ) {
line 351
;351:		client->inactivityTime = level.time + g_inactivity.integer * 1000;
ADDRFP4 0
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
ADDRGP4 g_inactivity+12
INDIRI4
CNSTI4 1000
MULI4
ADDI4
ASGNI4
line 352
;352:		client->inactivityWarning = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 748
ADDP4
CNSTI4 0
ASGNI4
line 353
;353:	} else if ( !client->pers.localClient ) {
ADDRGP4 $188
JUMPV
LABELV $187
ADDRFP4 0
INDIRP4
CNSTI4 496
ADDP4
INDIRI4
CNSTI4 0
NEI4 $194
line 354
;354:		if ( level.time > client->inactivityTime ) {
ADDRGP4 level+32
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 744
ADDP4
INDIRI4
LEI4 $196
line 355
;355:			trap_DropClient( client - level.clients, "Dropped due to inactivity" );
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 level
INDIRP4
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 1636
DIVI4
ARGI4
ADDRGP4 $199
ARGP4
ADDRGP4 trap_DropClient
CALLV
pop
line 356
;356:			return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $182
JUMPV
LABELV $196
line 358
;357:		}
;358:		if ( level.time > client->inactivityTime - 10000 && !client->inactivityWarning ) {
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRGP4 level+32
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 744
ADDP4
INDIRI4
CNSTI4 10000
SUBI4
LEI4 $200
ADDRLP4 4
INDIRP4
CNSTI4 748
ADDP4
INDIRI4
CNSTI4 0
NEI4 $200
line 359
;359:			client->inactivityWarning = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 748
ADDP4
CNSTI4 1
ASGNI4
line 360
;360:			trap_SendServerCommand( client - level.clients, "cp \"Ten seconds until inactivity drop!\n\"" );
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 level
INDIRP4
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 1636
DIVI4
ARGI4
ADDRGP4 $203
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 361
;361:		}
LABELV $200
line 362
;362:	}
LABELV $194
LABELV $188
LABELV $184
line 363
;363:	return qtrue;
CNSTI4 1
RETI4
LABELV $182
endproc ClientInactivityTimer 8 8
data
align 4
LABELV $240
byte 4 2
byte 4 3
byte 4 4
byte 4 5
byte 4 6
byte 4 7
byte 4 8
byte 4 9
byte 4 11
byte 4 12
byte 4 13
export ClientTimerActions
code
proc ClientTimerActions 96 12
line 373
;364:}
;365:
;366:/*
;367:==================
;368:ClientTimerActions
;369:
;370:Actions that happen once a second
;371:==================
;372:*/
;373:void ClientTimerActions( gentity_t *ent, int msec ) {
line 377
;374:	gclient_t	*client;
;375:	int			maxHealth;
;376:
;377:	client = ent->client;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 378
;378:	client->timeResidual += msec;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 776
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
ADDRFP4 4
INDIRI4
ADDI4
ASGNI4
ADDRGP4 $206
JUMPV
LABELV $205
line 380
;379:
;380:	while ( client->timeResidual >= 1000 ) {
line 381
;381:		client->timeResidual -= 1000;
ADDRLP4 12
ADDRLP4 0
INDIRP4
CNSTI4 776
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
CNSTI4 1000
SUBI4
ASGNI4
line 384
;382:
;383:		// regenerate
;384:		if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 52
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 11
NEI4 $208
line 385
;385:			maxHealth = client->ps.stats[STAT_MAX_HEALTH] / 2;
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CNSTI4 2
DIVI4
ASGNI4
line 386
;386:		}
ADDRGP4 $209
JUMPV
LABELV $208
line 387
;387:		else if ( client->ps.powerups[PW_REGEN] ) {
ADDRLP4 0
INDIRP4
CNSTI4 332
ADDP4
INDIRI4
CNSTI4 0
EQI4 $211
line 388
;388:			maxHealth = client->ps.stats[STAT_MAX_HEALTH];
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
ASGNI4
line 389
;389:		}
ADDRGP4 $212
JUMPV
LABELV $211
line 390
;390:		else {
line 391
;391:			maxHealth = 0;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 392
;392:		}
LABELV $212
LABELV $209
line 393
;393:		if ( maxHealth ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $213
line 394
;394:			if ( ent->health < maxHealth ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 4
INDIRI4
GEI4 $215
line 395
;395:				ent->health += 15;
ADDRLP4 16
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 15
ADDI4
ASGNI4
line 396
;396:				if ( ent->health > maxHealth * 1.1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CVIF4 4
ADDRLP4 4
INDIRI4
CVIF4 4
CNSTF4 1066192077
MULF4
LEF4 $217
line 397
;397:					ent->health = maxHealth * 1.1;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ADDRLP4 4
INDIRI4
CVIF4 4
CNSTF4 1066192077
MULF4
CVFI4 4
ASGNI4
line 398
;398:				}
LABELV $217
line 399
;399:				G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 63
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 400
;400:			}
ADDRGP4 $216
JUMPV
LABELV $215
line 401
;401:			else if ( ent->health < maxHealth * 2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 4
INDIRI4
CNSTI4 1
LSHI4
GEI4 $219
line 402
;402:				ent->health += 5;
ADDRLP4 16
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 5
ADDI4
ASGNI4
line 403
;403:				if ( ent->health > maxHealth * 2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 4
INDIRI4
CNSTI4 1
LSHI4
LEI4 $221
line 404
;404:					ent->health = maxHealth * 2;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ADDRLP4 4
INDIRI4
CNSTI4 1
LSHI4
ASGNI4
line 405
;405:				}
LABELV $221
line 406
;406:				G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 63
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 407
;407:			}
LABELV $219
LABELV $216
line 408
;408:		}
LABELV $213
line 409
;409:		if ( client->ps.powerups[PW_REGEN] ) {
ADDRLP4 0
INDIRP4
CNSTI4 332
ADDP4
INDIRI4
CNSTI4 0
EQI4 $223
line 410
;410:			if ( ent->health < client->ps.stats[STAT_MAX_HEALTH]) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
GEI4 $225
line 411
;411:				ent->health += 15;
ADDRLP4 16
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 15
ADDI4
ASGNI4
line 412
;412:				if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CVIF4 4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CVIF4 4
CNSTF4 1066192077
MULF4
LEF4 $227
line 413
;413:					ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CVIF4 4
CNSTF4 1066192077
MULF4
CVFI4 4
ASGNI4
line 414
;414:				}
LABELV $227
line 415
;415:				G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 63
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 416
;416:			} else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2) {
ADDRGP4 $224
JUMPV
LABELV $225
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CNSTI4 1
LSHI4
GEI4 $224
line 417
;417:				ent->health += 5;
ADDRLP4 16
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 5
ADDI4
ASGNI4
line 418
;418:				if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CNSTI4 1
LSHI4
LEI4 $231
line 419
;419:					ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CNSTI4 1
LSHI4
ASGNI4
line 420
;420:				}
LABELV $231
line 421
;421:				G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 63
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 422
;422:			}
line 424
;423:
;424:		} else {
ADDRGP4 $224
JUMPV
LABELV $223
line 426
;425:			// count down health when over max
;426:			if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
LEI4 $233
line 427
;427:				ent->health--;
ADDRLP4 16
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 1
SUBI4
ASGNI4
line 428
;428:			}
LABELV $233
line 429
;429:		}
LABELV $224
line 432
;430:
;431:		// count down armor when over max
;432:		if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
ADDRLP4 0
INDIRP4
CNSTI4 200
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
LEI4 $235
line 433
;433:			client->ps.stats[STAT_ARMOR]--;
ADDRLP4 20
ADDRLP4 0
INDIRP4
CNSTI4 200
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 1
SUBI4
ASGNI4
line 434
;434:		}
LABELV $235
line 435
;435:	}
LABELV $206
line 380
ADDRLP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRI4
CNSTI4 1000
GEI4 $205
line 437
;436:
;437:	if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 52
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 13
NEI4 $237
line 439
;438:		int w, max, inc, t, i;
;439:    int weapList[]={WP_MACHINEGUN,WP_SHOTGUN,WP_GRENADE_LAUNCHER,WP_ROCKET_LAUNCHER,WP_LIGHTNING,WP_RAILGUN,WP_PLASMAGUN,WP_BFG,WP_NAILGUN,WP_PROX_LAUNCHER,WP_CHAINGUN};
ADDRLP4 32
ADDRGP4 $240
INDIRB
ASGNB 44
line 440
;440:    int weapCount = ARRAY_LEN( weapList );
ADDRLP4 76
CNSTI4 11
ASGNI4
line 442
;441:		//
;442:    for (i = 0; i < weapCount; i++) {
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRGP4 $244
JUMPV
LABELV $241
line 443
;443:		  w = weapList[i];
ADDRLP4 12
ADDRLP4 20
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 32
ADDP4
INDIRI4
ASGNI4
line 445
;444:
;445:		  switch(w) {
ADDRLP4 12
INDIRI4
CNSTI4 2
LTI4 $245
ADDRLP4 12
INDIRI4
CNSTI4 13
GTI4 $245
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $258-8
ADDP4
INDIRP4
JUMPV
data
align 4
LABELV $258
address $247
address $248
address $249
address $250
address $251
address $252
address $253
address $254
address $245
address $255
address $256
address $257
code
LABELV $247
line 446
;446:			  case WP_MACHINEGUN: max = 50; inc = 4; t = 1000; break;
ADDRLP4 24
CNSTI4 50
ASGNI4
ADDRLP4 28
CNSTI4 4
ASGNI4
ADDRLP4 16
CNSTI4 1000
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $248
line 447
;447:			  case WP_SHOTGUN: max = 10; inc = 1; t = 1500; break;
ADDRLP4 24
CNSTI4 10
ASGNI4
ADDRLP4 28
CNSTI4 1
ASGNI4
ADDRLP4 16
CNSTI4 1500
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $249
line 448
;448:			  case WP_GRENADE_LAUNCHER: max = 10; inc = 1; t = 2000; break;
ADDRLP4 24
CNSTI4 10
ASGNI4
ADDRLP4 28
CNSTI4 1
ASGNI4
ADDRLP4 16
CNSTI4 2000
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $250
line 449
;449:			  case WP_ROCKET_LAUNCHER: max = 10; inc = 1; t = 1750; break;
ADDRLP4 24
CNSTI4 10
ASGNI4
ADDRLP4 28
CNSTI4 1
ASGNI4
ADDRLP4 16
CNSTI4 1750
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $251
line 450
;450:			  case WP_LIGHTNING: max = 50; inc = 5; t = 1500; break;
ADDRLP4 24
CNSTI4 50
ASGNI4
ADDRLP4 28
CNSTI4 5
ASGNI4
ADDRLP4 16
CNSTI4 1500
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $252
line 451
;451:			  case WP_RAILGUN: max = 10; inc = 1; t = 1750; break;
ADDRLP4 24
CNSTI4 10
ASGNI4
ADDRLP4 28
CNSTI4 1
ASGNI4
ADDRLP4 16
CNSTI4 1750
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $253
line 452
;452:			  case WP_PLASMAGUN: max = 50; inc = 5; t = 1500; break;
ADDRLP4 24
CNSTI4 50
ASGNI4
ADDRLP4 28
CNSTI4 5
ASGNI4
ADDRLP4 16
CNSTI4 1500
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $254
line 453
;453:			  case WP_BFG: max = 10; inc = 1; t = 4000; break;
ADDRLP4 24
CNSTI4 10
ASGNI4
ADDRLP4 28
CNSTI4 1
ASGNI4
ADDRLP4 16
CNSTI4 4000
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $255
line 454
;454:			  case WP_NAILGUN: max = 10; inc = 1; t = 1250; break;
ADDRLP4 24
CNSTI4 10
ASGNI4
ADDRLP4 28
CNSTI4 1
ASGNI4
ADDRLP4 16
CNSTI4 1250
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $256
line 455
;455:			  case WP_PROX_LAUNCHER: max = 5; inc = 1; t = 2000; break;
ADDRLP4 24
CNSTI4 5
ASGNI4
ADDRLP4 28
CNSTI4 1
ASGNI4
ADDRLP4 16
CNSTI4 2000
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $257
line 456
;456:			  case WP_CHAINGUN: max = 100; inc = 5; t = 1000; break;
ADDRLP4 24
CNSTI4 100
ASGNI4
ADDRLP4 28
CNSTI4 5
ASGNI4
ADDRLP4 16
CNSTI4 1000
ASGNI4
ADDRGP4 $246
JUMPV
LABELV $245
line 457
;457:			  default: max = 0; inc = 0; t = 1000; break;
ADDRLP4 24
CNSTI4 0
ASGNI4
ADDRLP4 28
CNSTI4 0
ASGNI4
ADDRLP4 16
CNSTI4 1000
ASGNI4
LABELV $246
line 459
;458:		  }
;459:		  client->ammoTimes[w] += msec;
ADDRLP4 84
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 788
ADDP4
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
ADDRFP4 4
INDIRI4
ADDI4
ASGNI4
line 460
;460:		  if ( client->ps.ammo[w] >= max ) {
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
ADDRLP4 24
INDIRI4
LTI4 $260
line 461
;461:			  client->ammoTimes[w] = 0;
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 788
ADDP4
ADDP4
CNSTI4 0
ASGNI4
line 462
;462:		  }
LABELV $260
line 463
;463:		  if ( client->ammoTimes[w] >= t ) {
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 788
ADDP4
ADDP4
INDIRI4
ADDRLP4 16
INDIRI4
LTI4 $262
ADDRGP4 $265
JUMPV
LABELV $264
line 465
;464:			  while ( client->ammoTimes[w] >= t )
;465:				  client->ammoTimes[w] -= t;
ADDRLP4 88
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 788
ADDP4
ADDP4
ASGNP4
ADDRLP4 88
INDIRP4
ADDRLP4 88
INDIRP4
INDIRI4
ADDRLP4 16
INDIRI4
SUBI4
ASGNI4
LABELV $265
line 464
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 788
ADDP4
ADDP4
INDIRI4
ADDRLP4 16
INDIRI4
GEI4 $264
line 466
;466:			  client->ps.ammo[w] += inc;
ADDRLP4 92
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 376
ADDP4
ADDP4
ASGNP4
ADDRLP4 92
INDIRP4
ADDRLP4 92
INDIRP4
INDIRI4
ADDRLP4 28
INDIRI4
ADDI4
ASGNI4
line 467
;467:			  if ( client->ps.ammo[w] > max ) {
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
ADDRLP4 24
INDIRI4
LEI4 $267
line 468
;468:				  client->ps.ammo[w] = max;
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 376
ADDP4
ADDP4
ADDRLP4 24
INDIRI4
ASGNI4
line 469
;469:			  }
LABELV $267
line 470
;470:		  }
LABELV $262
line 471
;471:    }
LABELV $242
line 442
ADDRLP4 20
ADDRLP4 20
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $244
ADDRLP4 20
INDIRI4
ADDRLP4 76
INDIRI4
LTI4 $241
line 472
;472:	}
LABELV $237
line 474
;473:
;474:}
LABELV $204
endproc ClientTimerActions 96 12
export ClientIntermissionThink
proc ClientIntermissionThink 20 0
line 481
;475:
;476:/*
;477:====================
;478:ClientIntermissionThink
;479:====================
;480:*/
;481:void ClientIntermissionThink( gclient_t *client ) {
line 482
;482:	client->ps.eFlags &= ~EF_TALK;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 -4097
BANDI4
ASGNI4
line 483
;483:	client->ps.eFlags &= ~EF_FIRING;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 -257
BANDI4
ASGNI4
line 488
;484:
;485:	// the level will exit when everyone wants to or after timeouts
;486:
;487:	// swap and latch button actions
;488:	client->oldbuttons = client->buttons;
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 668
ADDP4
ADDRLP4 8
INDIRP4
CNSTI4 664
ADDP4
INDIRI4
ASGNI4
line 489
;489:	client->buttons = client->pers.cmd.buttons;
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 664
ADDP4
ADDRLP4 12
INDIRP4
CNSTI4 488
ADDP4
INDIRI4
ASGNI4
line 490
;490:	if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) {
ADDRLP4 16
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 16
INDIRP4
CNSTI4 664
ADDP4
INDIRI4
CNSTI4 5
BANDI4
ADDRLP4 16
INDIRP4
CNSTI4 668
ADDP4
INDIRI4
ADDRLP4 16
INDIRP4
CNSTI4 664
ADDP4
INDIRI4
BXORI4
BANDI4
CNSTI4 0
EQI4 $270
line 492
;491:		// this used to be an ^1 but once a player says ready, it should stick
;492:		client->readyToExit = 1;
ADDRFP4 0
INDIRP4
CNSTI4 652
ADDP4
CNSTI4 1
ASGNI4
line 493
;493:	}
LABELV $270
line 494
;494:}
LABELV $269
endproc ClientIntermissionThink 20 0
export ClientEvents
proc ClientEvents 68 32
line 505
;495:
;496:
;497:/*
;498:================
;499:ClientEvents
;500:
;501:Events will be passed on to the clients for presentation,
;502:but any server game effects are handled here
;503:================
;504:*/
;505:void ClientEvents( gentity_t *ent, int oldEventSequence ) {
line 515
;506:	int		i, j;
;507:	int		event;
;508:	gclient_t *client;
;509:	int		damage;
;510:	vec3_t	origin, angles;
;511://	qboolean	fired;
;512:	gitem_t *item;
;513:	gentity_t *drop;
;514:
;515:	client = ent->client;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 517
;516:
;517:	if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) {
ADDRFP4 4
INDIRI4
ADDRLP4 8
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
CNSTI4 2
SUBI4
GEI4 $273
line 518
;518:		oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;
ADDRFP4 4
ADDRLP4 8
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
CNSTI4 2
SUBI4
ASGNI4
line 519
;519:	}
LABELV $273
line 520
;520:	for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) {
ADDRLP4 0
ADDRFP4 4
INDIRI4
ASGNI4
ADDRGP4 $278
JUMPV
LABELV $275
line 521
;521:		event = client->ps.events[ i & (MAX_PS_EVENTS-1) ];
ADDRLP4 4
ADDRLP4 0
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 2
LSHI4
ADDRLP4 8
INDIRP4
CNSTI4 112
ADDP4
ADDP4
INDIRI4
ASGNI4
line 523
;522:
;523:		switch ( event ) {
ADDRLP4 4
INDIRI4
CNSTI4 11
EQI4 $281
ADDRLP4 4
INDIRI4
CNSTI4 12
EQI4 $281
ADDRLP4 4
INDIRI4
CNSTI4 11
LTI4 $280
LABELV $327
ADDRLP4 4
INDIRI4
CNSTI4 23
LTI4 $280
ADDRLP4 4
INDIRI4
CNSTI4 29
GTI4 $280
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $328-92
ADDP4
INDIRP4
JUMPV
data
align 4
LABELV $328
address $290
address $280
address $291
address $320
address $321
address $322
address $325
code
LABELV $281
line 526
;524:		case EV_FALL_MEDIUM:
;525:		case EV_FALL_FAR:
;526:			if ( ent->s.eType != ET_PLAYER ) {
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 1
EQI4 $282
line 527
;527:				break;		// not in the player model
ADDRGP4 $280
JUMPV
LABELV $282
line 529
;528:			}
;529:			if ( g_dmflags.integer & DF_NO_FALLING ) {
ADDRGP4 g_dmflags+12
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $284
line 530
;530:				break;
ADDRGP4 $280
JUMPV
LABELV $284
line 532
;531:			}
;532:			if ( event == EV_FALL_FAR ) {
ADDRLP4 4
INDIRI4
CNSTI4 12
NEI4 $287
line 533
;533:				damage = 10;
ADDRLP4 24
CNSTI4 10
ASGNI4
line 534
;534:			} else {
ADDRGP4 $288
JUMPV
LABELV $287
line 535
;535:				damage = 5;
ADDRLP4 24
CNSTI4 5
ASGNI4
line 536
;536:			}
LABELV $288
line 537
;537:			ent->pain_debounce_time = level.time + 200;	// no normal pain sound
ADDRFP4 0
INDIRP4
CNSTI4 720
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 200
ADDI4
ASGNI4
line 538
;538:			G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
ADDRFP4 0
INDIRP4
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRLP4 24
INDIRI4
ARGI4
CNSTI4 0
ARGI4
CNSTI4 19
ARGI4
ADDRGP4 G_Damage
CALLV
pop
line 539
;539:			break;
ADDRGP4 $280
JUMPV
LABELV $290
line 542
;540:
;541:		case EV_FIRE_WEAPON:
;542:			FireWeapon( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 FireWeapon
CALLV
pop
line 543
;543:			break;
ADDRGP4 $280
JUMPV
LABELV $291
line 547
;544:
;545:		case EV_USE_ITEM1:		// teleporter
;546:			// drop flags in CTF
;547:			item = NULL;
ADDRLP4 20
CNSTP4 0
ASGNP4
line 548
;548:			j = 0;
ADDRLP4 12
CNSTI4 0
ASGNI4
line 550
;549:
;550:			if ( ent->client->ps.powerups[ PW_REDFLAG ] ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 340
ADDP4
INDIRI4
CNSTI4 0
EQI4 $292
line 551
;551:				item = BG_FindItemForPowerup( PW_REDFLAG );
CNSTI4 7
ARGI4
ADDRLP4 60
ADDRGP4 BG_FindItemForPowerup
CALLP4
ASGNP4
ADDRLP4 20
ADDRLP4 60
INDIRP4
ASGNP4
line 552
;552:				j = PW_REDFLAG;
ADDRLP4 12
CNSTI4 7
ASGNI4
line 553
;553:			} else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) {
ADDRGP4 $293
JUMPV
LABELV $292
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 344
ADDP4
INDIRI4
CNSTI4 0
EQI4 $294
line 554
;554:				item = BG_FindItemForPowerup( PW_BLUEFLAG );
CNSTI4 8
ARGI4
ADDRLP4 60
ADDRGP4 BG_FindItemForPowerup
CALLP4
ASGNP4
ADDRLP4 20
ADDRLP4 60
INDIRP4
ASGNP4
line 555
;555:				j = PW_BLUEFLAG;
ADDRLP4 12
CNSTI4 8
ASGNI4
line 556
;556:			} else if ( ent->client->ps.powerups[ PW_NEUTRALFLAG ] ) {
ADDRGP4 $295
JUMPV
LABELV $294
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 348
ADDP4
INDIRI4
CNSTI4 0
EQI4 $296
line 557
;557:				item = BG_FindItemForPowerup( PW_NEUTRALFLAG );
CNSTI4 9
ARGI4
ADDRLP4 60
ADDRGP4 BG_FindItemForPowerup
CALLP4
ASGNP4
ADDRLP4 20
ADDRLP4 60
INDIRP4
ASGNP4
line 558
;558:				j = PW_NEUTRALFLAG;
ADDRLP4 12
CNSTI4 9
ASGNI4
line 559
;559:			}
LABELV $296
LABELV $295
LABELV $293
line 561
;560:
;561:			if ( item ) {
ADDRLP4 20
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $298
line 562
;562:				drop = Drop_Item( ent, item, 0 );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 20
INDIRP4
ARGP4
CNSTF4 0
ARGF4
ADDRLP4 60
ADDRGP4 Drop_Item
CALLP4
ASGNP4
ADDRLP4 16
ADDRLP4 60
INDIRP4
ASGNP4
line 564
;563:				// decide how many seconds it has left
;564:				drop->count = ( ent->client->ps.powerups[ j ] - level.time ) / 1000;
ADDRLP4 16
INDIRP4
CNSTI4 760
ADDP4
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
SUBI4
CNSTI4 1000
DIVI4
ASGNI4
line 565
;565:				if ( drop->count < 1 ) {
ADDRLP4 16
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 1
GEI4 $301
line 566
;566:					drop->count = 1;
ADDRLP4 16
INDIRP4
CNSTI4 760
ADDP4
CNSTI4 1
ASGNI4
line 567
;567:				}
LABELV $301
line 569
;568:				// for pickup prediction
;569:				drop->s.time2 = drop->count;
ADDRLP4 16
INDIRP4
CNSTI4 88
ADDP4
ADDRLP4 16
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 571
;570:
;571:				ent->client->ps.powerups[ j ] = 0;
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
CNSTI4 0
ASGNI4
line 572
;572:			}
LABELV $298
line 574
;573:
;574:			if ( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $303
line 575
;575:				if ( ent->client->ps.generic1 > 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 440
ADDP4
INDIRI4
CNSTI4 0
LEI4 $306
line 576
;576:					if ( ent->client->sess.sessionTeam == TEAM_RED ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 1
NEI4 $308
line 577
;577:						item = BG_FindItem( "Blue Cube" );
ADDRGP4 $310
ARGP4
ADDRLP4 60
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 20
ADDRLP4 60
INDIRP4
ASGNP4
line 578
;578:					} else {
ADDRGP4 $309
JUMPV
LABELV $308
line 579
;579:						item = BG_FindItem( "Red Cube" );
ADDRGP4 $311
ARGP4
ADDRLP4 60
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 20
ADDRLP4 60
INDIRP4
ASGNP4
line 580
;580:					}
LABELV $309
line 581
;581:					if ( item ) {
ADDRLP4 20
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $312
line 582
;582:						for ( j = 0; j < ent->client->ps.generic1; j++ ) {
ADDRLP4 12
CNSTI4 0
ASGNI4
ADDRGP4 $317
JUMPV
LABELV $314
line 583
;583:							drop = Drop_Item( ent, item, 0 );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 20
INDIRP4
ARGP4
CNSTF4 0
ARGF4
ADDRLP4 60
ADDRGP4 Drop_Item
CALLP4
ASGNP4
ADDRLP4 16
ADDRLP4 60
INDIRP4
ASGNP4
line 584
;584:							if ( ent->client->sess.sessionTeam == TEAM_RED ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 1
NEI4 $318
line 585
;585:								drop->spawnflags = TEAM_BLUE;
ADDRLP4 16
INDIRP4
CNSTI4 528
ADDP4
CNSTI4 2
ASGNI4
line 586
;586:							} else {
ADDRGP4 $319
JUMPV
LABELV $318
line 587
;587:								drop->spawnflags = TEAM_RED;
ADDRLP4 16
INDIRP4
CNSTI4 528
ADDP4
CNSTI4 1
ASGNI4
line 588
;588:							}
LABELV $319
line 589
;589:						}
LABELV $315
line 582
ADDRLP4 12
ADDRLP4 12
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $317
ADDRLP4 12
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 440
ADDP4
INDIRI4
LTI4 $314
line 590
;590:					}
LABELV $312
line 591
;591:					ent->client->ps.generic1 = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 440
ADDP4
CNSTI4 0
ASGNI4
line 592
;592:				}
LABELV $306
line 593
;593:			}
LABELV $303
line 595
;594:
;595:			SelectSpawnPoint( ent, ent->client->ps.origin, origin, angles );
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 60
INDIRP4
ARGP4
ADDRLP4 60
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
ADDRLP4 28
ARGP4
ADDRLP4 40
ARGP4
ADDRGP4 SelectSpawnPoint
CALLP4
pop
line 596
;596:			TeleportPlayer( ent, origin, angles );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 28
ARGP4
ADDRLP4 40
ARGP4
ADDRGP4 TeleportPlayer
CALLV
pop
line 597
;597:			break;
ADDRGP4 $280
JUMPV
LABELV $320
line 600
;598:
;599:		case EV_USE_ITEM2:		// medkit
;600:			ent->health = ent->client->ps.stats[STAT_MAX_HEALTH] + 25;
ADDRLP4 64
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 64
INDIRP4
CNSTI4 732
ADDP4
ADDRLP4 64
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CNSTI4 25
ADDI4
ASGNI4
line 602
;601:
;602:			break;
ADDRGP4 $280
JUMPV
LABELV $321
line 606
;603:
;604:		case EV_USE_ITEM3:		// kamikaze
;605:			// make sure the invulnerability is off
;606:			ent->client->invulnerabilityTime = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 844
ADDP4
CNSTI4 0
ASGNI4
line 608
;607:			// start the kamikze
;608:			G_StartKamikaze( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_StartKamikaze
CALLV
pop
line 609
;609:			break;
ADDRGP4 $280
JUMPV
LABELV $322
line 612
;610:
;611:		case EV_USE_ITEM4:		// portal
;612:			if( ent->client->portalID ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 784
ADDP4
INDIRI4
CNSTI4 0
EQI4 $323
line 613
;613:				DropPortalSource( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 DropPortalSource
CALLV
pop
line 614
;614:			}
ADDRGP4 $280
JUMPV
LABELV $323
line 615
;615:			else {
line 616
;616:				DropPortalDestination( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 DropPortalDestination
CALLV
pop
line 617
;617:			}
line 618
;618:			break;
ADDRGP4 $280
JUMPV
LABELV $325
line 620
;619:		case EV_USE_ITEM5:		// invulnerability
;620:			ent->client->invulnerabilityTime = level.time + 10000;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 844
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 621
;621:			break;
line 624
;622:
;623:		default:
;624:			break;
LABELV $280
line 626
;625:		}
;626:	}
LABELV $276
line 520
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $278
ADDRLP4 0
INDIRI4
ADDRLP4 8
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
LTI4 $275
line 628
;627:
;628:}
LABELV $272
endproc ClientEvents 68 32
proc StuckInOtherClient 8 0
line 635
;629:
;630:/*
;631:==============
;632:StuckInOtherClient
;633:==============
;634:*/
;635:static int StuckInOtherClient(gentity_t *ent) {
line 639
;636:	int i;
;637:	gentity_t	*ent2;
;638:
;639:	ent2 = &g_entities[0];
ADDRLP4 0
ADDRGP4 g_entities
ASGNP4
line 640
;640:	for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $331
line 641
;641:		if ( ent2 == ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
ADDRFP4 0
INDIRP4
CVPU4 4
NEU4 $335
line 642
;642:			continue;
ADDRGP4 $332
JUMPV
LABELV $335
line 644
;643:		}
;644:		if ( !ent2->inuse ) {
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $337
line 645
;645:			continue;
ADDRGP4 $332
JUMPV
LABELV $337
line 647
;646:		}
;647:		if ( !ent2->client ) {
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $339
line 648
;648:			continue;
ADDRGP4 $332
JUMPV
LABELV $339
line 650
;649:		}
;650:		if ( ent2->health <= 0 ) {
ADDRLP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 0
GTI4 $341
line 651
;651:			continue;
ADDRGP4 $332
JUMPV
LABELV $341
line 654
;652:		}
;653:		//
;654:		if (ent2->r.absmin[0] > ent->r.absmax[0])
ADDRLP4 0
INDIRP4
CNSTI4 464
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 476
ADDP4
INDIRF4
LEF4 $343
line 655
;655:			continue;
ADDRGP4 $332
JUMPV
LABELV $343
line 656
;656:		if (ent2->r.absmin[1] > ent->r.absmax[1])
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 480
ADDP4
INDIRF4
LEF4 $345
line 657
;657:			continue;
ADDRGP4 $332
JUMPV
LABELV $345
line 658
;658:		if (ent2->r.absmin[2] > ent->r.absmax[2])
ADDRLP4 0
INDIRP4
CNSTI4 472
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 484
ADDP4
INDIRF4
LEF4 $347
line 659
;659:			continue;
ADDRGP4 $332
JUMPV
LABELV $347
line 660
;660:		if (ent2->r.absmax[0] < ent->r.absmin[0])
ADDRLP4 0
INDIRP4
CNSTI4 476
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 464
ADDP4
INDIRF4
GEF4 $349
line 661
;661:			continue;
ADDRGP4 $332
JUMPV
LABELV $349
line 662
;662:		if (ent2->r.absmax[1] < ent->r.absmin[1])
ADDRLP4 0
INDIRP4
CNSTI4 480
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRF4
GEF4 $351
line 663
;663:			continue;
ADDRGP4 $332
JUMPV
LABELV $351
line 664
;664:		if (ent2->r.absmax[2] < ent->r.absmin[2])
ADDRLP4 0
INDIRP4
CNSTI4 484
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 472
ADDP4
INDIRF4
GEF4 $353
line 665
;665:			continue;
ADDRGP4 $332
JUMPV
LABELV $353
line 666
;666:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $330
JUMPV
LABELV $332
line 640
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 824
ADDP4
ASGNP4
ADDRLP4 4
INDIRI4
CNSTI4 64
LTI4 $331
line 668
;667:	}
;668:	return qfalse;
CNSTI4 0
RETI4
LABELV $330
endproc StuckInOtherClient 8 0
export SendPendingPredictableEvents
proc SendPendingPredictableEvents 40 12
line 678
;669:}
;670:
;671:void BotTestSolid(vec3_t origin);
;672:
;673:/*
;674:==============
;675:SendPendingPredictableEvents
;676:==============
;677:*/
;678:void SendPendingPredictableEvents( playerState_t *ps ) {
line 684
;679:	gentity_t *t;
;680:	int event, seq;
;681:	int extEvent, number;
;682:
;683:	// if there are still events pending
;684:	if ( ps->entityEventSequence < ps->eventSequence ) {
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 464
ADDP4
INDIRI4
ADDRLP4 20
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
GEI4 $356
line 687
;685:		// create a temporary entity for this event which is sent to everyone
;686:		// except the client who generated the event
;687:		seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 464
ADDP4
INDIRI4
CNSTI4 1
BANDI4
ASGNI4
line 688
;688:		event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 8
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 24
INDIRP4
CNSTI4 112
ADDP4
ADDP4
INDIRI4
ADDRLP4 24
INDIRP4
CNSTI4 464
ADDP4
INDIRI4
CNSTI4 3
BANDI4
CNSTI4 8
LSHI4
BORI4
ASGNI4
line 690
;689:		// set external event to zero before calling BG_PlayerStateToEntityState
;690:		extEvent = ps->externalEvent;
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 128
ADDP4
INDIRI4
ASGNI4
line 691
;691:		ps->externalEvent = 0;
ADDRFP4 0
INDIRP4
CNSTI4 128
ADDP4
CNSTI4 0
ASGNI4
line 693
;692:		// create temporary entity for event
;693:		t = G_TempEntity( ps->origin, event );
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
ARGP4
ADDRLP4 4
INDIRI4
ARGI4
ADDRLP4 28
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 28
INDIRP4
ASGNP4
line 694
;694:		number = t->s.number;
ADDRLP4 16
ADDRLP4 0
INDIRP4
INDIRI4
ASGNI4
line 695
;695:		BG_PlayerStateToEntityState( ps, &t->s, qtrue );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 BG_PlayerStateToEntityState
CALLV
pop
line 696
;696:		t->s.number = number;
ADDRLP4 0
INDIRP4
ADDRLP4 16
INDIRI4
ASGNI4
line 697
;697:		t->s.eType = ET_EVENTS + event;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
ADDRLP4 4
INDIRI4
CNSTI4 13
ADDI4
ASGNI4
line 698
;698:		t->s.eFlags |= EF_PLAYER_EVENT;
ADDRLP4 32
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 16
BORI4
ASGNI4
line 699
;699:		t->s.otherEntityNum = ps->clientNum;
ADDRLP4 0
INDIRP4
CNSTI4 140
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 701
;700:		// send to everyone except the client who generated the event
;701:		t->r.svFlags |= SVF_NOTSINGLECLIENT;
ADDRLP4 36
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRI4
CNSTI4 2048
BORI4
ASGNI4
line 702
;702:		t->r.singleClient = ps->clientNum;
ADDRLP4 0
INDIRP4
CNSTI4 428
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 704
;703:		// set back external event
;704:		ps->externalEvent = extEvent;
ADDRFP4 0
INDIRP4
CNSTI4 128
ADDP4
ADDRLP4 12
INDIRI4
ASGNI4
line 705
;705:	}
LABELV $356
line 706
;706:}
LABELV $355
endproc SendPendingPredictableEvents 40 12
data
align 4
LABELV $424
byte 4 3257401344
byte 4 3257401344
byte 4 3257401344
align 4
LABELV $425
byte 4 1109917696
byte 4 1109917696
byte 4 1109917696
export ClientThink_real
code
proc ClientThink_real 316 12
line 719
;707:
;708:/*
;709:==============
;710:ClientThink
;711:
;712:This will be called once for each client frame, which will
;713:usually be a couple times for each server frame on fast clients.
;714:
;715:If "g_synchronousClients 1" is set, this will be called exactly
;716:once for each server frame, which makes for smooth demo recording.
;717:==============
;718:*/
;719:void ClientThink_real( gentity_t *ent ) {
line 726
;720:	gclient_t	*client;
;721:	pmove_t		pm;
;722:	int			oldEventSequence;
;723:	int			msec;
;724:	usercmd_t	*ucmd;
;725:
;726:	client = ent->client;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 729
;727:
;728:	// don't think if the client is not yet connected (and thus not yet spawned in)
;729:	if (client->pers.connected != CON_CONNECTED) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $359
line 730
;730:		return;
ADDRGP4 $358
JUMPV
LABELV $359
line 733
;731:	}
;732:	// mark the time, so the connection sprite can be removed
;733:	ucmd = &ent->client->pers.cmd;
ADDRLP4 228
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 472
ADDP4
ASGNP4
line 736
;734:
;735:	// sanity check the command time to prevent speedup cheating
;736:	if ( ucmd->serverTime > level.time + 200 ) {
ADDRLP4 228
INDIRP4
INDIRI4
ADDRGP4 level+32
INDIRI4
CNSTI4 200
ADDI4
LEI4 $361
line 737
;737:		ucmd->serverTime = level.time + 200;
ADDRLP4 228
INDIRP4
ADDRGP4 level+32
INDIRI4
CNSTI4 200
ADDI4
ASGNI4
line 739
;738://		G_Printf("serverTime <<<<<\n" );
;739:	} else
ADDRGP4 $362
JUMPV
LABELV $361
line 740
;740:	if ( ucmd->serverTime < level.time - 1000 ) {
ADDRLP4 228
INDIRP4
INDIRI4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
SUBI4
GEI4 $365
line 741
;741:		ucmd->serverTime = level.time - 1000;
ADDRLP4 228
INDIRP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
SUBI4
ASGNI4
line 743
;742://		G_Printf("serverTime >>>>>\n" );
;743:	}
LABELV $365
LABELV $362
line 746
;744:
;745:	// unlagged
;746:	client->frameOffset = trap_Milliseconds() - level.frameStartTime;
ADDRLP4 240
ADDRGP4 trap_Milliseconds
CALLI4
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 1616
ADDP4
ADDRLP4 240
INDIRI4
ADDRGP4 level+11804
INDIRI4
SUBI4
ASGNI4
line 747
;747:	client->lastCmdTime = ucmd->serverTime;
ADDRLP4 0
INDIRP4
CNSTI4 660
ADDP4
ADDRLP4 228
INDIRP4
INDIRI4
ASGNI4
line 748
;748:	client->lastUpdateFrame = level.framenum;
ADDRLP4 0
INDIRP4
CNSTI4 1620
ADDP4
ADDRGP4 level+28
INDIRI4
ASGNI4
line 750
;749:
;750:	msec = ucmd->serverTime - client->ps.commandTime;
ADDRLP4 232
ADDRLP4 228
INDIRP4
INDIRI4
ADDRLP4 0
INDIRP4
INDIRI4
SUBI4
ASGNI4
line 753
;751:	// following others may result in bad times, but we still want
;752:	// to check for follow toggles
;753:	if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) {
ADDRLP4 232
INDIRI4
CNSTI4 1
GEI4 $371
ADDRLP4 0
INDIRP4
CNSTI4 632
ADDP4
INDIRI4
CNSTI4 2
EQI4 $371
line 754
;754:		return;
ADDRGP4 $358
JUMPV
LABELV $371
line 756
;755:	}
;756:	if ( msec > 200 ) {
ADDRLP4 232
INDIRI4
CNSTI4 200
LEI4 $373
line 757
;757:		msec = 200;
ADDRLP4 232
CNSTI4 200
ASGNI4
line 758
;758:	}
LABELV $373
line 760
;759:
;760:	if ( pmove_msec.integer < 8 ) {
ADDRGP4 pmove_msec+12
INDIRI4
CNSTI4 8
GEI4 $375
line 761
;761:		trap_Cvar_Set( "pmove_msec", "8" );
ADDRGP4 $378
ARGP4
ADDRGP4 $379
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 762
;762:		trap_Cvar_Update( &pmove_msec );
ADDRGP4 pmove_msec
ARGP4
ADDRGP4 trap_Cvar_Update
CALLV
pop
line 763
;763:	} else if ( pmove_msec.integer > 33 ) {
ADDRGP4 $376
JUMPV
LABELV $375
ADDRGP4 pmove_msec+12
INDIRI4
CNSTI4 33
LEI4 $380
line 764
;764:		trap_Cvar_Set( "pmove_msec", "33" );
ADDRGP4 $378
ARGP4
ADDRGP4 $383
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 765
;765:		trap_Cvar_Update( &pmove_msec );
ADDRGP4 pmove_msec
ARGP4
ADDRGP4 trap_Cvar_Update
CALLV
pop
line 766
;766:	}
LABELV $380
LABELV $376
line 768
;767:
;768:	if ( pmove_fixed.integer ) {
ADDRGP4 pmove_fixed+12
INDIRI4
CNSTI4 0
EQI4 $384
line 769
;769:		ucmd->serverTime = ((ucmd->serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
ADDRLP4 228
INDIRP4
ADDRLP4 228
INDIRP4
INDIRI4
ADDRGP4 pmove_msec+12
INDIRI4
ADDI4
CNSTI4 1
SUBI4
ADDRGP4 pmove_msec+12
INDIRI4
DIVI4
ADDRGP4 pmove_msec+12
INDIRI4
MULI4
ASGNI4
line 772
;770:		//if (ucmd->serverTime - client->ps.commandTime <= 0)
;771:		//	return;
;772:	}
LABELV $384
line 777
;773:
;774:	//
;775:	// check for exiting intermission
;776:	//
;777:	if ( level.intermissiontime ) {
ADDRGP4 level+7604
INDIRI4
CNSTI4 0
EQI4 $390
line 778
;778:		ClientIntermissionThink( client );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 ClientIntermissionThink
CALLV
pop
line 779
;779:		return;
ADDRGP4 $358
JUMPV
LABELV $390
line 783
;780:	}
;781:
;782:	// spectators don't do much
;783:	if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 0
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
NEI4 $393
line 784
;784:		if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
ADDRLP4 0
INDIRP4
CNSTI4 632
ADDP4
INDIRI4
CNSTI4 3
NEI4 $395
line 785
;785:			return;
ADDRGP4 $358
JUMPV
LABELV $395
line 787
;786:		}
;787:		SpectatorThink( ent, ucmd );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 228
INDIRP4
ARGP4
ADDRGP4 SpectatorThink
CALLV
pop
line 788
;788:		return;
ADDRGP4 $358
JUMPV
LABELV $393
line 792
;789:	}
;790:
;791:	// check for inactivity timer, but never drop the local client of a non-dedicated server
;792:	if ( !ClientInactivityTimer( client ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 244
ADDRGP4 ClientInactivityTimer
CALLI4
ASGNI4
ADDRLP4 244
INDIRI4
CNSTI4 0
NEI4 $397
line 793
;793:		return;
ADDRGP4 $358
JUMPV
LABELV $397
line 797
;794:	}
;795:
;796:	// clear the rewards if time
;797:	if ( level.time > client->rewardTime ) {
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 752
ADDP4
INDIRI4
LEI4 $399
line 798
;798:		client->ps.eFlags &= ~EF_AWARDS;
ADDRLP4 248
ADDRLP4 0
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 248
INDIRP4
ADDRLP4 248
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 799
;799:	}
LABELV $399
line 801
;800:
;801:	if ( client->noclip ) {
ADDRLP4 0
INDIRP4
CNSTI4 656
ADDP4
INDIRI4
CNSTI4 0
EQI4 $402
line 802
;802:		client->ps.pm_type = PM_NOCLIP;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 1
ASGNI4
line 803
;803:	} else if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
ADDRGP4 $403
JUMPV
LABELV $402
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CNSTI4 0
GTI4 $404
line 804
;804:		client->ps.pm_type = PM_DEAD;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 805
;805:	} else {
ADDRGP4 $405
JUMPV
LABELV $404
line 806
;806:		client->ps.pm_type = PM_NORMAL;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 0
ASGNI4
line 807
;807:	}
LABELV $405
LABELV $403
line 809
;808:
;809:	client->ps.gravity = g_gravity.value;
ADDRLP4 0
INDIRP4
CNSTI4 48
ADDP4
ADDRGP4 g_gravity+8
INDIRF4
CVFI4 4
ASGNI4
line 812
;810:
;811:	// set speed
;812:	client->ps.speed = g_speed.value;
ADDRLP4 0
INDIRP4
CNSTI4 52
ADDP4
ADDRGP4 g_speed+8
INDIRF4
CVFI4 4
ASGNI4
line 814
;813:
;814:	if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 52
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 10
NEI4 $408
line 815
;815:		client->ps.speed *= 1.5;
ADDRLP4 248
ADDRLP4 0
INDIRP4
CNSTI4 52
ADDP4
ASGNP4
ADDRLP4 248
INDIRP4
ADDRLP4 248
INDIRP4
INDIRI4
CVIF4 4
CNSTF4 1069547520
MULF4
CVFI4 4
ASGNI4
line 816
;816:	} else if ( client->ps.powerups[PW_HASTE] ) {
ADDRGP4 $409
JUMPV
LABELV $408
ADDRLP4 0
INDIRP4
CNSTI4 324
ADDP4
INDIRI4
CNSTI4 0
EQI4 $411
line 817
;817:		client->ps.speed *= 1.3;
ADDRLP4 248
ADDRLP4 0
INDIRP4
CNSTI4 52
ADDP4
ASGNP4
ADDRLP4 248
INDIRP4
ADDRLP4 248
INDIRP4
INDIRI4
CVIF4 4
CNSTF4 1067869798
MULF4
CVFI4 4
ASGNI4
line 818
;818:	}
LABELV $411
LABELV $409
line 821
;819:
;820:	// Let go of the hook if we aren't firing
;821:	if ( client->ps.weapon == WP_GRAPPLING_HOOK &&
ADDRLP4 0
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
CNSTI4 10
NEI4 $413
ADDRLP4 0
INDIRP4
CNSTI4 768
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $413
ADDRLP4 228
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
NEI4 $413
line 822
;822:		client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) {
line 823
;823:		Weapon_HookFree(client->hook);
ADDRLP4 0
INDIRP4
CNSTI4 768
ADDP4
INDIRP4
ARGP4
ADDRGP4 Weapon_HookFree
CALLV
pop
line 824
;824:	}
LABELV $413
line 827
;825:
;826:	// set up for pmove
;827:	oldEventSequence = client->ps.eventSequence;
ADDRLP4 236
ADDRLP4 0
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
ASGNI4
line 829
;828:
;829:	memset (&pm, 0, sizeof(pm));
ADDRLP4 4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 224
ARGI4
ADDRGP4 memset
CALLP4
pop
line 833
;830:
;831:	// check for the hit-scan gauntlet, don't let the action
;832:	// go through as an attack unless it actually hits something
;833:	if ( client->ps.weapon == WP_GAUNTLET && !( ucmd->buttons & BUTTON_TALK ) &&
ADDRLP4 0
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
CNSTI4 1
NEI4 $415
ADDRLP4 228
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
NEI4 $415
ADDRLP4 228
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $415
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
CNSTI4 0
GTI4 $415
line 834
;834:		( ucmd->buttons & BUTTON_ATTACK ) && client->ps.weaponTime <= 0 ) {
line 835
;835:		pm.gauntletHit = CheckGauntletAttack( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 260
ADDRGP4 CheckGauntletAttack
CALLI4
ASGNI4
ADDRLP4 4+36
ADDRLP4 260
INDIRI4
ASGNI4
line 836
;836:	}
LABELV $415
line 838
;837:
;838:	if ( ent->flags & FL_FORCE_GESTURE ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 32768
BANDI4
CNSTI4 0
EQI4 $418
line 839
;839:		ent->flags &= ~FL_FORCE_GESTURE;
ADDRLP4 260
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
ASGNP4
ADDRLP4 260
INDIRP4
ADDRLP4 260
INDIRP4
INDIRI4
CNSTI4 -32769
BANDI4
ASGNI4
line 840
;840:		ent->client->pers.cmd.buttons |= BUTTON_GESTURE;
ADDRLP4 264
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 488
ADDP4
ASGNP4
ADDRLP4 264
INDIRP4
ADDRLP4 264
INDIRP4
INDIRI4
CNSTI4 8
BORI4
ASGNI4
line 841
;841:	}
LABELV $418
line 844
;842:
;843:	// check for invulnerability expansion before doing the Pmove
;844:	if (client->ps.powerups[PW_INVULNERABILITY] ) {
ADDRLP4 0
INDIRP4
CNSTI4 368
ADDP4
INDIRI4
CNSTI4 0
EQI4 $420
line 845
;845:		if ( !(client->ps.pm_flags & PMF_INVULEXPAND) ) {
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 16384
BANDI4
CNSTI4 0
NEI4 $422
line 846
;846:			vec3_t mins = { -42, -42, -42 };
ADDRLP4 260
ADDRGP4 $424
INDIRB
ASGNB 12
line 847
;847:			vec3_t maxs = { 42, 42, 42 };
ADDRLP4 272
ADDRGP4 $425
INDIRB
ASGNB 12
line 850
;848:			vec3_t oldmins, oldmaxs;
;849:
;850:			VectorCopy (ent->r.mins, oldmins);
ADDRLP4 284
ADDRFP4 0
INDIRP4
CNSTI4 436
ADDP4
INDIRB
ASGNB 12
line 851
;851:			VectorCopy (ent->r.maxs, oldmaxs);
ADDRLP4 296
ADDRFP4 0
INDIRP4
CNSTI4 448
ADDP4
INDIRB
ASGNB 12
line 853
;852:			// expand
;853:			VectorCopy (mins, ent->r.mins);
ADDRFP4 0
INDIRP4
CNSTI4 436
ADDP4
ADDRLP4 260
INDIRB
ASGNB 12
line 854
;854:			VectorCopy (maxs, ent->r.maxs);
ADDRFP4 0
INDIRP4
CNSTI4 448
ADDP4
ADDRLP4 272
INDIRB
ASGNB 12
line 855
;855:			trap_LinkEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 857
;856:			// check if this would get anyone stuck in this player
;857:			if ( !StuckInOtherClient(ent) ) {
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 308
ADDRGP4 StuckInOtherClient
CALLI4
ASGNI4
ADDRLP4 308
INDIRI4
CNSTI4 0
NEI4 $426
line 859
;858:				// set flag so the expanded size will be set in PM_CheckDuck
;859:				client->ps.pm_flags |= PMF_INVULEXPAND;
ADDRLP4 312
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 312
INDIRP4
ADDRLP4 312
INDIRP4
INDIRI4
CNSTI4 16384
BORI4
ASGNI4
line 860
;860:			}
LABELV $426
line 862
;861:			// set back
;862:			VectorCopy (oldmins, ent->r.mins);
ADDRFP4 0
INDIRP4
CNSTI4 436
ADDP4
ADDRLP4 284
INDIRB
ASGNB 12
line 863
;863:			VectorCopy (oldmaxs, ent->r.maxs);
ADDRFP4 0
INDIRP4
CNSTI4 448
ADDP4
ADDRLP4 296
INDIRB
ASGNB 12
line 864
;864:			trap_LinkEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 865
;865:		}
LABELV $422
line 866
;866:	}
LABELV $420
line 868
;867:
;868:	pm.ps = &client->ps;
ADDRLP4 4
ADDRLP4 0
INDIRP4
ASGNP4
line 869
;869:	pm.cmd = *ucmd;
ADDRLP4 4+4
ADDRLP4 228
INDIRP4
INDIRB
ASGNB 24
line 870
;870:	if ( pm.ps->pm_type == PM_DEAD ) {
ADDRLP4 4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
NEI4 $429
line 871
;871:		pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
ADDRLP4 4+28
CNSTI4 65537
ASGNI4
line 872
;872:	}
ADDRGP4 $430
JUMPV
LABELV $429
line 873
;873:	else if ( ent->r.svFlags & SVF_BOT ) {
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $432
line 874
;874:		pm.tracemask = MASK_PLAYERSOLID | CONTENTS_BOTCLIP;
ADDRLP4 4+28
CNSTI4 37814273
ASGNI4
line 875
;875:	}
ADDRGP4 $433
JUMPV
LABELV $432
line 876
;876:	else {
line 877
;877:		pm.tracemask = MASK_PLAYERSOLID;
ADDRLP4 4+28
CNSTI4 33619969
ASGNI4
line 878
;878:	}
LABELV $433
LABELV $430
line 879
;879:	pm.trace = trap_Trace;
ADDRLP4 4+216
ADDRGP4 trap_Trace
ASGNP4
line 880
;880:	pm.pointcontents = trap_PointContents;
ADDRLP4 4+220
ADDRGP4 trap_PointContents
ASGNP4
line 881
;881:	pm.debugLevel = g_debugMove.integer;
ADDRLP4 4+32
ADDRGP4 g_debugMove+12
INDIRI4
ASGNI4
line 883
;882:
;883:	pm.pmove_fixed = pmove_fixed.integer;
ADDRLP4 4+208
ADDRGP4 pmove_fixed+12
INDIRI4
ASGNI4
line 884
;884:	pm.pmove_msec = pmove_msec.integer;
ADDRLP4 4+212
ADDRGP4 pmove_msec+12
INDIRI4
ASGNI4
line 886
;885:
;886:	VectorCopy( client->ps.origin, client->oldOrigin );
ADDRLP4 0
INDIRP4
CNSTI4 676
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRB
ASGNB 12
line 888
;887:
;888:	Pmove (&pm);
ADDRLP4 4
ARGP4
ADDRGP4 Pmove
CALLV
pop
line 891
;889:
;890:	// save results of pmove
;891:	if ( ent->client->ps.eventSequence != oldEventSequence ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
ADDRLP4 236
INDIRI4
EQI4 $444
line 892
;892:		ent->eventTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 552
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 893
;893:	}
LABELV $444
line 895
;894:
;895:	BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue );
ADDRLP4 264
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 264
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ARGP4
ADDRLP4 264
INDIRP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 BG_PlayerStateToEntityState
CALLV
pop
line 897
;896:
;897:	SendPendingPredictableEvents( &ent->client->ps );
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ARGP4
ADDRGP4 SendPendingPredictableEvents
CALLV
pop
line 899
;898:
;899:	if ( !( ent->client->ps.eFlags & EF_FIRING ) ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
INDIRI4
CNSTI4 256
BANDI4
CNSTI4 0
NEI4 $447
line 900
;900:		client->fireHeld = qfalse;		// for grapple
ADDRLP4 0
INDIRP4
CNSTI4 764
ADDP4
CNSTI4 0
ASGNI4
line 901
;901:	}
LABELV $447
line 904
;902:
;903:	// use the snapped origin for linking so it matches client predicted versions
;904:	VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
ADDRLP4 268
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 268
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 268
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 906
;905:
;906:	VectorCopy (pm.mins, ent->r.mins);
ADDRFP4 0
INDIRP4
CNSTI4 436
ADDP4
ADDRLP4 4+176
INDIRB
ASGNB 12
line 907
;907:	VectorCopy (pm.maxs, ent->r.maxs);
ADDRFP4 0
INDIRP4
CNSTI4 448
ADDP4
ADDRLP4 4+188
INDIRB
ASGNB 12
line 909
;908:
;909:	ent->waterlevel = pm.waterlevel;
ADDRFP4 0
INDIRP4
CNSTI4 796
ADDP4
ADDRLP4 4+204
INDIRI4
ASGNI4
line 910
;910:	ent->watertype = pm.watertype;
ADDRFP4 0
INDIRP4
CNSTI4 792
ADDP4
ADDRLP4 4+200
INDIRI4
ASGNI4
line 913
;911:
;912:	// execute client events
;913:	ClientEvents( ent, oldEventSequence );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 236
INDIRI4
ARGI4
ADDRGP4 ClientEvents
CALLV
pop
line 916
;914:
;915:	// link entity now, after any personal teleporters have been used
;916:	trap_LinkEntity (ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 917
;917:	if ( !ent->client->noclip ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 656
ADDP4
INDIRI4
CNSTI4 0
NEI4 $453
line 918
;918:		G_TouchTriggers( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_TouchTriggers
CALLV
pop
line 919
;919:	}
LABELV $453
line 922
;920:
;921:	// NOTE: now copy the exact origin over otherwise clients can be snapped into solid
;922:	VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
ADDRLP4 272
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 272
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 272
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRB
ASGNB 12
line 925
;923:
;924:	//test for solid areas in the AAS file
;925:	BotTestAAS(ent->r.currentOrigin);
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRGP4 BotTestAAS
CALLV
pop
line 928
;926:
;927:	// touch other objects
;928:	ClientImpacts( ent, &pm );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 4
ARGP4
ADDRGP4 ClientImpacts
CALLV
pop
line 931
;929:
;930:	// save results of triggers and client events
;931:	if (ent->client->ps.eventSequence != oldEventSequence) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
ADDRLP4 236
INDIRI4
EQI4 $455
line 932
;932:		ent->eventTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 552
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 933
;933:	}
LABELV $455
line 936
;934:
;935:	// swap and latch button actions
;936:	client->oldbuttons = client->buttons;
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 664
ADDP4
INDIRI4
ASGNI4
line 937
;937:	client->buttons = ucmd->buttons;
ADDRLP4 0
INDIRP4
CNSTI4 664
ADDP4
ADDRLP4 228
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
ASGNI4
line 938
;938:	client->latched_buttons |= client->buttons & ~client->oldbuttons;
ADDRLP4 284
ADDRLP4 0
INDIRP4
CNSTI4 672
ADDP4
ASGNP4
ADDRLP4 284
INDIRP4
ADDRLP4 284
INDIRP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 664
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
INDIRI4
BCOMI4
BANDI4
BORI4
ASGNI4
line 941
;939:
;940:	// check for respawning
;941:	if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CNSTI4 0
GTI4 $458
line 943
;942:		// wait for the attack button to be pressed
;943:		if ( level.time > client->respawnTime ) {
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 740
ADDP4
INDIRI4
LEI4 $358
line 945
;944:			// forcerespawn is to prevent users from waiting out powerups
;945:			if ( g_forcerespawn.integer > 0 && 
ADDRGP4 g_forcerespawn+12
INDIRI4
CNSTI4 0
LEI4 $463
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 740
ADDP4
INDIRI4
SUBI4
ADDRGP4 g_forcerespawn+12
INDIRI4
CNSTI4 1000
MULI4
LEI4 $463
line 946
;946:				( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
line 947
;947:				respawn( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 respawn
CALLV
pop
line 948
;948:				return;
ADDRGP4 $358
JUMPV
LABELV $463
line 952
;949:			}
;950:		
;951:			// pressing attack or use is the normal respawn method
;952:			if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
ADDRLP4 228
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
CNSTI4 5
BANDI4
CNSTI4 0
EQI4 $358
line 953
;953:				respawn( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 respawn
CALLV
pop
line 954
;954:			}
line 955
;955:		}
line 956
;956:		return;
ADDRGP4 $358
JUMPV
LABELV $458
line 960
;957:	}
;958:
;959:	// perform once-a-second actions
;960:	ClientTimerActions( ent, msec );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 232
INDIRI4
ARGI4
ADDRGP4 ClientTimerActions
CALLV
pop
line 961
;961:}
LABELV $358
endproc ClientThink_real 316 12
export ClientThink
proc ClientThink 4 8
line 971
;962:
;963:
;964:/*
;965:==================
;966:ClientThink
;967:
;968:A new command has arrived from the client
;969:==================
;970:*/
;971:void ClientThink( int clientNum ) {
line 974
;972:	gentity_t *ent;
;973:
;974:	ent = g_entities + clientNum;
ADDRLP4 0
ADDRFP4 0
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 975
;975:	trap_GetUsercmd( clientNum, &ent->client->pers.cmd );
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 472
ADDP4
ARGP4
ADDRGP4 trap_GetUsercmd
CALLV
pop
line 983
;976:
;977:	// mark the time we got info, so we can display the
;978:	// phone jack if they don't get any for a while
;979:#if 0 // unlagged
;980:	ent->client->lastCmdTime = level.time;
;981:#endif
;982:
;983:	if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
NEI4 $471
ADDRGP4 g_synchronousClients+12
INDIRI4
CNSTI4 0
NEI4 $471
line 984
;984:		ClientThink_real( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 ClientThink_real
CALLV
pop
line 985
;985:	}
LABELV $471
line 986
;986:}
LABELV $470
endproc ClientThink 4 8
export G_RunClient
proc G_RunClient 0 4
line 989
;987:
;988:
;989:void G_RunClient( gentity_t *ent ) {
line 990
;990:	if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
NEI4 $475
ADDRGP4 g_synchronousClients+12
INDIRI4
CNSTI4 0
NEI4 $475
line 991
;991:		return;
ADDRGP4 $474
JUMPV
LABELV $475
line 993
;992:	}
;993:	ent->client->pers.cmd.serverTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 472
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 994
;994:	ClientThink_real( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 ClientThink_real
CALLV
pop
line 995
;995:}
LABELV $474
endproc G_RunClient 0 4
export SpectatorClientEndFrame
proc SpectatorClientEndFrame 20 4
line 1004
;996:
;997:
;998:/*
;999:==================
;1000:SpectatorClientEndFrame
;1001:
;1002:==================
;1003:*/
;1004:void SpectatorClientEndFrame( gentity_t *ent ) {
line 1008
;1005:	gclient_t	*cl;
;1006:
;1007:	// if we are doing a chase cam or a remote view, grab the latest info
;1008:	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 632
ADDP4
INDIRI4
CNSTI4 2
NEI4 $480
line 1011
;1009:		int		clientNum, flags;
;1010:
;1011:		clientNum = ent->client->sess.spectatorClient;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 636
ADDP4
INDIRI4
ASGNI4
line 1014
;1012:
;1013:		// team follow1 and team follow2 go to whatever clients are playing
;1014:		if ( clientNum == -1 ) {
ADDRLP4 4
INDIRI4
CNSTI4 -1
NEI4 $482
line 1015
;1015:			clientNum = level.follow1;
ADDRLP4 4
ADDRGP4 level+344
INDIRI4
ASGNI4
line 1016
;1016:		} else if ( clientNum == -2 ) {
ADDRGP4 $483
JUMPV
LABELV $482
ADDRLP4 4
INDIRI4
CNSTI4 -2
NEI4 $485
line 1017
;1017:			clientNum = level.follow2;
ADDRLP4 4
ADDRGP4 level+348
INDIRI4
ASGNI4
line 1018
;1018:		}
LABELV $485
LABELV $483
line 1019
;1019:		if ( (unsigned)clientNum < MAX_CLIENTS ) {
ADDRLP4 4
INDIRI4
CVIU4 4
CNSTU4 64
GEU4 $488
line 1020
;1020:			cl = &level.clients[ clientNum ];
ADDRLP4 0
ADDRLP4 4
INDIRI4
CNSTI4 1636
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1021
;1021:			if ( cl->pers.connected == CON_CONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR ) {
ADDRLP4 12
ADDRLP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $490
ADDRLP4 12
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
EQI4 $490
line 1022
;1022:				flags = (cl->ps.eFlags & ~(EF_VOTED | EF_TEAMVOTED)) | (ent->client->ps.eFlags & (EF_VOTED | EF_TEAMVOTED));
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 104
ADDP4
INDIRI4
CNSTI4 -540673
BANDI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
INDIRI4
CNSTI4 540672
BANDI4
BORI4
ASGNI4
line 1023
;1023:				ent->client->ps = cl->ps;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ADDRLP4 0
INDIRP4
INDIRB
ASGNB 468
line 1024
;1024:				ent->client->ps.pm_flags |= PMF_FOLLOW;
ADDRLP4 16
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 4096
BORI4
ASGNI4
line 1025
;1025:				ent->client->ps.eFlags = flags;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ADDRLP4 8
INDIRI4
ASGNI4
line 1026
;1026:				return;
ADDRGP4 $479
JUMPV
LABELV $490
line 1027
;1027:			} else {
line 1029
;1028:				// drop them to free spectators unless they are dedicated camera followers
;1029:				if ( ent->client->sess.spectatorClient >= 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 636
ADDP4
INDIRI4
CNSTI4 0
LTI4 $492
line 1030
;1030:					ent->client->sess.spectatorState = SPECTATOR_FREE;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 632
ADDP4
CNSTI4 1
ASGNI4
line 1031
;1031:					ClientBegin( ent->client - level.clients );
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
ADDRGP4 level
INDIRP4
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 1636
DIVI4
ARGI4
ADDRGP4 ClientBegin
CALLV
pop
line 1032
;1032:				}
LABELV $492
line 1033
;1033:			}
line 1034
;1034:		}
LABELV $488
line 1035
;1035:	}
LABELV $480
line 1037
;1036:
;1037:	if ( ent->client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 632
ADDP4
INDIRI4
CNSTI4 3
NEI4 $494
line 1038
;1038:		ent->client->ps.pm_flags |= PMF_SCOREBOARD;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 8192
BORI4
ASGNI4
line 1039
;1039:	} else {
ADDRGP4 $495
JUMPV
LABELV $494
line 1040
;1040:		ent->client->ps.pm_flags &= ~PMF_SCOREBOARD;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 -8193
BANDI4
ASGNI4
line 1041
;1041:	}
LABELV $495
line 1042
;1042:}
LABELV $479
endproc SpectatorClientEndFrame 20 4
bss
align 4
LABELV $497
skip 824
export ClientEndFrame
code
proc ClientEndFrame 40 12
line 1054
;1043:
;1044:
;1045:/*
;1046:==============
;1047:ClientEndFrame
;1048:
;1049:Called at the end of each server frame for each connected client
;1050:A fast client will have multiple ClientThink for each ClientEdFrame,
;1051:while a slow client may have multiple ClientEndFrame between ClientThink.
;1052:==============
;1053:*/
;1054:void ClientEndFrame( gentity_t *ent ) {
line 1061
;1055:	static gentity_t sent;
;1056:	int			i;
;1057:	gclient_t	*client;
;1058:	// unlagged
;1059:	int			frames;
;1060:
;1061:	if ( !ent->client )
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $498
line 1062
;1062:		return;
ADDRGP4 $496
JUMPV
LABELV $498
line 1064
;1063:
;1064:	ent->r.svFlags &= ~svf_self_portal2;
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
ADDRGP4 svf_self_portal2
INDIRI4
BCOMI4
BANDI4
ASGNI4
line 1066
;1065:
;1066:	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
NEI4 $500
line 1067
;1067:		SpectatorClientEndFrame( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 SpectatorClientEndFrame
CALLV
pop
line 1068
;1068:		return;
ADDRGP4 $496
JUMPV
LABELV $500
line 1071
;1069:	}
;1070:
;1071:	client = ent->client;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 1074
;1072:
;1073:	// turn off any expired powerups
;1074:	for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $502
line 1075
;1075:		if ( client->ps.powerups[ i ] < client->pers.cmd.serverTime ) {
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 472
ADDP4
INDIRI4
GEI4 $506
line 1076
;1076:			client->ps.powerups[ i ] = 0;
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 312
ADDP4
ADDP4
CNSTI4 0
ASGNI4
line 1077
;1077:		}
LABELV $506
line 1078
;1078:	}
LABELV $503
line 1074
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 16
LTI4 $502
line 1081
;1079:
;1080:	// set powerup for player animation
;1081:	if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 52
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 11
NEI4 $508
line 1082
;1082:		ent->client->ps.powerups[PW_GUARD] = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 356
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1083
;1083:	}
LABELV $508
line 1084
;1084:	if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 52
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 10
NEI4 $512
line 1085
;1085:		ent->client->ps.powerups[PW_SCOUT] = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 352
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1086
;1086:	}
LABELV $512
line 1087
;1087:	if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_DOUBLER ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 52
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 12
NEI4 $516
line 1088
;1088:		ent->client->ps.powerups[PW_DOUBLER] = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 360
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1089
;1089:	}
LABELV $516
line 1090
;1090:	if( bg_itemlist[ent->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 52
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 13
NEI4 $520
line 1091
;1091:		ent->client->ps.powerups[PW_AMMOREGEN] = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 364
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1092
;1092:	}
LABELV $520
line 1093
;1093:	if ( ent->client->invulnerabilityTime > level.time ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 844
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
LEI4 $524
line 1094
;1094:		ent->client->ps.powerups[PW_INVULNERABILITY] = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 368
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1095
;1095:	}
LABELV $524
line 1109
;1096:
;1097:	// save network bandwidth
;1098:#if 0
;1099:	if ( !g_synchronousClients->integer && ent->client->ps.pm_type == PM_NORMAL ) {
;1100:		// FIXME: this must change eventually for non-sync demo recording
;1101:		VectorClear( ent->client->ps.viewangles );
;1102:	}
;1103:#endif
;1104:
;1105:	//
;1106:	// If the end of unit layout is displayed, don't give
;1107:	// the player any normal movement attributes
;1108:	//
;1109:	if ( level.intermissiontime ) {
ADDRGP4 level+7604
INDIRI4
CNSTI4 0
EQI4 $528
line 1110
;1110:		client->ps.commandTime = client->pers.cmd.serverTime;
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
CNSTI4 472
ADDP4
INDIRI4
ASGNI4
line 1111
;1111:		return;
ADDRGP4 $496
JUMPV
LABELV $528
line 1115
;1112:	}
;1113:
;1114:	// burn from lava, etc
;1115:	P_WorldEffects (ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 P_WorldEffects
CALLV
pop
line 1118
;1116:
;1117:	// apply all the damage taken this frame
;1118:	P_DamageFeedback (ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 P_DamageFeedback
CALLV
pop
line 1120
;1119:
;1120:	client->ps.stats[STAT_HEALTH] = ent->health;	// FIXME: get rid of ent->health...
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ASGNI4
line 1122
;1121:
;1122:	G_SetClientSound( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_SetClientSound
CALLV
pop
line 1125
;1123:
;1124:	// set the latest info
;1125:	BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 BG_PlayerStateToEntityState
CALLV
pop
line 1127
;1126:
;1127:	SendPendingPredictableEvents( &client->ps );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 SendPendingPredictableEvents
CALLV
pop
line 1129
;1128:
;1129:	client->ps.eFlags &= ~EF_CONNECTION;
ADDRLP4 16
ADDRLP4 0
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 -8193
BANDI4
ASGNI4
line 1130
;1130:	ent->s.eFlags &= ~EF_CONNECTION;
ADDRLP4 20
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 -8193
BANDI4
ASGNI4
line 1132
;1131:
;1132:	frames = level.framenum - client->lastUpdateFrame - 1;
ADDRLP4 8
ADDRGP4 level+28
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 1620
ADDP4
INDIRI4
SUBI4
CNSTI4 1
SUBI4
ASGNI4
line 1135
;1133:
;1134:	// PVS prediction
;1135:	if ( g_predictPVS.integer && svf_self_portal2 ) {
ADDRGP4 g_predictPVS+12
INDIRI4
CNSTI4 0
EQI4 $532
ADDRGP4 svf_self_portal2
INDIRI4
CNSTI4 0
EQI4 $532
line 1137
;1136:		int lag;
;1137:		sent.s = ent->s;
ADDRGP4 $497
ADDRFP4 0
INDIRP4
INDIRB
ASGNB 208
line 1138
;1138:		sent.r = ent->r;
ADDRGP4 $497+208
ADDRFP4 0
INDIRP4
CNSTI4 208
ADDP4
INDIRB
ASGNB 308
line 1139
;1139:		sent.clipmask = ent->clipmask;
ADDRGP4 $497+572
ADDRFP4 0
INDIRP4
CNSTI4 572
ADDP4
INDIRI4
ASGNI4
line 1142
;1140:		//VectorCopy( client->ps.origin, sent.s.pos.trBase );
;1141:		//VectorCopy( client->ps.velocity, sent.s.pos.trDelta );
;1142:		lag = level.time - client->ps.commandTime + 50;
ADDRLP4 24
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRP4
INDIRI4
SUBI4
CNSTI4 50
ADDI4
ASGNI4
line 1143
;1143:		if ( lag > 500 )
ADDRLP4 24
INDIRI4
CNSTI4 500
LEI4 $538
line 1144
;1144:			lag = 500;
ADDRLP4 24
CNSTI4 500
ASGNI4
LABELV $538
line 1145
;1145:		G_PredictPlayerMove( &sent, (float)lag * 0.001f );
ADDRGP4 $497
ARGP4
ADDRLP4 24
INDIRI4
CVIF4 4
CNSTF4 981668463
MULF4
ARGF4
ADDRGP4 G_PredictPlayerMove
CALLV
pop
line 1146
;1146:		VectorCopy( sent.s.pos.trBase, ent->r.unused.origin2 );
ADDRFP4 0
INDIRP4
CNSTI4 312
ADDP4
ADDRGP4 $497+12+12
INDIRB
ASGNB 12
line 1147
;1147:		ent->r.unused.origin2[2] += client->ps.viewheight;
ADDRLP4 28
ADDRFP4 0
INDIRP4
CNSTI4 320
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 164
ADDP4
INDIRI4
CVIF4 4
ADDF4
ASGNF4
line 1148
;1148:		ent->r.svFlags |= svf_self_portal2;
ADDRLP4 32
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
ADDRGP4 svf_self_portal2
INDIRI4
BORI4
ASGNI4
line 1149
;1149:	}
LABELV $532
line 1151
;1150:
;1151:	if ( frames > 2 ) {
ADDRLP4 8
INDIRI4
CNSTI4 2
LEI4 $542
line 1153
;1152:		// limit lagged player prediction to 2 server frames
;1153:		frames = 2;
ADDRLP4 8
CNSTI4 2
ASGNI4
line 1155
;1154:		// and add the EF_CONNECTION flag if we haven't gotten commands recently
;1155:		if ( !( ent->r.svFlags & SVF_BOT ) ) {
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
NEI4 $544
line 1156
;1156:			client->ps.eFlags |= EF_CONNECTION;
ADDRLP4 24
ADDRLP4 0
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 8192
BORI4
ASGNI4
line 1157
;1157:			ent->s.eFlags |= EF_CONNECTION;
ADDRLP4 28
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 8192
BORI4
ASGNI4
line 1158
;1158:		}
LABELV $544
line 1159
;1159:	}
LABELV $542
line 1161
;1160:
;1161:	if ( frames > 0 && g_smoothClients.integer ) {
ADDRLP4 8
INDIRI4
CNSTI4 0
LEI4 $546
ADDRGP4 g_smoothClients+12
INDIRI4
CNSTI4 0
EQI4 $546
line 1162
;1162:		G_PredictPlayerMove( ent, (float)frames / sv_fps.value );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 8
INDIRI4
CVIF4 4
ADDRGP4 sv_fps+8
INDIRF4
DIVF4
ARGF4
ADDRGP4 G_PredictPlayerMove
CALLV
pop
line 1163
;1163:		SnapVector( ent->s.pos.trBase );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 24
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 28
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 32
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 1164
;1164:	}
LABELV $546
line 1167
;1165:
;1166:	// unlagged
;1167:	G_StoreHistory( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_StoreHistory
CALLV
pop
line 1170
;1168:
;1169:	// hitsounds
;1170:	if ( client->damage.enemy && client->damage.amount ) {
ADDRLP4 0
INDIRP4
CNSTI4 1628
ADDP4
INDIRI4
CNSTI4 0
EQI4 $550
ADDRLP4 0
INDIRP4
CNSTI4 1632
ADDP4
INDIRI4
CNSTI4 0
EQI4 $550
line 1171
;1171:		client->ps.persistant[PERS_HITS] += client->damage.enemy;
ADDRLP4 32
ADDRLP4 0
INDIRP4
CNSTI4 252
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 1628
ADDP4
INDIRI4
ADDI4
ASGNI4
line 1172
;1172:		client->damage.enemy = 0;
ADDRLP4 0
INDIRP4
CNSTI4 1628
ADDP4
CNSTI4 0
ASGNI4
line 1174
;1173:		// scale damage by max.health
;1174:		i = client->damage.amount * 100 / client->ps.stats[STAT_MAX_HEALTH];
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 1632
ADDP4
INDIRI4
CNSTI4 100
MULI4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
DIVI4
ASGNI4
line 1176
;1175:		// avoid high-byte setup
;1176:		if ( i > 255 )
ADDRLP4 4
INDIRI4
CNSTI4 255
LEI4 $552
line 1177
;1177:			i = 255;
ADDRLP4 4
CNSTI4 255
ASGNI4
LABELV $552
line 1178
;1178:		client->ps.persistant[PERS_ATTACKEE_ARMOR] = i;
ADDRLP4 0
INDIRP4
CNSTI4 276
ADDP4
ADDRLP4 4
INDIRI4
ASGNI4
line 1179
;1179:		client->damage.amount = 0;
ADDRLP4 0
INDIRP4
CNSTI4 1632
ADDP4
CNSTI4 0
ASGNI4
line 1180
;1180:	} else if ( client->damage.team ) {
ADDRGP4 $551
JUMPV
LABELV $550
ADDRLP4 0
INDIRP4
CNSTI4 1624
ADDP4
INDIRI4
CNSTI4 0
EQI4 $554
line 1181
;1181:		client->ps.persistant[PERS_HITS] -= client->damage.team;
ADDRLP4 32
ADDRLP4 0
INDIRP4
CNSTI4 252
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 1624
ADDP4
INDIRI4
SUBI4
ASGNI4
line 1182
;1182:		client->damage.team = 0;
ADDRLP4 0
INDIRP4
CNSTI4 1624
ADDP4
CNSTI4 0
ASGNI4
line 1183
;1183:	}
LABELV $554
LABELV $551
line 1188
;1184:
;1185:	// set the bit for the reachability area the client is currently in
;1186://	i = trap_AAS_PointReachabilityAreaIndex( ent->client->ps.origin );
;1187://	ent->client->areabits[i >> 3] |= 1 << (i & 7);
;1188:}
LABELV $496
endproc ClientEndFrame 40 12
import BotTestSolid
import svf_self_portal2
import trap_SnapVector
import trap_GeneticParentsAndChildSelection
import trap_BotResetWeaponState
import trap_BotFreeWeaponState
import trap_BotAllocWeaponState
import trap_BotLoadWeaponWeights
import trap_BotGetWeaponInfo
import trap_BotChooseBestFightWeapon
import trap_BotAddAvoidSpot
import trap_BotInitMoveState
import trap_BotFreeMoveState
import trap_BotAllocMoveState
import trap_BotPredictVisiblePosition
import trap_BotMovementViewTarget
import trap_BotReachabilityArea
import trap_BotResetLastAvoidReach
import trap_BotResetAvoidReach
import trap_BotMoveInDirection
import trap_BotMoveToGoal
import trap_BotResetMoveState
import trap_BotFreeGoalState
import trap_BotAllocGoalState
import trap_BotMutateGoalFuzzyLogic
import trap_BotSaveGoalFuzzyLogic
import trap_BotInterbreedGoalFuzzyLogic
import trap_BotFreeItemWeights
import trap_BotLoadItemWeights
import trap_BotUpdateEntityItems
import trap_BotInitLevelItems
import trap_BotSetAvoidGoalTime
import trap_BotAvoidGoalTime
import trap_BotGetLevelItemGoal
import trap_BotGetMapLocationGoal
import trap_BotGetNextCampSpotGoal
import trap_BotItemGoalInVisButNotVisible
import trap_BotTouchingGoal
import trap_BotChooseNBGItem
import trap_BotChooseLTGItem
import trap_BotGetSecondGoal
import trap_BotGetTopGoal
import trap_BotGoalName
import trap_BotDumpGoalStack
import trap_BotDumpAvoidGoals
import trap_BotEmptyGoalStack
import trap_BotPopGoal
import trap_BotPushGoal
import trap_BotResetAvoidGoals
import trap_BotRemoveFromAvoidGoals
import trap_BotResetGoalState
import trap_BotSetChatName
import trap_BotSetChatGender
import trap_BotLoadChatFile
import trap_BotReplaceSynonyms
import trap_UnifyWhiteSpaces
import trap_BotMatchVariable
import trap_BotFindMatch
import trap_StringContains
import trap_BotGetChatMessage
import trap_BotEnterChat
import trap_BotChatLength
import trap_BotReplyChat
import trap_BotNumInitialChats
import trap_BotInitialChat
import trap_BotNumConsoleMessages
import trap_BotNextConsoleMessage
import trap_BotRemoveConsoleMessage
import trap_BotQueueConsoleMessage
import trap_BotFreeChatState
import trap_BotAllocChatState
import trap_Characteristic_String
import trap_Characteristic_BInteger
import trap_Characteristic_Integer
import trap_Characteristic_BFloat
import trap_Characteristic_Float
import trap_BotFreeCharacter
import trap_BotLoadCharacter
import trap_EA_ResetInput
import trap_EA_GetInput
import trap_EA_EndRegular
import trap_EA_View
import trap_EA_Move
import trap_EA_DelayedJump
import trap_EA_Jump
import trap_EA_SelectWeapon
import trap_EA_MoveRight
import trap_EA_MoveLeft
import trap_EA_MoveBack
import trap_EA_MoveForward
import trap_EA_MoveDown
import trap_EA_MoveUp
import trap_EA_Crouch
import trap_EA_Respawn
import trap_EA_Use
import trap_EA_Attack
import trap_EA_Talk
import trap_EA_Gesture
import trap_EA_Action
import trap_EA_Command
import trap_EA_SayTeam
import trap_EA_Say
import trap_AAS_PredictClientMovement
import trap_AAS_Swimming
import trap_AAS_AlternativeRouteGoals
import trap_AAS_PredictRoute
import trap_AAS_EnableRoutingArea
import trap_AAS_AreaTravelTimeToGoalArea
import trap_AAS_AreaReachability
import trap_AAS_IntForBSPEpairKey
import trap_AAS_FloatForBSPEpairKey
import trap_AAS_VectorForBSPEpairKey
import trap_AAS_ValueForBSPEpairKey
import trap_AAS_NextBSPEntity
import trap_AAS_PointContents
import trap_AAS_TraceAreas
import trap_AAS_PointReachabilityAreaIndex
import trap_AAS_PointAreaNum
import trap_AAS_Time
import trap_AAS_PresenceTypeBoundingBox
import trap_AAS_Initialized
import trap_AAS_EntityInfo
import trap_AAS_AreaInfo
import trap_AAS_BBoxAreas
import trap_BotUserCommand
import trap_BotGetServerCommand
import trap_BotGetSnapshotEntity
import trap_BotLibTest
import trap_BotLibUpdateEntity
import trap_BotLibLoadMap
import trap_BotLibStartFrame
import trap_BotLibDefine
import trap_BotLibVarGet
import trap_BotLibVarSet
import trap_BotLibShutdown
import trap_BotLibSetup
import trap_DebugPolygonDelete
import trap_DebugPolygonCreate
import trap_GetEntityToken
import trap_GetUsercmd
import trap_BotFreeClient
import trap_BotAllocateClient
import trap_EntityContact
import trap_EntitiesInBox
import trap_UnlinkEntity
import trap_LinkEntity
import trap_AreasConnected
import trap_AdjustAreaPortalState
import trap_InPVSIgnorePortals
import trap_InPVS
import trap_PointContents
import trap_TraceCapsule
import trap_Trace
import trap_SetBrushModel
import trap_GetServerinfo
import trap_SetUserinfo
import trap_GetUserinfo
import trap_GetConfigstring
import trap_SetConfigstring
import trap_SendServerCommand
import trap_DropClient
import trap_LocateGameData
import trap_Cvar_VariableStringBuffer
import trap_Cvar_VariableValue
import trap_Cvar_VariableIntegerValue
import trap_Cvar_Set
import trap_Cvar_Update
import trap_Cvar_Register
import trap_SendConsoleCommand
import trap_FS_Seek
import trap_FS_GetFileList
import trap_FS_FCloseFile
import trap_FS_Write
import trap_FS_Read
import trap_FS_FOpenFile
import trap_Args
import trap_Argv
import trap_Argc
import trap_RealTime
import trap_Milliseconds
import trap_Error
import trap_Print
import g_proxMineTimeout
import g_singlePlayer
import g_enableBreath
import g_enableDust
import g_predictPVS
import g_unlagged
import g_rotation
import pmove_msec
import pmove_fixed
import g_smoothClients
import g_blueteam
import g_redteam
import g_cubeTimeout
import g_obeliskRespawnDelay
import g_obeliskRegenAmount
import g_obeliskRegenPeriod
import g_obeliskHealth
import g_filterBan
import g_banIPs
import g_teamForceBalance
import g_autoJoin
import g_allowVote
import g_blood
import g_warmup
import g_motd
import g_synchronousClients
import g_weaponTeamRespawn
import g_weaponRespawn
import g_debugDamage
import g_debugAlloc
import g_debugMove
import g_inactivity
import g_forcerespawn
import g_quadfactor
import g_knockback
import g_speed
import g_gravity
import g_needpass
import g_password
import g_friendlyFire
import g_capturelimit
import g_timelimit
import g_fraglimit
import g_dmflags
import g_restarted
import g_maxGameClients
import g_cheats
import g_dedicated
import sv_fps
import g_mapname
import g_gametype
import g_entities
import level
import AddTeamScore
import Pickup_Team
import CheckTeamStatus
import TeamplayInfoMessage
import Team_GetLocationMsg
import Team_GetLocation
import SelectCTFSpawnPoint
import Team_FreeEntity
import Team_ReturnFlag
import Team_InitGame
import Team_CheckHurtCarrier
import Team_FragBonuses
import Team_DroppedFlagThink
import TeamColorString
import OtherTeamName
import TeamName
import OtherTeam
import G_MapExist
import G_LoadMap
import ParseMapRotation
import BotTestAAS
import BotAIStartFrame
import BotAIShutdownClient
import BotAISetupClient
import BotAILoadMap
import BotAIShutdown
import BotAISetup
import BotInterbreedEndMatch
import Svcmd_BotList_f
import Svcmd_AddBot_f
import G_BotConnect
import G_RemoveQueuedBotBegin
import G_CheckBotSpawn
import G_GetBotInfoByName
import G_GetBotInfoByNumber
import G_InitBots
import G_PredictPlayerMove
import G_UnTimeShiftClient
import G_UndoTimeShiftFor
import G_DoTimeShiftFor
import G_UnTimeShiftAllClients
import G_TimeShiftAllClients
import G_StoreHistory
import G_ResetHistory
import Svcmd_AbortPodium_f
import SpawnModelsOnVictoryPads
import UpdateTournamentInfo
import G_ClearClientSessionData
import G_WriteClientSessionData
import G_ReadClientSessionData
import G_InitSessionData
import G_WriteSessionData
import G_InitWorldSession
import Svcmd_GameMem_f
import G_InitMemory
import G_Alloc
import Team_ResetFlags
import CheckObeliskAttack
import Team_CheckDroppedItem
import OnSameTeam
import ClientCommand
import ClientBegin
import ClientDisconnect
import ClientUserinfoChanged
import ClientConnect
import G_BroadcastServerCommand
import G_Error
import G_Printf
import G_LogPrintf
import G_RunThink
import CheckTeamLeader
import SetLeader
import FindIntermissionPoint
import MoveClientToIntermission
import DeathmatchScoreboardMessage
import G_StartKamikaze
import FireWeapon
import G_FilterPacket
import G_ProcessIPBans
import ConsoleCommand
import SpotWouldTelefrag
import CalculateRanks
import AddScore
import player_die
import ClientSpawn
import InitBodyQue
import BeginIntermission
import respawn
import CopyToBodyQue
import SelectSpawnPoint
import SetClientViewAngle
import PickTeam
import TeamLeader
import TeamConnectedCount
import TeamCount
import Weapon_HookThink
import Weapon_HookFree
import CheckGauntletAttack
import SnapVectorTowards
import CalcMuzzlePoint
import LogAccuracyHit
import DropPortalDestination
import DropPortalSource
import TeleportPlayer
import trigger_teleporter_touch
import Touch_DoorTrigger
import G_RunMover
import fire_prox
import fire_nail
import fire_grapple
import fire_bfg
import fire_rocket
import fire_grenade
import fire_plasma
import fire_blaster
import G_RunMissile
import TossClientCubes
import TossClientPersistantPowerups
import TossClientItems
import body_die
import G_InvulnerabilityEffect
import G_RadiusDamage
import G_Damage
import CanDamage
import BuildShaderStateConfig
import AddRemap
import G_SetOrigin
import G_AddEvent
import G_AddPredictableEvent
import vectoyaw
import vtos
import tv
import G_TouchSolids
import G_EntitiesFree
import G_FreeEntity
import G_Sound
import G_TempEntity
import G_Spawn
import G_InitGentity
import G_SetMovedir
import G_UseTargets
import G_PickTarget
import G_Find
import G_KillBox
import G_TeamCommand
import G_SoundIndex
import G_ModelIndex
import SaveRegisteredItems
import RegisterItem
import ClearRegisteredItems
import Touch_Item
import ArmorIndex
import Think_Weapon
import FinishSpawningItem
import G_SpawnItem
import SetRespawn
import LaunchItem
import Drop_Item
import PrecacheItem
import UseHoldableItem
import SpawnTime
import RespawnItem
import G_RunItem
import G_CheckTeamItems
import G_RevertVote
import Cmd_FollowCycle_f
import SetTeam
import BroadcastTeamChange
import StopFollowing
import Cmd_Score_f
import G_NewString
import G_SpawnEntitiesFromString
import G_SpawnVector
import G_SpawnInt
import G_SpawnFloat
import G_SpawnString
import BigEndian
import replace1
import Q_stradd
import Q_strcpy
import BG_StripColor
import BG_CleanName
import DecodedString
import EncodedString
import strtok
import Q_stristr
import BG_sprintf
import BG_PlayerTouchesItem
import BG_PlayerStateToEntityStateExtraPolate
import BG_PlayerStateToEntityState
import BG_TouchJumpPad
import BG_AddPredictableEventToPlayerstate
import BG_EvaluateTrajectoryDelta
import BG_EvaluateTrajectory
import BG_CanItemBeGrabbed
import BG_FindItemForHoldable
import BG_FindItemForPowerup
import BG_FindItemForWeapon
import BG_FindItem
import bg_numItems
import bg_itemlist
import Pmove
import PM_UpdateViewAngles
import gt
import Com_Printf
import Com_Error
import Info_NextPair
import Info_ValidateKeyValue
import Info_Validate
import Info_SetValueForKey_Big
import Info_SetValueForKey
import Info_ValueForKey
import va
import Q_CleanStr
import Q_PrintStrlen
import Q_strcat
import Q_strncpyz
import Q_strrchr
import Q_strupr
import Q_strlwr
import Q_stricmpn
import Q_strncmp
import Q_stricmp
import Q_isalpha
import Q_isupper
import Q_islower
import Q_isprint
import locase
import Com_sprintf
import Parse3DMatrix
import Parse2DMatrix
import Parse1DMatrix
import SkipRestOfLine
import SkipBracedSection
import COM_MatchToken
import Com_Split
import COM_ParseSep
import Com_InitSeparators
import SkipTillSeparators
import COM_ParseWarning
import COM_ParseError
import COM_Compress
import COM_ParseExt
import COM_Parse
import COM_GetCurrentParseLine
import COM_BeginParseSession
import COM_DefaultExtension
import COM_StripExtension
import COM_SkipPath
import Com_Clamp
import PerpendicularVector
import AngleVectors
import MatrixMultiply
import MakeNormalVectors
import RotateAroundDirection
import RotatePointAroundVector
import ProjectPointOnPlane
import PlaneFromPoints
import AngleDelta
import AngleNormalize180
import AngleNormalize360
import AnglesSubtract
import AngleSubtract
import LerpAngle
import AngleMod
import BoxOnPlaneSide
import SetPlaneSignbits
import AxisCopy
import AxisClear
import AnglesToAxis
import vectoangles
import Q_crandom
import Q_random
import Q_rand
import Q_acos
import Q_log2
import VectorRotate
import Vector4Scale
import VectorNormalize2
import VectorNormalize
import CrossProduct
import VectorInverse
import VectorNormalizeFast
import DistanceSquared
import Distance
import VectorLengthSquared
import VectorLength
import VectorCompare
import AddPointToBounds
import ClearBounds
import RadiusFromBounds
import NormalizeColor
import ColorBytes4
import ColorBytes3
import _VectorMA
import _VectorScale
import _VectorCopy
import _VectorAdd
import _VectorSubtract
import _DotProduct
import ByteToDir
import DirToByte
import ClampShort
import ClampChar
import Q_rsqrt
import Q_fabs
import axisDefault
import vec3_origin
import g_color_table
import colorDkGrey
import colorMdGrey
import colorLtGrey
import colorWhite
import colorCyan
import colorMagenta
import colorYellow
import colorBlue
import colorGreen
import colorRed
import colorBlack
import bytedirs
import Hunk_Alloc
import acos
import fabs
import abs
import tan
import atan2
import cos
import sin
import sqrt
import floor
import ceil
import memcpy
import memset
import memmove
import Q_sscanf
import ED_vsprintf
import atoi
import atof
import toupper
import tolower
import strncpy
import strstr
import strchr
import strcmp
import strcpy
import strcat
import strlen
import rand
import srand
import qsort
lit
align 1
LABELV $383
byte 1 51
byte 1 51
byte 1 0
align 1
LABELV $379
byte 1 56
byte 1 0
align 1
LABELV $378
byte 1 112
byte 1 109
byte 1 111
byte 1 118
byte 1 101
byte 1 95
byte 1 109
byte 1 115
byte 1 101
byte 1 99
byte 1 0
align 1
LABELV $311
byte 1 82
byte 1 101
byte 1 100
byte 1 32
byte 1 67
byte 1 117
byte 1 98
byte 1 101
byte 1 0
align 1
LABELV $310
byte 1 66
byte 1 108
byte 1 117
byte 1 101
byte 1 32
byte 1 67
byte 1 117
byte 1 98
byte 1 101
byte 1 0
align 1
LABELV $203
byte 1 99
byte 1 112
byte 1 32
byte 1 34
byte 1 84
byte 1 101
byte 1 110
byte 1 32
byte 1 115
byte 1 101
byte 1 99
byte 1 111
byte 1 110
byte 1 100
byte 1 115
byte 1 32
byte 1 117
byte 1 110
byte 1 116
byte 1 105
byte 1 108
byte 1 32
byte 1 105
byte 1 110
byte 1 97
byte 1 99
byte 1 116
byte 1 105
byte 1 118
byte 1 105
byte 1 116
byte 1 121
byte 1 32
byte 1 100
byte 1 114
byte 1 111
byte 1 112
byte 1 33
byte 1 10
byte 1 34
byte 1 0
align 1
LABELV $199
byte 1 68
byte 1 114
byte 1 111
byte 1 112
byte 1 112
byte 1 101
byte 1 100
byte 1 32
byte 1 100
byte 1 117
byte 1 101
byte 1 32
byte 1 116
byte 1 111
byte 1 32
byte 1 105
byte 1 110
byte 1 97
byte 1 99
byte 1 116
byte 1 105
byte 1 118
byte 1 105
byte 1 116
byte 1 121
byte 1 0
align 1
LABELV $105
byte 1 115
byte 1 111
byte 1 117
byte 1 110
byte 1 100
byte 1 47
byte 1 119
byte 1 101
byte 1 97
byte 1 112
byte 1 111
byte 1 110
byte 1 115
byte 1 47
byte 1 112
byte 1 114
byte 1 111
byte 1 120
byte 1 109
byte 1 105
byte 1 110
byte 1 101
byte 1 47
byte 1 119
byte 1 115
byte 1 116
byte 1 98
byte 1 116
byte 1 105
byte 1 99
byte 1 107
byte 1 46
byte 1 119
byte 1 97
byte 1 118
byte 1 0
