g_combat.asm
themuffinator_dm-game/build/win32-qvm/vm/game/g_combat.asm
export ScorePlum
code
proc ScorePlum 12 8
file "..\..\..\..\code\game\g_combat.c"
line 13
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:// g_combat.c
;4:
;5:#include "g_local.h"
;6:
;7:
;8:/*
;9:============
;10:ScorePlum
;11:============
;12:*/
;13:void ScorePlum( gentity_t *ent, vec3_t origin, int score ) {
line 16
;14:	gentity_t *plum;
;15:
;16:	plum = G_TempEntity( origin, EV_SCOREPLUM );
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 65
ARGI4
ADDRLP4 4
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 18
;17:	// only send this temp entity to a single client
;18:	plum->r.svFlags |= SVF_SINGLECLIENT;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 256
BORI4
ASGNI4
line 19
;19:	plum->r.singleClient = ent->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 428
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 21
;20:	//
;21:	plum->s.otherEntityNum = ent->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 140
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 22
;22:	plum->s.time = score;
ADDRLP4 0
INDIRP4
CNSTI4 84
ADDP4
ADDRFP4 8
INDIRI4
ASGNI4
line 23
;23:}
LABELV $55
endproc ScorePlum 12 8
export AddScore
proc AddScore 4 12
line 32
;24:
;25:/*
;26:============
;27:AddScore
;28:
;29:Adds score to both the client and his team
;30:============
;31:*/
;32:void AddScore( gentity_t *ent, vec3_t origin, int score ) {
line 33
;33:	if ( !ent->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $57
line 34
;34:		return;
ADDRGP4 $56
JUMPV
LABELV $57
line 37
;35:	}
;36:	// no scoring during pre-match warmup
;37:	if ( level.warmupTime ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 0
EQI4 $59
line 38
;38:		return;
ADDRGP4 $56
JUMPV
LABELV $59
line 41
;39:	}
;40:	// show score plum
;41:	ScorePlum(ent, origin, score);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 ScorePlum
CALLV
pop
line 43
;42:	//
;43:	ent->client->ps.persistant[PERS_SCORE] += score;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 248
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRFP4 8
INDIRI4
ADDI4
ASGNI4
line 44
;44:	if ( GTx( g_gametype.integer, GTF_TEAMS | GTF_TDM ) ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 36
MULI4
ADDRGP4 gt+20
ADDP4
INDIRI4
CNSTI4 640
BANDI4
CNSTI4 0
EQI4 $62
line 45
;45:		AddTeamScore( origin, ent->client->ps.persistant[PERS_TEAM], score );
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 260
ADDP4
INDIRI4
ARGI4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 AddTeamScore
CALLV
pop
line 46
;46:	}
LABELV $62
line 47
;47:	CalculateRanks();
ADDRGP4 CalculateRanks
CALLV
pop
line 48
;48:}
LABELV $56
endproc AddScore 4 12
export TossClientItems
proc TossClientItems 40 12
line 57
;49:
;50:/*
;51:=================
;52:TossClientItems
;53:
;54:Toss the weapon and powerups for the killed player
;55:=================
;56:*/
;57:void TossClientItems( gentity_t *self ) {
line 65
;58:	gitem_t		*item;
;59:	int			weapon;
;60:	float		angle;
;61:	int			i;
;62:	gentity_t	*drop;
;63:
;64:	// drop the weapon if not a gauntlet or machinegun
;65:	weapon = self->s.weapon;
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
ASGNI4
line 71
;66:
;67:	// make a special check to see if they are changing to a new
;68:	// weapon that isn't the mg or gauntlet.  Without this, a client
;69:	// can pick up a weapon, be killed, and not drop the weapon because
;70:	// their weapon change hasn't completed yet and they are still holding the MG.
;71:	if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
ADDRLP4 12
INDIRI4
CNSTI4 2
EQI4 $69
ADDRLP4 12
INDIRI4
CNSTI4 10
NEI4 $67
LABELV $69
line 72
;72:		if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 2
NEI4 $70
line 73
;73:			weapon = self->client->pers.cmd.weapon;
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 492
ADDP4
INDIRU1
CVUI4 1
ASGNI4
line 74
;74:		}
LABELV $70
line 75
;75:		if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 196
ADDP4
INDIRI4
CNSTI4 1
ADDRLP4 12
INDIRI4
LSHI4
BANDI4
CNSTI4 0
NEI4 $72
line 76
;76:			weapon = WP_NONE;
ADDRLP4 12
CNSTI4 0
ASGNI4
line 77
;77:		}
LABELV $72
line 78
;78:	}
LABELV $67
line 80
;79:
;80:	if ( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK && 
ADDRLP4 12
INDIRI4
CNSTI4 2
LEI4 $74
ADDRLP4 12
INDIRI4
CNSTI4 10
EQI4 $74
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
CNSTI4 0
EQI4 $74
line 81
;81:		self->client->ps.ammo[ weapon ] ) {
line 83
;82:		// find the item type for this weapon
;83:		item = BG_FindItemForWeapon( weapon );
ADDRLP4 12
INDIRI4
ARGI4
ADDRLP4 28
ADDRGP4 BG_FindItemForWeapon
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 28
INDIRP4
ASGNP4
line 86
;84:
;85:		// spawn the item
;86:		drop = Drop_Item( self, item, 0 );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
ARGP4
CNSTF4 0
ARGF4
ADDRLP4 32
ADDRGP4 Drop_Item
CALLP4
ASGNP4
ADDRLP4 4
ADDRLP4 32
INDIRP4
ASGNP4
line 89
;87:
;88:		// for pickup prediction
;89:		drop->s.time2 = item->quantity;
ADDRLP4 4
INDIRP4
CNSTI4 88
ADDP4
ADDRLP4 8
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
line 90
;90:	}
LABELV $74
line 93
;91:
;92:	// drop all the powerups if not in teamplay
;93:	if ( g_gametype.integer != GT_TDM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
EQI4 $76
line 94
;94:		angle = 45;
ADDRLP4 16
CNSTF4 1110704128
ASGNF4
line 95
;95:		for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
ADDRLP4 0
CNSTI4 1
ASGNI4
LABELV $79
line 96
;96:			if ( self->client->ps.powerups[ i ] > level.time ) {
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
LEI4 $83
line 97
;97:				item = BG_FindItemForPowerup( i );
ADDRLP4 0
INDIRI4
ARGI4
ADDRLP4 28
ADDRGP4 BG_FindItemForPowerup
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 28
INDIRP4
ASGNP4
line 98
;98:				if ( !item ) {
ADDRLP4 8
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $86
line 99
;99:					continue;
ADDRGP4 $80
JUMPV
LABELV $86
line 101
;100:				}
;101:				drop = Drop_Item( self, item, angle );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 16
INDIRF4
ARGF4
ADDRLP4 32
ADDRGP4 Drop_Item
CALLP4
ASGNP4
ADDRLP4 4
ADDRLP4 32
INDIRP4
ASGNP4
line 103
;102:				// decide how many seconds it has left
;103:				drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
ADDRLP4 4
INDIRP4
CNSTI4 760
ADDP4
ADDRLP4 0
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 104
;104:				if ( drop->count < 1 ) {
ADDRLP4 4
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 1
GEI4 $89
line 105
;105:					drop->count = 1;
ADDRLP4 4
INDIRP4
CNSTI4 760
ADDP4
CNSTI4 1
ASGNI4
line 106
;106:				}
LABELV $89
line 108
;107:				// for pickup prediction
;108:				drop->s.time2 = drop->count;
ADDRLP4 4
INDIRP4
CNSTI4 88
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 109
;109:				angle += 45;
ADDRLP4 16
ADDRLP4 16
INDIRF4
CNSTF4 1110704128
ADDF4
ASGNF4
line 110
;110:			}
LABELV $83
line 111
;111:		}
LABELV $80
line 95
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 15
LTI4 $79
line 112
;112:	}
LABELV $76
line 113
;113:}
LABELV $66
endproc TossClientItems 40 12
export TossClientCubes
proc TossClientCubes 56 16
line 123
;114:
;115:
;116:/*
;117:=================
;118:TossClientCubes
;119:=================
;120:*/
;121:extern gentity_t	*neutralObelisk;
;122:
;123:void TossClientCubes( gentity_t *self ) {
line 130
;124:	gitem_t		*item;
;125:	gentity_t	*drop;
;126:	vec3_t		velocity;
;127:	vec3_t		angles;
;128:	vec3_t		origin;
;129:
;130:	self->client->ps.generic1 = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 440
ADDP4
CNSTI4 0
ASGNI4
line 134
;131:
;132:	// this should never happen but we should never
;133:	// get the server to crash due to skull being spawned in
;134:	if (!G_EntitiesFree()) {
ADDRLP4 44
ADDRGP4 G_EntitiesFree
CALLI4
ASGNI4
ADDRLP4 44
INDIRI4
CNSTI4 0
NEI4 $92
line 135
;135:		return;
ADDRGP4 $91
JUMPV
LABELV $92
line 138
;136:	}
;137:
;138:	if( self->client->sess.sessionTeam == TEAM_RED ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 1
NEI4 $94
line 139
;139:		item = BG_FindItem( "Red Cube" );
ADDRGP4 $96
ARGP4
ADDRLP4 48
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 40
ADDRLP4 48
INDIRP4
ASGNP4
line 140
;140:	}
ADDRGP4 $95
JUMPV
LABELV $94
line 141
;141:	else {
line 142
;142:		item = BG_FindItem( "Blue Cube" );
ADDRGP4 $97
ARGP4
ADDRLP4 48
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 40
ADDRLP4 48
INDIRP4
ASGNP4
line 143
;143:	}
LABELV $95
line 145
;144:
;145:	angles[YAW] = (float)(level.time % 360);
ADDRLP4 16+4
ADDRGP4 level+32
INDIRI4
CNSTI4 360
MODI4
CVIF4 4
ASGNF4
line 146
;146:	angles[PITCH] = 0;	// always forward
ADDRLP4 16
CNSTF4 0
ASGNF4
line 147
;147:	angles[ROLL] = 0;
ADDRLP4 16+8
CNSTF4 0
ASGNF4
line 149
;148:
;149:	AngleVectors( angles, velocity, NULL, NULL );
ADDRLP4 16
ARGP4
ADDRLP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 150
;150:	VectorScale( velocity, 150, velocity );
ADDRLP4 0
ADDRLP4 0
INDIRF4
CNSTF4 1125515264
MULF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
CNSTF4 1125515264
MULF4
ASGNF4
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
CNSTF4 1125515264
MULF4
ASGNF4
line 151
;151:	velocity[2] += 200 + crandom() * 50;
ADDRLP4 48
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
ADDRLP4 48
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 939524352
MULF4
CNSTF4 1056964608
SUBF4
CNSTF4 1120403456
MULF4
CNSTF4 1128792064
ADDF4
ADDF4
ASGNF4
line 153
;152:
;153:	if( neutralObelisk ) {
ADDRGP4 neutralObelisk
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $106
line 154
;154:		VectorCopy( neutralObelisk->s.pos.trBase, origin );
ADDRLP4 28
ADDRGP4 neutralObelisk
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 155
;155:		origin[2] += 44;
ADDRLP4 28+8
ADDRLP4 28+8
INDIRF4
CNSTF4 1110441984
ADDF4
ASGNF4
line 156
;156:	} else {
ADDRGP4 $107
JUMPV
LABELV $106
line 157
;157:		VectorClear( origin ) ;
ADDRLP4 28
CNSTF4 0
ASGNF4
ADDRLP4 28+4
CNSTF4 0
ASGNF4
ADDRLP4 28+8
CNSTF4 0
ASGNF4
line 158
;158:	}
LABELV $107
line 160
;159:
;160:	drop = LaunchItem( item, origin, velocity );
ADDRLP4 40
INDIRP4
ARGP4
ADDRLP4 28
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 52
ADDRGP4 LaunchItem
CALLP4
ASGNP4
ADDRLP4 12
ADDRLP4 52
INDIRP4
ASGNP4
line 162
;161:
;162:	drop->nextthink = level.time + g_cubeTimeout.integer * 1000;
ADDRLP4 12
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
ADDRGP4 g_cubeTimeout+12
INDIRI4
CNSTI4 1000
MULI4
ADDI4
ASGNI4
line 163
;163:	drop->think = G_FreeEntity;
ADDRLP4 12
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_FreeEntity
ASGNP4
line 164
;164:	drop->spawnflags = self->client->sess.sessionTeam;
ADDRLP4 12
INDIRP4
CNSTI4 528
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
ASGNI4
line 165
;165:}
LABELV $91
endproc TossClientCubes 56 16
export TossClientPersistantPowerups
proc TossClientPersistantPowerups 12 4
line 173
;166:
;167:
;168:/*
;169:=================
;170:TossClientPersistantPowerups
;171:=================
;172:*/
;173:void TossClientPersistantPowerups( gentity_t *ent ) {
line 176
;174:	gentity_t	*powerup;
;175:
;176:	if( !ent->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $114
line 177
;177:		return;
ADDRGP4 $113
JUMPV
LABELV $114
line 180
;178:	}
;179:
;180:	if( !ent->client->persistantPowerup ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $116
line 181
;181:		return;
ADDRGP4 $113
JUMPV
LABELV $116
line 184
;182:	}
;183:
;184:	powerup = ent->client->persistantPowerup;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
ASGNP4
line 186
;185:
;186:	powerup->r.svFlags &= ~SVF_NOCLIENT;
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 -2
BANDI4
ASGNI4
line 187
;187:	powerup->s.eFlags &= ~EF_NODRAW;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 188
;188:	powerup->r.contents = CONTENTS_TRIGGER;
ADDRLP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 189
;189:	trap_LinkEntity( powerup );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 191
;190:
;191:	ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 0
ASGNI4
line 192
;192:	ent->client->persistantPowerup = NULL;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 780
ADDP4
CNSTP4 0
ASGNP4
line 193
;193:}
LABELV $113
endproc TossClientPersistantPowerups 12 4
export LookAtKiller
proc LookAtKiller 28 4
line 201
;194:
;195:
;196:/*
;197:==================
;198:LookAtKiller
;199:==================
;200:*/
;201:void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
line 204
;202:	vec3_t		dir;
;203:
;204:	if ( attacker && attacker != self ) {
ADDRLP4 12
ADDRFP4 8
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 12
INDIRU4
CNSTU4 0
EQU4 $119
ADDRLP4 12
INDIRU4
ADDRFP4 0
INDIRP4
CVPU4 4
EQU4 $119
line 205
;205:		VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
ADDRLP4 16
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 16
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 16
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+8
ADDRFP4 8
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
SUBF4
ASGNF4
line 206
;206:	} else if ( inflictor && inflictor != self ) {
ADDRGP4 $120
JUMPV
LABELV $119
ADDRLP4 16
ADDRFP4 4
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 16
INDIRU4
CNSTU4 0
EQU4 $123
ADDRLP4 16
INDIRU4
ADDRFP4 0
INDIRP4
CVPU4 4
EQU4 $123
line 207
;207:		VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 20
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 20
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+8
ADDRFP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
SUBF4
ASGNF4
line 208
;208:	} else {
ADDRGP4 $124
JUMPV
LABELV $123
line 209
;209:		self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 204
ADDP4
ADDRLP4 20
INDIRP4
CNSTI4 120
ADDP4
INDIRF4
CVFI4 4
ASGNI4
line 210
;210:		return;
ADDRGP4 $118
JUMPV
LABELV $124
LABELV $120
line 213
;211:	}
;212:
;213:	self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
ADDRLP4 0
ARGP4
ADDRLP4 20
ADDRGP4 vectoyaw
CALLF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 204
ADDP4
ADDRLP4 20
INDIRF4
CVFI4 4
ASGNI4
line 214
;214:}
LABELV $118
endproc LookAtKiller 28 4
export GibEntity
proc GibEntity 12 12
line 221
;215:
;216:/*
;217:==================
;218:GibEntity
;219:==================
;220:*/
;221:void GibEntity( gentity_t *self, int killer ) {
line 226
;222:	gentity_t *ent;
;223:	int i;
;224:
;225:	//if this entity still has kamikaze
;226:	if (self->s.eFlags & EF_KAMIKAZE) {
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 512
BANDI4
CNSTI4 0
EQI4 $128
line 228
;227:		// check if there is a kamikaze timer around for this owner
;228:		for (i = 0; i < level.num_entities; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $133
JUMPV
LABELV $130
line 229
;229:			ent = &g_entities[i];
ADDRLP4 0
ADDRLP4 4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 230
;230:			if (!ent->inuse)
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $135
line 231
;231:				continue;
ADDRGP4 $131
JUMPV
LABELV $135
line 232
;232:			if (ent->activator != self)
ADDRLP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CVPU4 4
ADDRFP4 0
INDIRP4
CVPU4 4
EQU4 $137
line 233
;233:				continue;
ADDRGP4 $131
JUMPV
LABELV $137
line 234
;234:			if (strcmp(ent->classname, "kamikaze timer"))
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRGP4 $141
ARGP4
ADDRLP4 8
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $139
line 235
;235:				continue;
ADDRGP4 $131
JUMPV
LABELV $139
line 236
;236:			G_FreeEntity(ent);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 237
;237:			break;
ADDRGP4 $132
JUMPV
LABELV $131
line 228
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $133
ADDRLP4 4
INDIRI4
ADDRGP4 level+12
INDIRI4
LTI4 $130
LABELV $132
line 239
;238:		}
;239:	}
LABELV $128
line 241
;240:
;241:	G_AddEvent( self, EV_GIB_PLAYER, killer );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 64
ARGI4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 242
;242:	self->takedamage = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 0
ASGNI4
line 243
;243:	self->s.eType = ET_INVISIBLE;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 10
ASGNI4
line 244
;244:	self->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 245
;245:}
LABELV $127
endproc GibEntity 12 12
export body_die
proc body_die 0 8
line 252
;246:
;247:/*
;248:==================
;249:body_die
;250:==================
;251:*/
;252:void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
line 253
;253:	if ( self->health > GIB_HEALTH ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 -40
LEI4 $143
line 254
;254:		return;
ADDRGP4 $142
JUMPV
LABELV $143
line 256
;255:	}
;256:	if ( !g_blood.integer ) {
ADDRGP4 g_blood+12
INDIRI4
CNSTI4 0
NEI4 $145
line 257
;257:		self->health = GIB_HEALTH+1;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
CNSTI4 -39
ASGNI4
line 258
;258:		return;
ADDRGP4 $142
JUMPV
LABELV $145
line 261
;259:	}
;260:
;261:	GibEntity( self, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 GibEntity
CALLV
pop
line 262
;262:}
LABELV $142
endproc body_die 0 8
data
export modNames
align 4
LABELV modNames
address $148
address $149
address $150
address $151
address $152
address $153
address $154
address $155
address $156
address $157
address $158
address $159
address $160
address $161
address $162
address $163
address $164
address $165
address $166
address $167
address $168
address $169
address $170
address $171
address $172
address $173
address $174
address $175
address $176
export Kamikaze_DeathActivate
code
proc Kamikaze_DeathActivate 0 4
line 304
;263:
;264:
;265:// these are just for logging, the client prints its own messages
;266:char	*modNames[] = {
;267:	"MOD_UNKNOWN",
;268:	"MOD_SHOTGUN",
;269:	"MOD_GAUNTLET",
;270:	"MOD_MACHINEGUN",
;271:	"MOD_GRENADE",
;272:	"MOD_GRENADE_SPLASH",
;273:	"MOD_ROCKET",
;274:	"MOD_ROCKET_SPLASH",
;275:	"MOD_PLASMA",
;276:	"MOD_PLASMA_SPLASH",
;277:	"MOD_RAILGUN",
;278:	"MOD_LIGHTNING",
;279:	"MOD_BFG",
;280:	"MOD_BFG_SPLASH",
;281:	"MOD_WATER",
;282:	"MOD_SLIME",
;283:	"MOD_LAVA",
;284:	"MOD_CRUSH",
;285:	"MOD_TELEFRAG",
;286:	"MOD_FALLING",
;287:	"MOD_SUICIDE",
;288:	"MOD_TARGET_LASER",
;289:	"MOD_TRIGGER_HURT",
;290:	"MOD_NAIL",
;291:	"MOD_CHAINGUN",
;292:	"MOD_PROXIMITY_MINE",
;293:	"MOD_KAMIKAZE",
;294:	"MOD_JUICED",
;295:	"MOD_GRAPPLE"
;296:};
;297:
;298:
;299:/*
;300:==================
;301:Kamikaze_DeathActivate
;302:==================
;303:*/
;304:void Kamikaze_DeathActivate( gentity_t *ent ) {
line 305
;305:	G_StartKamikaze(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_StartKamikaze
CALLV
pop
line 306
;306:	G_FreeEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 307
;307:}
LABELV $177
endproc Kamikaze_DeathActivate 0 4
export Kamikaze_DeathTimer
proc Kamikaze_DeathTimer 12 0
line 314
;308:
;309:/*
;310:==================
;311:Kamikaze_DeathTimer
;312:==================
;313:*/
;314:void Kamikaze_DeathTimer( gentity_t *self ) {
line 317
;315:	gentity_t *ent;
;316:
;317:	ent = G_Spawn();
ADDRLP4 4
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 318
;318:	ent->classname = "kamikaze timer";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $141
ASGNP4
line 319
;319:	VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 320
;320:	ent->r.svFlags |= SVF_NOCLIENT;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 1
BORI4
ASGNI4
line 321
;321:	ent->think = Kamikaze_DeathActivate;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 Kamikaze_DeathActivate
ASGNP4
line 322
;322:	ent->nextthink = level.time + 5 * 1000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 5000
ADDI4
ASGNI4
line 324
;323:
;324:	ent->activator = self;
ADDRLP4 0
INDIRP4
CNSTI4 772
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 325
;325:}
LABELV $178
endproc Kamikaze_DeathTimer 12 0
export CheckAlmostCapture
proc CheckAlmostCapture 52 12
line 333
;326:
;327:
;328:/*
;329:==================
;330:CheckAlmostCapture
;331:==================
;332:*/
;333:void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
line 339
;334:	gentity_t	*ent;
;335:	vec3_t		dir;
;336:	char		*classname;
;337:
;338:	// if this player was carrying a flag
;339:	if ( self->client->ps.powerups[PW_REDFLAG] ||
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 340
ADDP4
INDIRI4
CNSTI4 0
NEI4 $184
ADDRLP4 20
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 344
ADDP4
INDIRI4
CNSTI4 0
NEI4 $184
ADDRLP4 20
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 348
ADDP4
INDIRI4
CNSTI4 0
EQI4 $181
LABELV $184
line 341
;340:		self->client->ps.powerups[PW_BLUEFLAG] ||
;341:		self->client->ps.powerups[PW_NEUTRALFLAG] ) {
line 343
;342:		// get the goal flag this player should have been going for
;343:		if ( g_gametype.integer == GT_CTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
NEI4 $185
line 344
;344:			if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 2
NEI4 $188
line 345
;345:				classname = "team_CTF_blueflag";
ADDRLP4 4
ADDRGP4 $190
ASGNP4
line 346
;346:			}
ADDRGP4 $186
JUMPV
LABELV $188
line 347
;347:			else {
line 348
;348:				classname = "team_CTF_redflag";
ADDRLP4 4
ADDRGP4 $191
ASGNP4
line 349
;349:			}
line 350
;350:		}
ADDRGP4 $186
JUMPV
LABELV $185
line 351
;351:		else {
line 352
;352:			if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 2
NEI4 $192
line 353
;353:				classname = "team_CTF_redflag";
ADDRLP4 4
ADDRGP4 $191
ASGNP4
line 354
;354:			}
ADDRGP4 $193
JUMPV
LABELV $192
line 355
;355:			else {
line 356
;356:				classname = "team_CTF_blueflag";
ADDRLP4 4
ADDRGP4 $190
ASGNP4
line 357
;357:			}
LABELV $193
line 358
;358:		}
LABELV $186
line 359
;359:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
LABELV $194
line 361
;360:		do
;361:		{
line 362
;362:			ent = G_Find(ent, FOFS(classname), classname);
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRLP4 24
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 24
INDIRP4
ASGNP4
line 363
;363:		} while (ent && (ent->flags & FL_DROPPED_ITEM));
LABELV $195
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $197
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
NEI4 $194
LABELV $197
line 365
;364:		// if we found the destination flag and it's not picked up
;365:		if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $198
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
NEI4 $198
line 367
;366:			// if the player was *very* close
;367:			VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
ADDRLP4 32
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 8+4
ADDRLP4 32
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 8+8
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
SUBF4
ASGNF4
line 368
;368:			if ( VectorLength(dir) < 200 ) {
ADDRLP4 8
ARGP4
ADDRLP4 40
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 40
INDIRF4
CNSTF4 1128792064
GEF4 $202
line 369
;369:				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
ADDRLP4 44
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 44
INDIRP4
ADDRLP4 44
INDIRP4
INDIRI4
CNSTI4 4
BXORI4
ASGNI4
line 370
;370:				if ( attacker->client ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $204
line 371
;371:					attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
ADDRLP4 48
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 48
INDIRP4
ADDRLP4 48
INDIRP4
INDIRI4
CNSTI4 4
BXORI4
ASGNI4
line 372
;372:				}
LABELV $204
line 373
;373:			}
LABELV $202
line 374
;374:		}
LABELV $198
line 375
;375:	}
LABELV $181
line 376
;376:}
LABELV $180
endproc CheckAlmostCapture 52 12
export CheckAlmostScored
proc CheckAlmostScored 44 12
line 383
;377:
;378:/*
;379:==================
;380:CheckAlmostScored
;381:==================
;382:*/
;383:void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
line 389
;384:	gentity_t	*ent;
;385:	vec3_t		dir;
;386:	char		*classname;
;387:
;388:	// if the player was carrying cubes
;389:	if ( self->client->ps.generic1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 440
ADDP4
INDIRI4
CNSTI4 0
EQI4 $207
line 390
;390:		if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 2
NEI4 $209
line 391
;391:			classname = "team_redobelisk";
ADDRLP4 16
ADDRGP4 $211
ASGNP4
line 392
;392:		}
ADDRGP4 $210
JUMPV
LABELV $209
line 393
;393:		else {
line 394
;394:			classname = "team_blueobelisk";
ADDRLP4 16
ADDRGP4 $212
ASGNP4
line 395
;395:		}
LABELV $210
line 396
;396:		ent = G_Find(NULL, FOFS(classname), classname);
CNSTP4 0
ARGP4
CNSTI4 524
ARGI4
ADDRLP4 16
INDIRP4
ARGP4
ADDRLP4 20
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20
INDIRP4
ASGNP4
line 398
;397:		// if we found the destination obelisk
;398:		if ( ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $213
line 400
;399:			// if the player was *very* close
;400:			VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
ADDRLP4 0
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 24
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 28
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+4
ADDRLP4 24
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 28
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+8
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
SUBF4
ASGNF4
line 401
;401:			if ( VectorLength(dir) < 200 ) {
ADDRLP4 4
ARGP4
ADDRLP4 32
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 32
INDIRF4
CNSTF4 1128792064
GEF4 $217
line 402
;402:				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
ADDRLP4 36
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRI4
CNSTI4 4
BXORI4
ASGNI4
line 403
;403:				if ( attacker->client ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $219
line 404
;404:					attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
ADDRLP4 40
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 4
BXORI4
ASGNI4
line 405
;405:				}
LABELV $219
line 406
;406:			}
LABELV $217
line 407
;407:		}
LABELV $213
line 408
;408:	}
LABELV $207
line 409
;409:}
LABELV $206
endproc CheckAlmostScored 44 12
bss
align 4
LABELV $295
skip 4
export player_die
code
proc player_die 84 28
line 416
;410:
;411:/*
;412:==================
;413:player_die
;414:==================
;415:*/
;416:void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
line 424
;417:	gentity_t	*ent;
;418:	int			anim;
;419:	int			contents;
;420:	int			killer;
;421:	int			i;
;422:	char		*killerName, *obit;
;423:
;424:	if ( self->client->ps.pm_type == PM_DEAD ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
NEI4 $222
line 425
;425:		return;
ADDRGP4 $221
JUMPV
LABELV $222
line 428
;426:	}
;427:
;428:	if ( level.intermissiontime ) {
ADDRGP4 level+7604
INDIRI4
CNSTI4 0
EQI4 $224
line 429
;429:		return;
ADDRGP4 $221
JUMPV
LABELV $224
line 433
;430:	}
;431:
;432:	//unlag the client
;433:	G_UnTimeShiftClient( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_UnTimeShiftClient
CALLV
pop
line 436
;434:
;435:	// check for an almost capture
;436:	CheckAlmostCapture( self, attacker );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 CheckAlmostCapture
CALLV
pop
line 438
;437:	// check for a player that almost brought in cubes
;438:	CheckAlmostScored( self, attacker );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 CheckAlmostScored
CALLV
pop
line 440
;439:
;440:	if (self->client && self->client->hook) {
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $227
ADDRLP4 28
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 768
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $227
line 441
;441:		Weapon_HookFree(self->client->hook);
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 768
ADDP4
INDIRP4
ARGP4
ADDRGP4 Weapon_HookFree
CALLV
pop
line 442
;442:	}
LABELV $227
line 443
;443:	if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $229
ADDRLP4 32
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $229
line 444
;444:		self->client->ps.eFlags &= ~EF_TICKING;
ADDRLP4 36
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRI4
CNSTI4 -3
BANDI4
ASGNI4
line 445
;445:		self->activator->think = G_FreeEntity;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_FreeEntity
ASGNP4
line 446
;446:		self->activator->nextthink = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 447
;447:	}
LABELV $229
line 448
;448:	self->client->ps.pm_type = PM_DEAD;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 450
;449:
;450:	if ( attacker ) {
ADDRFP4 8
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $232
line 451
;451:		killer = attacker->s.number;
ADDRLP4 4
ADDRFP4 8
INDIRP4
INDIRI4
ASGNI4
line 452
;452:		if ( attacker->client ) {
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $234
line 453
;453:			killerName = attacker->client->pers.netname;
ADDRLP4 16
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 508
ADDP4
ASGNP4
line 454
;454:		} else {
ADDRGP4 $233
JUMPV
LABELV $234
line 455
;455:			killerName = "<non-client>";
ADDRLP4 16
ADDRGP4 $236
ASGNP4
line 456
;456:		}
line 457
;457:	} else {
ADDRGP4 $233
JUMPV
LABELV $232
line 458
;458:		killer = ENTITYNUM_WORLD;
ADDRLP4 4
CNSTI4 1022
ASGNI4
line 459
;459:		killerName = "<world>";
ADDRLP4 16
ADDRGP4 $237
ASGNP4
line 460
;460:	}
LABELV $233
line 462
;461:
;462:	if ( killer < 0 || killer >= MAX_CLIENTS ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
LTI4 $240
ADDRLP4 4
INDIRI4
CNSTI4 64
LTI4 $238
LABELV $240
line 463
;463:		killer = ENTITYNUM_WORLD;
ADDRLP4 4
CNSTI4 1022
ASGNI4
line 464
;464:		killerName = "<world>";
ADDRLP4 16
ADDRGP4 $237
ASGNP4
line 465
;465:	}
LABELV $238
line 467
;466:
;467:	if ( (unsigned)meansOfDeath >= ARRAY_LEN( modNames ) ) {
ADDRFP4 16
INDIRI4
CVIU4 4
CNSTU4 29
LTU4 $241
line 468
;468:		obit = "<bad obituary>";
ADDRLP4 20
ADDRGP4 $243
ASGNP4
line 469
;469:	} else {
ADDRGP4 $242
JUMPV
LABELV $241
line 470
;470:		obit = modNames[ meansOfDeath ];
ADDRLP4 20
ADDRFP4 16
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 modNames
ADDP4
INDIRP4
ASGNP4
line 471
;471:	}
LABELV $242
line 473
;472:
;473:	G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", 
ADDRGP4 $244
ARGP4
ADDRLP4 4
INDIRI4
ARGI4
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 40
INDIRP4
INDIRI4
ARGI4
ADDRFP4 16
INDIRI4
ARGI4
ADDRLP4 16
INDIRP4
ARGP4
ADDRLP4 40
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 508
ADDP4
ARGP4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 478
;474:		killer, self->s.number, meansOfDeath, killerName, 
;475:		self->client->pers.netname, obit );
;476:
;477:	// broadcast the death event to everyone
;478:	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 60
ARGI4
ADDRLP4 44
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 44
INDIRP4
ASGNP4
line 479
;479:	ent->s.eventParm = meansOfDeath;
ADDRLP4 8
INDIRP4
CNSTI4 184
ADDP4
ADDRFP4 16
INDIRI4
ASGNI4
line 480
;480:	ent->s.otherEntityNum = self - g_entities;
ADDRLP4 8
INDIRP4
CNSTI4 140
ADDP4
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 g_entities
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 824
DIVI4
ASGNI4
line 481
;481:	ent->s.otherEntityNum2 = killer;
ADDRLP4 8
INDIRP4
CNSTI4 144
ADDP4
ADDRLP4 4
INDIRI4
ASGNI4
line 482
;482:	ent->r.svFlags = SVF_BROADCAST;	// send to everyone
ADDRLP4 8
INDIRP4
CNSTI4 424
ADDP4
CNSTI4 32
ASGNI4
line 484
;483:
;484:	self->enemy = attacker;
ADDRFP4 0
INDIRP4
CNSTI4 768
ADDP4
ADDRFP4 8
INDIRP4
ASGNP4
line 486
;485:
;486:	self->client->ps.persistant[PERS_KILLED]++;
ADDRLP4 48
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 280
ADDP4
ASGNP4
ADDRLP4 48
INDIRP4
ADDRLP4 48
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 488
;487:
;488:	if (attacker && attacker->client) {
ADDRLP4 52
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 52
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $245
ADDRLP4 52
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $245
line 489
;489:		attacker->client->lastkilled_client = self->s.number;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 728
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 491
;490:
;491:		if ( attacker == self || OnSameTeam (self, attacker ) ) {
ADDRLP4 56
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
INDIRP4
CVPU4 4
ADDRLP4 60
INDIRP4
CVPU4 4
EQU4 $249
ADDRLP4 60
INDIRP4
ARGP4
ADDRLP4 56
INDIRP4
ARGP4
ADDRLP4 64
ADDRGP4 OnSameTeam
CALLI4
ASGNI4
ADDRLP4 64
INDIRI4
CNSTI4 0
EQI4 $247
LABELV $249
line 492
;492:			AddScore( attacker, self->r.currentOrigin, -1 );
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 -1
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 493
;493:		} else {
ADDRGP4 $246
JUMPV
LABELV $247
line 494
;494:			AddScore( attacker, self->r.currentOrigin, 1 );
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 496
;495:
;496:			if( meansOfDeath == MOD_GAUNTLET ) {
ADDRFP4 16
INDIRI4
CNSTI4 2
NEI4 $250
line 499
;497:				
;498:				// play humiliation on player
;499:				attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
ADDRLP4 68
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 300
ADDP4
ASGNP4
ADDRLP4 68
INDIRP4
ADDRLP4 68
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 502
;500:
;501:				// add the sprite over the player's head
;502:				attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 72
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 72
INDIRP4
ADDRLP4 72
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 503
;503:				attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
ADDRLP4 76
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
CNSTI4 64
BORI4
ASGNI4
line 504
;504:				attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 752
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 507
;505:
;506:				// also play humiliation on target
;507:				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
ADDRLP4 80
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 80
INDIRP4
ADDRLP4 80
INDIRP4
INDIRI4
CNSTI4 2
BXORI4
ASGNI4
line 508
;508:			}
LABELV $250
line 512
;509:
;510:			// check for two kills in a short amount of time
;511:			// if this is close enough to the last kill, give a reward sound
;512:			if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
ADDRGP4 level+32
INDIRI4
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
SUBI4
CNSTI4 3000
GEI4 $253
line 514
;513:				// play excellent on player
;514:				attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
ADDRLP4 68
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 288
ADDP4
ASGNP4
ADDRLP4 68
INDIRP4
ADDRLP4 68
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 517
;515:
;516:				// add the sprite over the player's head
;517:				attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 72
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 72
INDIRP4
ADDRLP4 72
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 518
;518:				attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
ADDRLP4 76
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
CNSTI4 8
BORI4
ASGNI4
line 519
;519:				attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 752
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 520
;520:			}
LABELV $253
line 521
;521:			attacker->client->lastKillTime = level.time;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 760
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 523
;522:
;523:		}
line 524
;524:	} else {
ADDRGP4 $246
JUMPV
LABELV $245
line 525
;525:		AddScore( self, self->r.currentOrigin, -1 );
ADDRLP4 56
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
INDIRP4
ARGP4
ADDRLP4 56
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 -1
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 526
;526:	}
LABELV $246
line 529
;527:
;528:	// Add team bonuses
;529:	Team_FragBonuses(self, inflictor, attacker);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Team_FragBonuses
CALLV
pop
line 532
;530:
;531:	// if I committed suicide, the flag does not fall, it returns.
;532:	if (meansOfDeath == MOD_SUICIDE) {
ADDRFP4 16
INDIRI4
CNSTI4 20
NEI4 $258
line 533
;533:		if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) {		// only happens in One Flag CTF
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 348
ADDP4
INDIRI4
CNSTI4 0
EQI4 $260
line 534
;534:			Team_ReturnFlag( TEAM_FREE );
CNSTI4 0
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 535
;535:			self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 348
ADDP4
CNSTI4 0
ASGNI4
line 536
;536:		} else if ( self->client->ps.powerups[PW_REDFLAG] ) {		// only happens in standard CTF
ADDRGP4 $261
JUMPV
LABELV $260
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 340
ADDP4
INDIRI4
CNSTI4 0
EQI4 $262
line 537
;537:			Team_ReturnFlag( TEAM_RED );
CNSTI4 1
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 538
;538:			self->client->ps.powerups[PW_REDFLAG] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 340
ADDP4
CNSTI4 0
ASGNI4
line 539
;539:		} else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {	// only happens in standard CTF
ADDRGP4 $263
JUMPV
LABELV $262
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 344
ADDP4
INDIRI4
CNSTI4 0
EQI4 $264
line 540
;540:			Team_ReturnFlag( TEAM_BLUE );
CNSTI4 2
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 541
;541:			self->client->ps.powerups[PW_BLUEFLAG] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 344
ADDP4
CNSTI4 0
ASGNI4
line 542
;542:		}
LABELV $264
LABELV $263
LABELV $261
line 543
;543:	}
LABELV $258
line 546
;544:
;545:	// if client is in a nodrop area, don't drop anything (but return CTF flags!)
;546:	contents = trap_PointContents( self->r.currentOrigin, -1 );
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 -1
ARGI4
ADDRLP4 56
ADDRGP4 trap_PointContents
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 56
INDIRI4
ASGNI4
line 547
;547:	if ( !( contents & CONTENTS_NODROP )) {
ADDRLP4 12
INDIRI4
CVIU4 4
CNSTU4 2147483648
BANDU4
CNSTU4 0
NEU4 $266
line 548
;548:		TossClientItems( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 TossClientItems
CALLV
pop
line 549
;549:	}
ADDRGP4 $267
JUMPV
LABELV $266
line 550
;550:	else {
line 551
;551:		if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) {		// only happens in One Flag CTF
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 348
ADDP4
INDIRI4
CNSTI4 0
EQI4 $268
line 552
;552:			Team_ReturnFlag( TEAM_FREE );
CNSTI4 0
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 553
;553:		}
ADDRGP4 $269
JUMPV
LABELV $268
line 554
;554:		else if ( self->client->ps.powerups[PW_REDFLAG] ) {		// only happens in standard CTF
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 340
ADDP4
INDIRI4
CNSTI4 0
EQI4 $270
line 555
;555:			Team_ReturnFlag( TEAM_RED );
CNSTI4 1
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 556
;556:		}
ADDRGP4 $271
JUMPV
LABELV $270
line 557
;557:		else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {	// only happens in standard CTF
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 344
ADDP4
INDIRI4
CNSTI4 0
EQI4 $272
line 558
;558:			Team_ReturnFlag( TEAM_BLUE );
CNSTI4 2
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 559
;559:		}
LABELV $272
LABELV $271
LABELV $269
line 560
;560:	}
LABELV $267
line 561
;561:	TossClientPersistantPowerups( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 TossClientPersistantPowerups
CALLV
pop
line 562
;562:	if( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $274
line 563
;563:		TossClientCubes( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 TossClientCubes
CALLV
pop
line 564
;564:	}
LABELV $274
line 566
;565:
;566:	Cmd_Score_f( self );		// show scores
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Cmd_Score_f
CALLV
pop
line 569
;567:	// send updated scores to any clients that are following this one,
;568:	// or they would get stale scoreboards
;569:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $280
JUMPV
LABELV $277
line 572
;570:		gclient_t	*client;
;571:
;572:		client = &level.clients[i];
ADDRLP4 60
ADDRLP4 0
INDIRI4
CNSTI4 1636
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 573
;573:		if ( client->pers.connected != CON_CONNECTED ) {
ADDRLP4 60
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $282
line 574
;574:			continue;
ADDRGP4 $278
JUMPV
LABELV $282
line 576
;575:		}
;576:		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
ADDRLP4 60
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
EQI4 $284
line 577
;577:			continue;
ADDRGP4 $278
JUMPV
LABELV $284
line 579
;578:		}
;579:		if ( client->sess.spectatorClient == self->s.number ) {
ADDRLP4 60
INDIRP4
CNSTI4 636
ADDP4
INDIRI4
ADDRFP4 0
INDIRP4
INDIRI4
NEI4 $286
line 580
;580:			Cmd_Score_f( g_entities + i );
ADDRLP4 0
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 Cmd_Score_f
CALLV
pop
line 581
;581:		}
LABELV $286
line 582
;582:	}
LABELV $278
line 569
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $280
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $277
line 584
;583:
;584:	self->takedamage = qtrue;	// can still be gibbed
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 1
ASGNI4
line 586
;585:
;586:	self->s.weapon = WP_NONE;
ADDRFP4 0
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 0
ASGNI4
line 587
;587:	self->s.powerups = 0;
ADDRFP4 0
INDIRP4
CNSTI4 188
ADDP4
CNSTI4 0
ASGNI4
line 588
;588:	self->r.contents = CONTENTS_CORPSE;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 67108864
ASGNI4
line 590
;589:
;590:	self->s.angles[0] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 116
ADDP4
CNSTF4 0
ASGNF4
line 591
;591:	self->s.angles[2] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 124
ADDP4
CNSTF4 0
ASGNF4
line 592
;592:	LookAtKiller (self, inflictor, attacker);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 LookAtKiller
CALLV
pop
line 594
;593:
;594:	VectorCopy( self->s.angles, self->client->ps.viewangles );
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 60
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 152
ADDP4
ADDRLP4 60
INDIRP4
CNSTI4 116
ADDP4
INDIRB
ASGNB 12
line 596
;595:
;596:	self->s.loopSound = 0;
ADDRFP4 0
INDIRP4
CNSTI4 156
ADDP4
CNSTI4 0
ASGNI4
line 598
;597:
;598:	self->r.maxs[2] = -8;
ADDRFP4 0
INDIRP4
CNSTI4 456
ADDP4
CNSTF4 3238002688
ASGNF4
line 602
;599:
;600:	// don't allow respawn until the death anim is done
;601:	// g_forcerespawn may force spawning at some later time
;602:	self->client->respawnTime = level.time + 1700;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 740
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1700
ADDI4
ASGNI4
line 605
;603:
;604:	// remove powerups
;605:	memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 64
ARGI4
ADDRGP4 memset
CALLP4
pop
line 608
;606:
;607:	// never gib in a nodrop
;608:	if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 -40
GTI4 $294
ADDRLP4 12
INDIRI4
CVIU4 4
CNSTU4 2147483648
BANDU4
CNSTU4 0
NEU4 $294
ADDRGP4 g_blood+12
INDIRI4
CNSTI4 0
NEI4 $292
LABELV $294
ADDRFP4 16
INDIRI4
CNSTI4 20
NEI4 $289
LABELV $292
line 610
;609:		// gib death
;610:		GibEntity( self, killer );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 4
INDIRI4
ARGI4
ADDRGP4 GibEntity
CALLV
pop
line 611
;611:	} else {
ADDRGP4 $290
JUMPV
LABELV $289
line 615
;612:		// normal death
;613:		static int i;
;614:
;615:		switch ( i ) {
ADDRLP4 64
ADDRGP4 $295
INDIRI4
ASGNI4
ADDRLP4 64
INDIRI4
CNSTI4 0
EQI4 $298
ADDRLP4 64
INDIRI4
CNSTI4 1
EQI4 $299
ADDRLP4 64
INDIRI4
CNSTI4 2
EQI4 $300
ADDRGP4 $296
JUMPV
LABELV $298
line 617
;616:		case 0:
;617:			anim = BOTH_DEATH1;
ADDRLP4 24
CNSTI4 0
ASGNI4
line 618
;618:			break;
ADDRGP4 $297
JUMPV
LABELV $299
line 620
;619:		case 1:
;620:			anim = BOTH_DEATH2;
ADDRLP4 24
CNSTI4 2
ASGNI4
line 621
;621:			break;
ADDRGP4 $297
JUMPV
LABELV $300
LABELV $296
line 624
;622:		case 2:
;623:		default:
;624:			anim = BOTH_DEATH3;
ADDRLP4 24
CNSTI4 4
ASGNI4
line 625
;625:			break;
LABELV $297
line 630
;626:		}
;627:
;628:		// for the no-blood option, we need to prevent the health
;629:		// from going to gib level
;630:		if ( self->health <= GIB_HEALTH ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 -40
GTI4 $301
line 631
;631:			self->health = GIB_HEALTH+1;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
CNSTI4 -39
ASGNI4
line 632
;632:		}
LABELV $301
line 634
;633:
;634:		self->client->ps.legsAnim = 
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 76
ADDP4
ADDRLP4 68
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 76
ADDP4
INDIRI4
CNSTI4 128
BANDI4
CNSTI4 128
BXORI4
ADDRLP4 24
INDIRI4
BORI4
ASGNI4
line 636
;635:			( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
;636:		self->client->ps.torsoAnim = 
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 84
ADDP4
ADDRLP4 72
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 84
ADDP4
INDIRI4
CNSTI4 128
BANDI4
CNSTI4 128
BXORI4
ADDRLP4 24
INDIRI4
BORI4
ASGNI4
line 639
;637:			( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
;638:
;639:		G_AddEvent( self, EV_DEATH1 + i, killer );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 $295
INDIRI4
CNSTI4 57
ADDI4
ARGI4
ADDRLP4 4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 642
;640:
;641:		// the body can still be gibbed
;642:		self->die = body_die;
ADDRFP4 0
INDIRP4
CNSTI4 716
ADDP4
ADDRGP4 body_die
ASGNP4
line 645
;643:
;644:		// globally cycle through the different death animations
;645:		i = ( i + 1 ) % 3;
ADDRLP4 76
ADDRGP4 $295
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
CNSTI4 3
MODI4
ASGNI4
line 647
;646:
;647:		if (self->s.eFlags & EF_KAMIKAZE) {
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 512
BANDI4
CNSTI4 0
EQI4 $303
line 648
;648:			Kamikaze_DeathTimer( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Kamikaze_DeathTimer
CALLV
pop
line 649
;649:		}
LABELV $303
line 650
;650:	}
LABELV $290
line 652
;651:
;652:	trap_LinkEntity (self);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 654
;653:
;654:}
LABELV $221
endproc player_die 84 28
export CheckArmor
proc CheckArmor 20 4
line 663
;655:
;656:
;657:/*
;658:================
;659:CheckArmor
;660:================
;661:*/
;662:int CheckArmor (gentity_t *ent, int damage, int dflags)
;663:{
line 668
;664:	gclient_t	*client;
;665:	int			save;
;666:	int			count;
;667:
;668:	if (!damage)
ADDRFP4 4
INDIRI4
CNSTI4 0
NEI4 $306
line 669
;669:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $305
JUMPV
LABELV $306
line 671
;670:
;671:	client = ent->client;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 673
;672:
;673:	if (!client)
ADDRLP4 4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $308
line 674
;674:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $305
JUMPV
LABELV $308
line 676
;675:
;676:	if (dflags & DAMAGE_NO_ARMOR)
ADDRFP4 8
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $310
line 677
;677:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $305
JUMPV
LABELV $310
line 680
;678:
;679:	// armor
;680:	count = client->ps.stats[STAT_ARMOR];
ADDRLP4 8
ADDRLP4 4
INDIRP4
CNSTI4 200
ADDP4
INDIRI4
ASGNI4
line 681
;681:	save = ceil( damage * ARMOR_PROTECTION );
ADDRFP4 4
INDIRI4
CVIF4 4
CNSTF4 1059648963
MULF4
ARGF4
ADDRLP4 12
ADDRGP4 ceil
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 12
INDIRF4
CVFI4 4
ASGNI4
line 682
;682:	if (save >= count)
ADDRLP4 0
INDIRI4
ADDRLP4 8
INDIRI4
LTI4 $312
line 683
;683:		save = count;
ADDRLP4 0
ADDRLP4 8
INDIRI4
ASGNI4
LABELV $312
line 685
;684:
;685:	if (!save)
ADDRLP4 0
INDIRI4
CNSTI4 0
NEI4 $314
line 686
;686:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $305
JUMPV
LABELV $314
line 688
;687:
;688:	client->ps.stats[STAT_ARMOR] -= save;
ADDRLP4 16
ADDRLP4 4
INDIRP4
CNSTI4 200
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
ADDRLP4 0
INDIRI4
SUBI4
ASGNI4
line 690
;689:
;690:	return save;
ADDRLP4 0
INDIRI4
RETI4
LABELV $305
endproc CheckArmor 20 4
export RaySphereIntersections
proc RaySphereIntersections 56 4
line 698
;691:}
;692:
;693:/*
;694:================
;695:RaySphereIntersections
;696:================
;697:*/
;698:int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) {
line 707
;699:	float b, c, d, t;
;700:
;701:	//	| origin - (point + t * dir) | = radius
;702:	//	a = dir[0]^2 + dir[1]^2 + dir[2]^2;
;703:	//	b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
;704:	//	c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2;
;705:
;706:	// normalize dir so a = 1
;707:	VectorNormalize(dir);
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 708
;708:	b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
ADDRLP4 16
ADDRFP4 12
INDIRP4
ASGNP4
ADDRLP4 20
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 16
INDIRP4
INDIRF4
ADDRLP4 20
INDIRP4
INDIRF4
ADDRLP4 24
INDIRP4
INDIRF4
SUBF4
MULF4
ADDRLP4 16
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
SUBF4
MULF4
ADDF4
ADDRLP4 16
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
SUBF4
MULF4
ADDF4
CNSTF4 1073741824
MULF4
ASGNF4
line 709
;709:	c = (point[0] - origin[0]) * (point[0] - origin[0]) +
ADDRLP4 28
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 36
ADDRLP4 28
INDIRP4
INDIRF4
ADDRLP4 32
INDIRP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 40
ADDRFP4 4
INDIRF4
ASGNF4
ADDRLP4 12
ADDRLP4 36
INDIRF4
ADDRLP4 36
INDIRF4
MULF4
ADDRLP4 28
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 32
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
SUBF4
ADDRLP4 28
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 32
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
SUBF4
MULF4
ADDF4
ADDRLP4 28
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 32
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
SUBF4
ADDRLP4 28
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 32
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
SUBF4
MULF4
ADDF4
ADDRLP4 40
INDIRF4
ADDRLP4 40
INDIRF4
MULF4
SUBF4
ASGNF4
line 714
;710:		(point[1] - origin[1]) * (point[1] - origin[1]) +
;711:		(point[2] - origin[2]) * (point[2] - origin[2]) -
;712:		radius * radius;
;713:
;714:	d = b * b - 4 * c;
ADDRLP4 8
ADDRLP4 4
INDIRF4
ADDRLP4 4
INDIRF4
MULF4
ADDRLP4 12
INDIRF4
CNSTF4 1082130432
MULF4
SUBF4
ASGNF4
line 715
;715:	if (d > 0) {
ADDRLP4 8
INDIRF4
CNSTF4 0
LEF4 $317
line 716
;716:		t = (- b + sqrt(d)) / 2;
ADDRLP4 8
INDIRF4
ARGF4
ADDRLP4 48
ADDRGP4 sqrt
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 4
INDIRF4
NEGF4
ADDRLP4 48
INDIRF4
ADDF4
CNSTF4 1056964608
MULF4
ASGNF4
line 717
;717:		VectorMA(point, t, dir, intersections[0]);
ADDRFP4 16
INDIRP4
ADDRFP4 8
INDIRP4
INDIRF4
ADDRFP4 12
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRFP4 16
INDIRP4
CNSTI4 4
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRFP4 16
INDIRP4
CNSTI4 8
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
line 718
;718:		t = (- b - sqrt(d)) / 2;
ADDRLP4 8
INDIRF4
ARGF4
ADDRLP4 52
ADDRGP4 sqrt
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 4
INDIRF4
NEGF4
ADDRLP4 52
INDIRF4
SUBF4
CNSTF4 1056964608
MULF4
ASGNF4
line 719
;719:		VectorMA(point, t, dir, intersections[1]);
ADDRFP4 16
INDIRP4
CNSTI4 12
ADDP4
ADDRFP4 8
INDIRP4
INDIRF4
ADDRFP4 12
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRFP4 16
INDIRP4
CNSTI4 16
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRFP4 16
INDIRP4
CNSTI4 20
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
line 720
;720:		return 2;
CNSTI4 2
RETI4
ADDRGP4 $316
JUMPV
LABELV $317
line 722
;721:	}
;722:	else if (d == 0) {
ADDRLP4 8
INDIRF4
CNSTF4 0
NEF4 $319
line 723
;723:		t = (- b ) / 2;
ADDRLP4 0
ADDRLP4 4
INDIRF4
NEGF4
CNSTF4 1056964608
MULF4
ASGNF4
line 724
;724:		VectorMA(point, t, dir, intersections[0]);
ADDRFP4 16
INDIRP4
ADDRFP4 8
INDIRP4
INDIRF4
ADDRFP4 12
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRFP4 16
INDIRP4
CNSTI4 4
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRFP4 16
INDIRP4
CNSTI4 8
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
line 725
;725:		return 1;
CNSTI4 1
RETI4
ADDRGP4 $316
JUMPV
LABELV $319
line 727
;726:	}
;727:	return 0;
CNSTI4 0
RETI4
LABELV $316
endproc RaySphereIntersections 56 4
export G_InvulnerabilityEffect
proc G_InvulnerabilityEffect 64 20
line 736
;728:}
;729:
;730:
;731:/*
;732:================
;733:G_InvulnerabilityEffect
;734:================
;735:*/
;736:int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir ) {
line 741
;737:	gentity_t	*impact;
;738:	vec3_t		intersections[2], vec;
;739:	int			n;
;740:
;741:	if ( !targ->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $322
line 742
;742:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $321
JUMPV
LABELV $322
line 744
;743:	}
;744:	VectorCopy(dir, vec);
ADDRLP4 0
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 745
;745:	VectorInverse(vec);
ADDRLP4 0
ARGP4
ADDRGP4 VectorInverse
CALLV
pop
line 747
;746:	// sphere model radius = 42 units
;747:	n = RaySphereIntersections( targ->client->ps.origin, 42, point, vec, intersections);
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
CNSTF4 1109917696
ARGF4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 12
ARGP4
ADDRLP4 44
ADDRGP4 RaySphereIntersections
CALLI4
ASGNI4
ADDRLP4 40
ADDRLP4 44
INDIRI4
ASGNI4
line 748
;748:	if (n > 0) {
ADDRLP4 40
INDIRI4
CNSTI4 0
LEI4 $324
line 749
;749:		impact = G_TempEntity( targ->client->ps.origin, EV_INVUL_IMPACT );
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
CNSTI4 71
ARGI4
ADDRLP4 48
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 36
ADDRLP4 48
INDIRP4
ASGNP4
line 750
;750:		VectorSubtract(intersections[0], targ->client->ps.origin, vec);
ADDRLP4 52
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 12
INDIRF4
ADDRLP4 52
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 12+4
INDIRF4
ADDRLP4 52
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+8
ADDRLP4 12+8
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
SUBF4
ASGNF4
line 751
;751:		vectoangles(vec, impact->s.angles);
ADDRLP4 0
ARGP4
ADDRLP4 36
INDIRP4
CNSTI4 116
ADDP4
ARGP4
ADDRGP4 vectoangles
CALLV
pop
line 752
;752:		impact->s.angles[0] += 90;
ADDRLP4 56
ADDRLP4 36
INDIRP4
CNSTI4 116
ADDP4
ASGNP4
ADDRLP4 56
INDIRP4
ADDRLP4 56
INDIRP4
INDIRF4
CNSTF4 1119092736
ADDF4
ASGNF4
line 753
;753:		if (impact->s.angles[0] > 360)
ADDRLP4 36
INDIRP4
CNSTI4 116
ADDP4
INDIRF4
CNSTF4 1135869952
LEF4 $330
line 754
;754:			impact->s.angles[0] -= 360;
ADDRLP4 60
ADDRLP4 36
INDIRP4
CNSTI4 116
ADDP4
ASGNP4
ADDRLP4 60
INDIRP4
ADDRLP4 60
INDIRP4
INDIRF4
CNSTF4 1135869952
SUBF4
ASGNF4
LABELV $330
line 755
;755:		if ( impactpoint ) {
ADDRFP4 12
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $332
line 756
;756:			VectorCopy( intersections[0], impactpoint );
ADDRFP4 12
INDIRP4
ADDRLP4 12
INDIRB
ASGNB 12
line 757
;757:		}
LABELV $332
line 758
;758:		if ( bouncedir ) {
ADDRFP4 16
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $334
line 759
;759:			VectorCopy( vec, bouncedir );
ADDRFP4 16
INDIRP4
ADDRLP4 0
INDIRB
ASGNB 12
line 760
;760:			VectorNormalize( bouncedir );
ADDRFP4 16
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 761
;761:		}
LABELV $334
line 762
;762:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $321
JUMPV
LABELV $324
line 764
;763:	}
;764:	else {
line 765
;765:		return qfalse;
CNSTI4 0
RETI4
LABELV $321
endproc G_InvulnerabilityEffect 64 20
export G_Damage
proc G_Damage 100 24
line 795
;766:	}
;767:}
;768:
;769:
;770:/*
;771:============
;772:G_Damage
;773:
;774:targ		entity that is being damaged
;775:inflictor	entity that is causing the damage
;776:attacker	entity that caused the inflictor to damage targ
;777:	example: targ=monster, inflictor=rocket, attacker=player
;778:
;779:dir			direction of the attack for knockback
;780:point		point at which the damage is being inflicted, used for headshots
;781:damage		amount of damage being inflicted
;782:knockback	force to be applied against targ as a result of the damage
;783:
;784:inflictor, attacker, dir, and point can be NULL for environmental effects
;785:
;786:dflags		these flags are used to control how T_Damage works
;787:	DAMAGE_RADIUS			damage was indirect (from a nearby explosion)
;788:	DAMAGE_NO_ARMOR			armor does not protect from this damage
;789:	DAMAGE_NO_KNOCKBACK		do not affect velocity, just view angles
;790:	DAMAGE_NO_PROTECTION	kills godmode, armor, everything
;791:============
;792:*/
;793:
;794:void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
;795:			   vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
line 803
;796:	gclient_t	*client;
;797:	int			take;
;798:	int			asave;
;799:	int			knockback;
;800:	int			max;
;801:	vec3_t		bouncedir, impactpoint;
;802:
;803:	if (!targ->takedamage) {
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
INDIRI4
CNSTI4 0
NEI4 $337
line 804
;804:		return;
ADDRGP4 $336
JUMPV
LABELV $337
line 809
;805:	}
;806:
;807:	// the intermission has allready been qualified for, so don't
;808:	// allow any extra scoring
;809:	if ( level.intermissionQueued ) {
ADDRGP4 level+7600
INDIRI4
CNSTI4 0
EQI4 $339
line 810
;810:		return;
ADDRGP4 $336
JUMPV
LABELV $339
line 812
;811:	}
;812:	if ( targ->client && mod != MOD_JUICED) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $342
ADDRFP4 28
INDIRI4
CNSTI4 27
EQI4 $342
line 813
;813:		if ( targ->client->invulnerabilityTime > level.time) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 844
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
LEI4 $344
line 814
;814:			if ( dir && point ) {
ADDRFP4 12
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $336
ADDRFP4 16
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $336
line 815
;815:				G_InvulnerabilityEffect( targ, dir, point, impactpoint, bouncedir );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRFP4 16
INDIRP4
ARGP4
ADDRLP4 32
ARGP4
ADDRLP4 20
ARGP4
ADDRGP4 G_InvulnerabilityEffect
CALLI4
pop
line 816
;816:			}
line 817
;817:			return;
ADDRGP4 $336
JUMPV
LABELV $344
line 819
;818:		}
;819:	}
LABELV $342
line 820
;820:	if ( !inflictor ) {
ADDRFP4 4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $349
line 821
;821:		inflictor = &g_entities[ENTITYNUM_WORLD];
ADDRFP4 4
ADDRGP4 g_entities+842128
ASGNP4
line 822
;822:	}
LABELV $349
line 823
;823:	if ( !attacker ) {
ADDRFP4 8
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $352
line 824
;824:		attacker = &g_entities[ENTITYNUM_WORLD];
ADDRFP4 8
ADDRGP4 g_entities+842128
ASGNP4
line 825
;825:	}
LABELV $352
line 828
;826:
;827:	// shootable doors / buttons don't actually have any health
;828:	if ( targ->s.eType == ET_MOVER ) {
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 4
NEI4 $355
line 829
;829:		if ( targ->use && targ->moverState == MOVER_POS1 ) {
ADDRLP4 44
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
INDIRP4
CNSTI4 708
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $336
ADDRLP4 44
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 0
NEI4 $336
line 830
;830:			targ->use( targ, inflictor, attacker );
ADDRLP4 48
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 48
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 48
INDIRP4
CNSTI4 708
ADDP4
INDIRP4
CALLV
pop
line 831
;831:		}
line 832
;832:		return;
ADDRGP4 $336
JUMPV
LABELV $355
line 834
;833:	}
;834:	if( g_gametype.integer == GT_OVERLOAD && CheckObeliskAttack( targ, attacker ) ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
NEI4 $359
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 44
ADDRGP4 CheckObeliskAttack
CALLI4
ASGNI4
ADDRLP4 44
INDIRI4
CNSTI4 0
EQI4 $359
line 835
;835:		return;
ADDRGP4 $336
JUMPV
LABELV $359
line 839
;836:	}
;837:	// reduce damage by the attacker's handicap value
;838:	// unless they are rocket jumping
;839:	if ( attacker->client && attacker != targ ) {
ADDRLP4 48
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 48
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $362
ADDRLP4 48
INDIRP4
CVPU4 4
ADDRFP4 0
INDIRP4
CVPU4 4
EQU4 $362
line 840
;840:		max = attacker->client->ps.stats[STAT_MAX_HEALTH];
ADDRLP4 16
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
ASGNI4
line 841
;841:		if( bg_itemlist[attacker->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 52
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 11
NEI4 $364
line 842
;842:			max /= 2;
ADDRLP4 16
ADDRLP4 16
INDIRI4
CNSTI4 2
DIVI4
ASGNI4
line 843
;843:		}
LABELV $364
line 844
;844:		damage = damage * max / 100;
ADDRFP4 20
ADDRFP4 20
INDIRI4
ADDRLP4 16
INDIRI4
MULI4
CNSTI4 100
DIVI4
ASGNI4
line 845
;845:	}
LABELV $362
line 847
;846:
;847:	client = targ->client;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 849
;848:
;849:	if ( client ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $367
line 850
;850:		if ( client->noclip ) {
ADDRLP4 0
INDIRP4
CNSTI4 656
ADDP4
INDIRI4
CNSTI4 0
EQI4 $369
line 851
;851:			return;
ADDRGP4 $336
JUMPV
LABELV $369
line 853
;852:		}
;853:	}
LABELV $367
line 855
;854:
;855:	if ( !dir ) {
ADDRFP4 12
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $371
line 856
;856:		dflags |= DAMAGE_NO_KNOCKBACK;
ADDRFP4 24
ADDRFP4 24
INDIRI4
CNSTI4 4
BORI4
ASGNI4
line 857
;857:	} else {
ADDRGP4 $372
JUMPV
LABELV $371
line 858
;858:		VectorNormalize(dir);
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 859
;859:	}
LABELV $372
line 861
;860:
;861:	knockback = damage;
ADDRLP4 4
ADDRFP4 20
INDIRI4
ASGNI4
line 862
;862:	if ( knockback > 200 ) {
ADDRLP4 4
INDIRI4
CNSTI4 200
LEI4 $373
line 863
;863:		knockback = 200;
ADDRLP4 4
CNSTI4 200
ASGNI4
line 864
;864:	}
LABELV $373
line 865
;865:	if ( targ->flags & FL_NO_KNOCKBACK ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 2048
BANDI4
CNSTI4 0
EQI4 $375
line 866
;866:		knockback = 0;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 867
;867:	}
LABELV $375
line 868
;868:	if ( dflags & DAMAGE_NO_KNOCKBACK ) {
ADDRFP4 24
INDIRI4
CNSTI4 4
BANDI4
CNSTI4 0
EQI4 $377
line 869
;869:		knockback = 0;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 870
;870:	}
LABELV $377
line 873
;871:
;872:	// figure momentum add, even if the damage won't be taken
;873:	if ( knockback && targ->client ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $379
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $379
line 877
;874:		vec3_t	kvel;
;875:		float	mass;
;876:
;877:		mass = 200;
ADDRLP4 64
CNSTF4 1128792064
ASGNF4
line 879
;878:
;879:		VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
ADDRLP4 68
ADDRFP4 12
INDIRP4
ASGNP4
ADDRLP4 72
ADDRLP4 4
INDIRI4
CVIF4 4
ASGNF4
ADDRLP4 76
ADDRLP4 64
INDIRF4
ASGNF4
ADDRLP4 52
ADDRLP4 68
INDIRP4
INDIRF4
ADDRGP4 g_knockback+8
INDIRF4
ADDRLP4 72
INDIRF4
MULF4
ADDRLP4 76
INDIRF4
DIVF4
MULF4
ASGNF4
ADDRLP4 52+4
ADDRLP4 68
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRGP4 g_knockback+8
INDIRF4
ADDRLP4 72
INDIRF4
MULF4
ADDRLP4 76
INDIRF4
DIVF4
MULF4
ASGNF4
ADDRLP4 52+8
ADDRFP4 12
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRGP4 g_knockback+8
INDIRF4
ADDRLP4 4
INDIRI4
CVIF4 4
MULF4
ADDRLP4 64
INDIRF4
DIVF4
MULF4
ASGNF4
line 880
;880:		VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);
ADDRLP4 80
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 80
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 80
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 52
INDIRF4
ADDF4
ASGNF4
ADDRLP4 84
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 84
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 84
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
ADDRLP4 52+4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 88
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 88
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 88
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
ADDRLP4 52+8
INDIRF4
ADDF4
ASGNF4
line 884
;881:
;882:		// set the timer so that the other client can't cancel
;883:		// out the movement immediately
;884:		if ( !targ->client->ps.pm_time ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
CNSTI4 0
NEI4 $388
line 887
;885:			int		t;
;886:
;887:			t = knockback * 2;
ADDRLP4 92
ADDRLP4 4
INDIRI4
CNSTI4 1
LSHI4
ASGNI4
line 888
;888:			if ( t < 50 ) {
ADDRLP4 92
INDIRI4
CNSTI4 50
GEI4 $390
line 889
;889:				t = 50;
ADDRLP4 92
CNSTI4 50
ASGNI4
line 890
;890:			}
LABELV $390
line 891
;891:			if ( t > 200 ) {
ADDRLP4 92
INDIRI4
CNSTI4 200
LEI4 $392
line 892
;892:				t = 200;
ADDRLP4 92
CNSTI4 200
ASGNI4
line 893
;893:			}
LABELV $392
line 894
;894:			targ->client->ps.pm_time = t;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 16
ADDP4
ADDRLP4 92
INDIRI4
ASGNI4
line 895
;895:			targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
ADDRLP4 96
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 96
INDIRP4
ADDRLP4 96
INDIRP4
INDIRI4
CNSTI4 64
BORI4
ASGNI4
line 896
;896:		}
LABELV $388
line 897
;897:	}
LABELV $379
line 900
;898:
;899:	// check for completely getting out of the damage
;900:	if ( !(dflags & DAMAGE_NO_PROTECTION) ) {
ADDRFP4 24
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
NEI4 $394
line 904
;901:
;902:		// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
;903:		// if the attacker was on the same team
;904:		if ( mod != MOD_JUICED && targ != attacker && !(dflags & DAMAGE_NO_TEAM_PROTECTION) && OnSameTeam (targ, attacker)  ) {
ADDRFP4 28
INDIRI4
CNSTI4 27
EQI4 $396
ADDRLP4 52
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 52
INDIRP4
CVPU4 4
ADDRLP4 56
INDIRP4
CVPU4 4
EQU4 $396
ADDRFP4 24
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
NEI4 $396
ADDRLP4 52
INDIRP4
ARGP4
ADDRLP4 56
INDIRP4
ARGP4
ADDRLP4 60
ADDRGP4 OnSameTeam
CALLI4
ASGNI4
ADDRLP4 60
INDIRI4
CNSTI4 0
EQI4 $396
line 905
;905:			if ( !g_friendlyFire.integer ) {
ADDRGP4 g_friendlyFire+12
INDIRI4
CNSTI4 0
NEI4 $398
line 906
;906:				return;
ADDRGP4 $336
JUMPV
LABELV $398
line 908
;907:			}
;908:		}
LABELV $396
line 910
;909:
;910:		if (mod == MOD_PROXIMITY_MINE) {
ADDRFP4 28
INDIRI4
CNSTI4 25
NEI4 $401
line 911
;911:			if (inflictor && inflictor->parent && OnSameTeam(targ, inflictor->parent)) {
ADDRLP4 64
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 64
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $403
ADDRLP4 64
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $403
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 64
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
ARGP4
ADDRLP4 68
ADDRGP4 OnSameTeam
CALLI4
ASGNI4
ADDRLP4 68
INDIRI4
CNSTI4 0
EQI4 $403
line 912
;912:				return;
ADDRGP4 $336
JUMPV
LABELV $403
line 914
;913:			}
;914:			if (targ == attacker) {
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRFP4 8
INDIRP4
CVPU4 4
NEU4 $405
line 915
;915:				return;
ADDRGP4 $336
JUMPV
LABELV $405
line 917
;916:			}
;917:		}
LABELV $401
line 920
;918:
;919:		// check for godmode
;920:		if ( targ->flags & FL_GODMODE ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
EQI4 $407
line 921
;921:			return;
ADDRGP4 $336
JUMPV
LABELV $407
line 923
;922:		}
;923:	}
LABELV $394
line 927
;924:
;925:	// battlesuit protects from all radius damage (but takes knockback)
;926:	// and protects 50% against all damage
;927:	if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $409
ADDRLP4 0
INDIRP4
CNSTI4 320
ADDP4
INDIRI4
CNSTI4 0
EQI4 $409
line 928
;928:		G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 62
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 929
;929:		if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) {
ADDRFP4 24
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
NEI4 $413
ADDRFP4 28
INDIRI4
CNSTI4 19
NEI4 $411
LABELV $413
line 930
;930:			return;
ADDRGP4 $336
JUMPV
LABELV $411
line 932
;931:		}
;932:		damage *= 0.5;
ADDRFP4 20
ADDRFP4 20
INDIRI4
CVIF4 4
CNSTF4 1056964608
MULF4
CVFI4 4
ASGNI4
line 933
;933:	}
LABELV $409
line 937
;934:
;935:	// always give half damage if hurting self
;936:	// calculated after knockback, so rocket jumping works
;937:	if ( targ == attacker) {
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRFP4 8
INDIRP4
CVPU4 4
NEU4 $414
line 938
;938:		damage *= 0.5;
ADDRFP4 20
ADDRFP4 20
INDIRI4
CVIF4 4
CNSTF4 1056964608
MULF4
CVFI4 4
ASGNI4
line 939
;939:	}
LABELV $414
line 941
;940:
;941:	if ( damage < 1 ) {
ADDRFP4 20
INDIRI4
CNSTI4 1
GEI4 $416
line 942
;942:		damage = 1;
ADDRFP4 20
CNSTI4 1
ASGNI4
line 943
;943:	}
LABELV $416
line 944
;944:	take = damage;
ADDRLP4 8
ADDRFP4 20
INDIRI4
ASGNI4
line 947
;945:
;946:	// save some from armor
;947:	asave = CheckArmor( targ, take, dflags );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 8
INDIRI4
ARGI4
ADDRFP4 24
INDIRI4
ARGI4
ADDRLP4 56
ADDRGP4 CheckArmor
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 56
INDIRI4
ASGNI4
line 949
;948:
;949:	take -= asave;
ADDRLP4 8
ADDRLP4 8
INDIRI4
ADDRLP4 12
INDIRI4
SUBI4
ASGNI4
line 951
;950:
;951:	if ( g_debugDamage.integer ) {
ADDRGP4 g_debugDamage+12
INDIRI4
CNSTI4 0
EQI4 $418
line 952
;952:		G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number,
ADDRGP4 $421
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 60
INDIRP4
INDIRI4
ARGI4
ADDRLP4 60
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ARGI4
ADDRLP4 8
INDIRI4
ARGI4
ADDRLP4 12
INDIRI4
ARGI4
ADDRGP4 G_Printf
CALLV
pop
line 954
;953:			targ->health, take, asave );
;954:	}
LABELV $418
line 957
;955:
;956:	// add to the attacker's hit counter (if the target isn't a general entity like a prox mine)
;957:	if ( attacker->client && client && targ != attacker && targ->health > 0
ADDRLP4 60
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 60
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $423
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $423
ADDRLP4 64
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 64
INDIRP4
CVPU4 4
ADDRLP4 60
INDIRP4
CVPU4 4
EQU4 $423
ADDRLP4 64
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 0
LEI4 $423
ADDRLP4 64
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
EQI4 $423
ADDRLP4 64
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 0
EQI4 $423
line 959
;958:			&& targ->s.eType != ET_MISSILE
;959:			&& targ->s.eType != ET_GENERAL) {
line 960
;960:		if ( OnSameTeam( targ, attacker ) ) {
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 68
ADDRGP4 OnSameTeam
CALLI4
ASGNI4
ADDRLP4 68
INDIRI4
CNSTI4 0
EQI4 $425
line 961
;961:			attacker->client->ps.persistant[PERS_HITS]--;
ADDRLP4 72
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 252
ADDP4
ASGNP4
ADDRLP4 72
INDIRP4
ADDRLP4 72
INDIRP4
INDIRI4
CNSTI4 1
SUBI4
ASGNI4
line 962
;962:		} else {
ADDRGP4 $426
JUMPV
LABELV $425
line 963
;963:			attacker->client->ps.persistant[PERS_HITS]++;
ADDRLP4 72
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 252
ADDP4
ASGNP4
ADDRLP4 72
INDIRP4
ADDRLP4 72
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 964
;964:		}
LABELV $426
line 965
;965:		attacker->client->ps.persistant[PERS_ATTACKEE_ARMOR] = (targ->health<<8)|(client->ps.stats[STAT_ARMOR]);
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 276
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 8
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 200
ADDP4
INDIRI4
BORI4
ASGNI4
line 969
;966:
;967:		// we may hit multiple targets from different teams
;968:		// so usual PERS_HITS increments/decrements could result in ZERO delta
;969:		if ( OnSameTeam( targ, attacker ) ) {
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 72
ADDRGP4 OnSameTeam
CALLI4
ASGNI4
ADDRLP4 72
INDIRI4
CNSTI4 0
EQI4 $427
line 970
;970:			attacker->client->damage.team++;
ADDRLP4 76
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 1624
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 971
;971:		} else {
ADDRGP4 $428
JUMPV
LABELV $427
line 972
;972:			attacker->client->damage.enemy++;
ADDRLP4 76
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 1628
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 974
;973:			// accumulate damage during server frame
;974:			attacker->client->damage.amount += take + asave;
ADDRLP4 80
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 1632
ADDP4
ASGNP4
ADDRLP4 80
INDIRP4
ADDRLP4 80
INDIRP4
INDIRI4
ADDRLP4 8
INDIRI4
ADDRLP4 12
INDIRI4
ADDI4
ADDI4
ASGNI4
line 975
;975:		}
LABELV $428
line 977
;976:
;977:	}
LABELV $423
line 982
;978:
;979:	// add to the damage inflicted on a player this frame
;980:	// the total will be turned into screen blends and view angle kicks
;981:	// at the end of the frame
;982:	if ( client ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $429
line 983
;983:		if ( attacker ) { // FIXME: always true?
ADDRFP4 8
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $431
line 984
;984:			client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 272
ADDP4
ADDRFP4 8
INDIRP4
INDIRI4
ASGNI4
line 985
;985:		} else {
ADDRGP4 $432
JUMPV
LABELV $431
line 986
;986:			client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
ADDRLP4 0
INDIRP4
CNSTI4 272
ADDP4
CNSTI4 1022
ASGNI4
line 987
;987:		}
LABELV $432
line 988
;988:		client->damage_armor += asave;
ADDRLP4 68
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ASGNP4
ADDRLP4 68
INDIRP4
ADDRLP4 68
INDIRP4
INDIRI4
ADDRLP4 12
INDIRI4
ADDI4
ASGNI4
line 989
;989:		client->damage_blood += take;
ADDRLP4 72
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ASGNP4
ADDRLP4 72
INDIRP4
ADDRLP4 72
INDIRP4
INDIRI4
ADDRLP4 8
INDIRI4
ADDI4
ASGNI4
line 990
;990:		client->damage_knockback += knockback;
ADDRLP4 76
ADDRLP4 0
INDIRP4
CNSTI4 696
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
ADDRLP4 4
INDIRI4
ADDI4
ASGNI4
line 991
;991:		if ( dir ) {
ADDRFP4 12
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $433
line 992
;992:			VectorCopy ( dir, client->damage_from );
ADDRLP4 0
INDIRP4
CNSTI4 700
ADDP4
ADDRFP4 12
INDIRP4
INDIRB
ASGNB 12
line 993
;993:			client->damage_fromWorld = qfalse;
ADDRLP4 0
INDIRP4
CNSTI4 712
ADDP4
CNSTI4 0
ASGNI4
line 994
;994:		} else {
ADDRGP4 $434
JUMPV
LABELV $433
line 995
;995:			VectorCopy ( targ->r.currentOrigin, client->damage_from );
ADDRLP4 0
INDIRP4
CNSTI4 700
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
INDIRB
ASGNB 12
line 996
;996:			client->damage_fromWorld = qtrue;
ADDRLP4 0
INDIRP4
CNSTI4 712
ADDP4
CNSTI4 1
ASGNI4
line 997
;997:		}
LABELV $434
line 998
;998:	}
LABELV $429
line 1001
;999:
;1000:	// See if it's the player hurting the emeny flag carrier
;1001:	if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_ONEFLAG ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
EQI4 $439
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $435
LABELV $439
line 1002
;1002:		Team_CheckHurtCarrier(targ, attacker);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Team_CheckHurtCarrier
CALLV
pop
line 1003
;1003:	}
LABELV $435
line 1005
;1004:
;1005:	if (targ->client) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $440
line 1007
;1006:		// set the last client who damaged the target
;1007:		targ->client->lasthurt_client = attacker->s.number;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 732
ADDP4
ADDRFP4 8
INDIRP4
INDIRI4
ASGNI4
line 1008
;1008:		targ->client->lasthurt_mod = mod;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 736
ADDP4
ADDRFP4 28
INDIRI4
ASGNI4
line 1009
;1009:	}
LABELV $440
line 1012
;1010:
;1011:	// do the damage
;1012:	if (take) {
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $442
line 1013
;1013:		targ->health = targ->health - take;
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
CNSTI4 732
ADDP4
ADDRLP4 68
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 8
INDIRI4
SUBI4
ASGNI4
line 1014
;1014:		if ( targ->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $444
line 1015
;1015:			targ->client->ps.stats[STAT_HEALTH] = targ->health;
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 184
ADDP4
ADDRLP4 72
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ASGNI4
line 1016
;1016:		}
LABELV $444
line 1018
;1017:			
;1018:		if ( targ->health <= 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 0
GTI4 $446
line 1019
;1019:			if ( client )
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $448
line 1020
;1020:				targ->flags |= FL_NO_KNOCKBACK;
ADDRLP4 72
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
ASGNP4
ADDRLP4 72
INDIRP4
ADDRLP4 72
INDIRP4
INDIRI4
CNSTI4 2048
BORI4
ASGNI4
LABELV $448
line 1022
;1021:
;1022:			if (targ->health < -999)
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 -999
GEI4 $450
line 1023
;1023:				targ->health = -999;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
CNSTI4 -999
ASGNI4
LABELV $450
line 1025
;1024:
;1025:			targ->enemy = attacker;
ADDRFP4 0
INDIRP4
CNSTI4 768
ADDP4
ADDRFP4 8
INDIRP4
ASGNP4
line 1026
;1026:			targ->die (targ, inflictor, attacker, take, mod);
ADDRLP4 76
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRI4
ARGI4
ADDRFP4 28
INDIRI4
ARGI4
ADDRLP4 76
INDIRP4
CNSTI4 716
ADDP4
INDIRP4
CALLV
pop
line 1027
;1027:			return;
ADDRGP4 $336
JUMPV
LABELV $446
line 1028
;1028:		} else if ( targ->pain ) {
ADDRFP4 0
INDIRP4
CNSTI4 712
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $452
line 1029
;1029:			targ->pain (targ, attacker, take);
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRI4
ARGI4
ADDRLP4 72
INDIRP4
CNSTI4 712
ADDP4
INDIRP4
CALLV
pop
line 1030
;1030:		}
LABELV $452
line 1031
;1031:	}
LABELV $442
line 1033
;1032:
;1033:}
LABELV $336
endproc G_Damage 100 24
export CanDamage
proc CanDamage 144 28
line 1045
;1034:
;1035:
;1036:/*
;1037:============
;1038:CanDamage
;1039:
;1040:Returns qtrue if the inflictor can directly damage the target.  Used for
;1041:explosions and melee attacks.
;1042:============
;1043:*/
;1044:qboolean CanDamage( gentity_t *targ, vec3_t origin )
;1045:{
line 1053
;1046:	//we check if the attacker can damage the target, return qtrue if yes, qfalse if no
;1047:	vec3_t	dest;
;1048:	trace_t	tr;
;1049:	vec3_t	midpoint;
;1050:	vec3_t				size;
;1051:
;1052:	// use the midpoint of the bounds instead of the origin, because bmodels may have their origin 0,0,0
;1053:	VectorAdd (targ->r.absmin, targ->r.absmax, midpoint);
ADDRLP4 92
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 80
ADDRLP4 92
INDIRP4
CNSTI4 464
ADDP4
INDIRF4
ADDRLP4 92
INDIRP4
CNSTI4 476
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 80+4
ADDRLP4 92
INDIRP4
CNSTI4 468
ADDP4
INDIRF4
ADDRLP4 92
INDIRP4
CNSTI4 480
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 96
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 80+8
ADDRLP4 96
INDIRP4
CNSTI4 472
ADDP4
INDIRF4
ADDRLP4 96
INDIRP4
CNSTI4 484
ADDP4
INDIRF4
ADDF4
ASGNF4
line 1054
;1054:	VectorScale( midpoint, 0.5, dest );
ADDRLP4 0
ADDRLP4 80
INDIRF4
CNSTF4 1056964608
MULF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 80+4
INDIRF4
CNSTF4 1056964608
MULF4
ASGNF4
ADDRLP4 0+8
ADDRLP4 80+8
INDIRF4
CNSTF4 1056964608
MULF4
ASGNF4
line 1056
;1055:
;1056:	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
ADDRLP4 12
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 100
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 100
INDIRP4
ARGP4
ADDRLP4 100
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1057
;1057:	if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
ADDRLP4 12+8
INDIRF4
CNSTF4 1065353216
EQF4 $465
ADDRLP4 12+52
INDIRI4
ADDRFP4 0
INDIRP4
INDIRI4
NEI4 $461
LABELV $465
line 1058
;1058:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $454
JUMPV
LABELV $461
line 1060
;1059:
;1060:	VectorSubtract( targ->r.absmax, targ->r.absmin, size );
ADDRLP4 104
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
ADDRLP4 104
INDIRP4
CNSTI4 476
ADDP4
INDIRF4
ADDRLP4 104
INDIRP4
CNSTI4 464
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 68+4
ADDRLP4 104
INDIRP4
CNSTI4 480
ADDP4
INDIRF4
ADDRLP4 104
INDIRP4
CNSTI4 468
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 108
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68+8
ADDRLP4 108
INDIRP4
CNSTI4 484
ADDP4
INDIRF4
ADDRLP4 108
INDIRP4
CNSTI4 472
ADDP4
INDIRF4
SUBF4
ASGNF4
line 1066
;1061:	
;1062:	// top quad
;1063:
;1064:	// - +
;1065:	// - -
;1066:	VectorCopy( targ->r.absmax, dest );
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 476
ADDP4
INDIRB
ASGNB 12
line 1067
;1067:	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
ADDRLP4 12
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 112
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 112
INDIRP4
ARGP4
ADDRLP4 112
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1068
;1068:	if (tr.fraction == 1.0)
ADDRLP4 12+8
INDIRF4
CNSTF4 1065353216
NEF4 $468
line 1069
;1069:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $454
JUMPV
LABELV $468
line 1073
;1070:
;1071:	// + -
;1072:	// - -
;1073:	dest[0] -= size[0];
ADDRLP4 0
ADDRLP4 0
INDIRF4
ADDRLP4 68
INDIRF4
SUBF4
ASGNF4
line 1074
;1074:	trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
ADDRLP4 12
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 116
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 116
INDIRP4
ARGP4
ADDRLP4 116
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1075
;1075:	if ( tr.fraction == 1.0 )
ADDRLP4 12+8
INDIRF4
CNSTF4 1065353216
NEF4 $471
line 1076
;1076:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $454
JUMPV
LABELV $471
line 1080
;1077:
;1078:	// - -
;1079:	// + -
;1080:	dest[1] -= size[1];
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
ADDRLP4 68+4
INDIRF4
SUBF4
ASGNF4
line 1081
;1081:	trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
ADDRLP4 12
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 120
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 120
INDIRP4
ARGP4
ADDRLP4 120
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1082
;1082:	if ( tr.fraction == 1.0 )
ADDRLP4 12+8
INDIRF4
CNSTF4 1065353216
NEF4 $476
line 1083
;1083:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $454
JUMPV
LABELV $476
line 1087
;1084:
;1085:	// - -
;1086:	// - +
;1087:	dest[0] += size[0];
ADDRLP4 0
ADDRLP4 0
INDIRF4
ADDRLP4 68
INDIRF4
ADDF4
ASGNF4
line 1088
;1088:	trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
ADDRLP4 12
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 124
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 124
INDIRP4
ARGP4
ADDRLP4 124
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1089
;1089:	if ( tr.fraction == 1.0 )
ADDRLP4 12+8
INDIRF4
CNSTF4 1065353216
NEF4 $479
line 1090
;1090:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $454
JUMPV
LABELV $479
line 1096
;1091:
;1092:	// bottom quad
;1093:
;1094:	// - -
;1095:	// + -
;1096:	VectorCopy( targ->r.absmin, dest );
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 464
ADDP4
INDIRB
ASGNB 12
line 1097
;1097:	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
ADDRLP4 12
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 128
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 128
INDIRP4
ARGP4
ADDRLP4 128
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1098
;1098:	if (tr.fraction == 1.0)
ADDRLP4 12+8
INDIRF4
CNSTF4 1065353216
NEF4 $482
line 1099
;1099:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $454
JUMPV
LABELV $482
line 1103
;1100:
;1101:	// - -
;1102:	// - +
;1103:	dest[0] += size[0];
ADDRLP4 0
ADDRLP4 0
INDIRF4
ADDRLP4 68
INDIRF4
ADDF4
ASGNF4
line 1104
;1104:	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
ADDRLP4 12
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 132
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 132
INDIRP4
ARGP4
ADDRLP4 132
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1105
;1105:	if (tr.fraction == 1.0)
ADDRLP4 12+8
INDIRF4
CNSTF4 1065353216
NEF4 $485
line 1106
;1106:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $454
JUMPV
LABELV $485
line 1110
;1107:
;1108:	// - +
;1109:	// - -
;1110:	dest[1] += size[1];
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
ADDRLP4 68+4
INDIRF4
ADDF4
ASGNF4
line 1111
;1111:	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
ADDRLP4 12
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 136
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 136
INDIRP4
ARGP4
ADDRLP4 136
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1112
;1112:	if (tr.fraction == 1.0)
ADDRLP4 12+8
INDIRF4
CNSTF4 1065353216
NEF4 $490
line 1113
;1113:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $454
JUMPV
LABELV $490
line 1117
;1114:
;1115:	// + -
;1116:	// - -
;1117:	dest[0] -= size[0];
ADDRLP4 0
ADDRLP4 0
INDIRF4
ADDRLP4 68
INDIRF4
SUBF4
ASGNF4
line 1118
;1118:	trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
ADDRLP4 12
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 140
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 140
INDIRP4
ARGP4
ADDRLP4 140
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1119
;1119:	if ( tr.fraction == 1.0 )
ADDRLP4 12+8
INDIRF4
CNSTF4 1065353216
NEF4 $493
line 1120
;1120:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $454
JUMPV
LABELV $493
line 1122
;1121:
;1122:	return qfalse;
CNSTI4 0
RETI4
LABELV $454
endproc CanDamage 144 28
export G_RadiusDamage
proc G_RadiusDamage 4196 32
line 1132
;1123:}
;1124:
;1125:
;1126:/*
;1127:============
;1128:G_RadiusDamage
;1129:============
;1130:*/
;1131:qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
;1132:					 gentity_t *ignore, int mod) {
line 1141
;1133:	float		points, dist;
;1134:	gentity_t	*ent;
;1135:	int			entityList[MAX_GENTITIES];
;1136:	int			numListedEntities;
;1137:	vec3_t		mins, maxs;
;1138:	vec3_t		v;
;1139:	vec3_t		dir;
;1140:	int			i, e;
;1141:	qboolean	hitClient = qfalse;
ADDRLP4 4168
CNSTI4 0
ASGNI4
line 1143
;1142:
;1143:	if ( radius < 1 ) {
ADDRFP4 12
INDIRF4
CNSTF4 1065353216
GEF4 $497
line 1144
;1144:		radius = 1;
ADDRFP4 12
CNSTF4 1065353216
ASGNF4
line 1145
;1145:	}
LABELV $497
line 1147
;1146:
;1147:	for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $499
line 1148
;1148:		mins[i] = origin[i] - radius;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4144
ADDP4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRFP4 12
INDIRF4
SUBF4
ASGNF4
line 1149
;1149:		maxs[i] = origin[i] + radius;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4156
ADDP4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRFP4 12
INDIRF4
ADDF4
ASGNF4
line 1150
;1150:	}
LABELV $500
line 1147
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $499
line 1152
;1151:
;1152:	numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
ADDRLP4 4144
ARGP4
ADDRLP4 4156
ARGP4
ADDRLP4 44
ARGP4
CNSTI4 1024
ARGI4
ADDRLP4 4172
ADDRGP4 trap_EntitiesInBox
CALLI4
ASGNI4
ADDRLP4 4140
ADDRLP4 4172
INDIRI4
ASGNI4
line 1154
;1153:
;1154:	for ( e = 0 ; e < numListedEntities ; e++ ) {
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRGP4 $506
JUMPV
LABELV $503
line 1155
;1155:		ent = &g_entities[entityList[ e ]];
ADDRLP4 4
ADDRLP4 20
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 44
ADDP4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 1157
;1156:
;1157:		if (ent == ignore)
ADDRLP4 4
INDIRP4
CVPU4 4
ADDRFP4 16
INDIRP4
CVPU4 4
NEU4 $507
line 1158
;1158:			continue;
ADDRGP4 $504
JUMPV
LABELV $507
line 1159
;1159:		if (!ent->takedamage)
ADDRLP4 4
INDIRP4
CNSTI4 736
ADDP4
INDIRI4
CNSTI4 0
NEI4 $509
line 1160
;1160:			continue;
ADDRGP4 $504
JUMPV
LABELV $509
line 1163
;1161:
;1162:		// find the distance from the edge of the bounding box
;1163:		for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $511
line 1164
;1164:			if ( origin[i] < ent->r.absmin[i] ) {
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
INDIRP4
CNSTI4 464
ADDP4
ADDP4
INDIRF4
GEF4 $515
line 1165
;1165:				v[i] = ent->r.absmin[i] - origin[i];
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
ADDP4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
INDIRP4
CNSTI4 464
ADDP4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 1166
;1166:			} else if ( origin[i] > ent->r.absmax[i] ) {
ADDRGP4 $516
JUMPV
LABELV $515
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
INDIRP4
CNSTI4 476
ADDP4
ADDP4
INDIRF4
LEF4 $517
line 1167
;1167:				v[i] = origin[i] - ent->r.absmax[i];
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
ADDP4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
INDIRP4
CNSTI4 476
ADDP4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 1168
;1168:			} else {
ADDRGP4 $518
JUMPV
LABELV $517
line 1169
;1169:				v[i] = 0;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
ADDP4
CNSTF4 0
ASGNF4
line 1170
;1170:			}
LABELV $518
LABELV $516
line 1171
;1171:		}
LABELV $512
line 1163
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $511
line 1173
;1172:
;1173:		dist = VectorLength( v );
ADDRLP4 8
ARGP4
ADDRLP4 4176
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 24
ADDRLP4 4176
INDIRF4
ASGNF4
line 1174
;1174:		if ( dist >= radius ) {
ADDRLP4 24
INDIRF4
ADDRFP4 12
INDIRF4
LTF4 $519
line 1175
;1175:			continue;
ADDRGP4 $504
JUMPV
LABELV $519
line 1178
;1176:		}
;1177:
;1178:		points = damage * ( 1.0 - dist / radius );
ADDRLP4 40
ADDRFP4 8
INDIRF4
CNSTF4 1065353216
ADDRLP4 24
INDIRF4
ADDRFP4 12
INDIRF4
DIVF4
SUBF4
MULF4
ASGNF4
line 1180
;1179:
;1180:		if( CanDamage (ent, origin) ) {
ADDRLP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 4180
ADDRGP4 CanDamage
CALLI4
ASGNI4
ADDRLP4 4180
INDIRI4
CNSTI4 0
EQI4 $521
line 1181
;1181:			if( LogAccuracyHit( ent, attacker ) ) {
ADDRLP4 4
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 4184
ADDRGP4 LogAccuracyHit
CALLI4
ASGNI4
ADDRLP4 4184
INDIRI4
CNSTI4 0
EQI4 $523
line 1182
;1182:				hitClient = qtrue;
ADDRLP4 4168
CNSTI4 1
ASGNI4
line 1183
;1183:			}
LABELV $523
line 1184
;1184:			VectorSubtract (ent->r.currentOrigin, origin, dir);
ADDRLP4 4192
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
ADDRLP4 4
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
ADDRLP4 4192
INDIRP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 28+4
ADDRLP4 4
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
ADDRLP4 4192
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 28+8
ADDRLP4 4
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
SUBF4
ASGNF4
line 1187
;1185:			// push the center of mass higher than the origin so players
;1186:			// get knocked into the air more
;1187:			dir[2] += 24;
ADDRLP4 28+8
ADDRLP4 28+8
INDIRF4
CNSTF4 1103101952
ADDF4
ASGNF4
line 1188
;1188:			G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
ADDRLP4 4
INDIRP4
ARGP4
CNSTP4 0
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 28
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 40
INDIRF4
CVFI4 4
ARGI4
CNSTI4 1
ARGI4
ADDRFP4 20
INDIRI4
ARGI4
ADDRGP4 G_Damage
CALLV
pop
line 1189
;1189:		}
LABELV $521
line 1190
;1190:	}
LABELV $504
line 1154
ADDRLP4 20
ADDRLP4 20
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $506
ADDRLP4 20
INDIRI4
ADDRLP4 4140
INDIRI4
LTI4 $503
line 1192
;1191:
;1192:	return hitClient;
ADDRLP4 4168
INDIRI4
RETI4
LABELV $496
endproc G_RadiusDamage 4196 32
import neutralObelisk
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 G_RunClient
import ClientEndFrame
import ClientThink
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 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 BuildShaderStateConfig
import AddRemap
import G_SetOrigin
import G_AddEvent
import G_AddPredictableEvent
import vectoyaw
import vtos
import tv
import G_TouchSolids
import G_TouchTriggers
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
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byte 1 37
byte 1 105
byte 1 32
byte 1 97
byte 1 114
byte 1 109
byte 1 111
byte 1 114
byte 1 58
byte 1 37
byte 1 105
byte 1 10
byte 1 0
align 1
LABELV $244
byte 1 75
byte 1 105
byte 1 108
byte 1 108
byte 1 58
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 105
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 107
byte 1 105
byte 1 108
byte 1 108
byte 1 101
byte 1 100
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 98
byte 1 121
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $243
byte 1 60
byte 1 98
byte 1 97
byte 1 100
byte 1 32
byte 1 111
byte 1 98
byte 1 105
byte 1 116
byte 1 117
byte 1 97
byte 1 114
byte 1 121
byte 1 62
byte 1 0
align 1
LABELV $237
byte 1 60
byte 1 119
byte 1 111
byte 1 114
byte 1 108
byte 1 100
byte 1 62
byte 1 0
align 1
LABELV $236
byte 1 60
byte 1 110
byte 1 111
byte 1 110
byte 1 45
byte 1 99
byte 1 108
byte 1 105
byte 1 101
byte 1 110
byte 1 116
byte 1 62
byte 1 0
align 1
LABELV $212
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byte 1 97
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byte 1 95
byte 1 98
byte 1 108
byte 1 117
byte 1 101
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 0
align 1
LABELV $211
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 114
byte 1 101
byte 1 100
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 0
align 1
LABELV $191
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 114
byte 1 101
byte 1 100
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 0
align 1
LABELV $190
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 98
byte 1 108
byte 1 117
byte 1 101
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 0
align 1
LABELV $176
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 71
byte 1 82
byte 1 65
byte 1 80
byte 1 80
byte 1 76
byte 1 69
byte 1 0
align 1
LABELV $175
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 74
byte 1 85
byte 1 73
byte 1 67
byte 1 69
byte 1 68
byte 1 0
align 1
LABELV $174
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 75
byte 1 65
byte 1 77
byte 1 73
byte 1 75
byte 1 65
byte 1 90
byte 1 69
byte 1 0
align 1
LABELV $173
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 80
byte 1 82
byte 1 79
byte 1 88
byte 1 73
byte 1 77
byte 1 73
byte 1 84
byte 1 89
byte 1 95
byte 1 77
byte 1 73
byte 1 78
byte 1 69
byte 1 0
align 1
LABELV $172
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 67
byte 1 72
byte 1 65
byte 1 73
byte 1 78
byte 1 71
byte 1 85
byte 1 78
byte 1 0
align 1
LABELV $171
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 78
byte 1 65
byte 1 73
byte 1 76
byte 1 0
align 1
LABELV $170
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 84
byte 1 82
byte 1 73
byte 1 71
byte 1 71
byte 1 69
byte 1 82
byte 1 95
byte 1 72
byte 1 85
byte 1 82
byte 1 84
byte 1 0
align 1
LABELV $169
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 84
byte 1 65
byte 1 82
byte 1 71
byte 1 69
byte 1 84
byte 1 95
byte 1 76
byte 1 65
byte 1 83
byte 1 69
byte 1 82
byte 1 0
align 1
LABELV $168
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 83
byte 1 85
byte 1 73
byte 1 67
byte 1 73
byte 1 68
byte 1 69
byte 1 0
align 1
LABELV $167
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 70
byte 1 65
byte 1 76
byte 1 76
byte 1 73
byte 1 78
byte 1 71
byte 1 0
align 1
LABELV $166
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 84
byte 1 69
byte 1 76
byte 1 69
byte 1 70
byte 1 82
byte 1 65
byte 1 71
byte 1 0
align 1
LABELV $165
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 67
byte 1 82
byte 1 85
byte 1 83
byte 1 72
byte 1 0
align 1
LABELV $164
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 76
byte 1 65
byte 1 86
byte 1 65
byte 1 0
align 1
LABELV $163
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 83
byte 1 76
byte 1 73
byte 1 77
byte 1 69
byte 1 0
align 1
LABELV $162
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 87
byte 1 65
byte 1 84
byte 1 69
byte 1 82
byte 1 0
align 1
LABELV $161
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 66
byte 1 70
byte 1 71
byte 1 95
byte 1 83
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 72
byte 1 0
align 1
LABELV $160
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 66
byte 1 70
byte 1 71
byte 1 0
align 1
LABELV $159
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 76
byte 1 73
byte 1 71
byte 1 72
byte 1 84
byte 1 78
byte 1 73
byte 1 78
byte 1 71
byte 1 0
align 1
LABELV $158
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 82
byte 1 65
byte 1 73
byte 1 76
byte 1 71
byte 1 85
byte 1 78
byte 1 0
align 1
LABELV $157
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 77
byte 1 65
byte 1 95
byte 1 83
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 72
byte 1 0
align 1
LABELV $156
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 77
byte 1 65
byte 1 0
align 1
LABELV $155
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 82
byte 1 79
byte 1 67
byte 1 75
byte 1 69
byte 1 84
byte 1 95
byte 1 83
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 72
byte 1 0
align 1
LABELV $154
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 82
byte 1 79
byte 1 67
byte 1 75
byte 1 69
byte 1 84
byte 1 0
align 1
LABELV $153
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 71
byte 1 82
byte 1 69
byte 1 78
byte 1 65
byte 1 68
byte 1 69
byte 1 95
byte 1 83
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 72
byte 1 0
align 1
LABELV $152
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 71
byte 1 82
byte 1 69
byte 1 78
byte 1 65
byte 1 68
byte 1 69
byte 1 0
align 1
LABELV $151
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 77
byte 1 65
byte 1 67
byte 1 72
byte 1 73
byte 1 78
byte 1 69
byte 1 71
byte 1 85
byte 1 78
byte 1 0
align 1
LABELV $150
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 71
byte 1 65
byte 1 85
byte 1 78
byte 1 84
byte 1 76
byte 1 69
byte 1 84
byte 1 0
align 1
LABELV $149
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 83
byte 1 72
byte 1 79
byte 1 84
byte 1 71
byte 1 85
byte 1 78
byte 1 0
align 1
LABELV $148
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 85
byte 1 78
byte 1 75
byte 1 78
byte 1 79
byte 1 87
byte 1 78
byte 1 0
align 1
LABELV $141
byte 1 107
byte 1 97
byte 1 109
byte 1 105
byte 1 107
byte 1 97
byte 1 122
byte 1 101
byte 1 32
byte 1 116
byte 1 105
byte 1 109
byte 1 101
byte 1 114
byte 1 0
align 1
LABELV $97
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 $96
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
