g_mover.asm
themuffinator_dm-game/build/win32-qvm/vm/game/g_mover.asm
export G_TestEntityPosition
code
proc G_TestEntityPosition 64 28
file "..\..\..\..\code\game\g_mover.c"
line 31
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:
;4:#include "g_local.h"
;5:
;6:
;7:
;8:/*
;9:===============================================================================
;10:
;11:PUSHMOVE
;12:
;13:===============================================================================
;14:*/
;15:
;16:typedef struct {
;17:	gentity_t	*ent;
;18:	vec3_t	origin;
;19:	vec3_t	angles;
;20:	float	deltayaw;
;21:} pushed_t;
;22:pushed_t	pushed[MAX_GENTITIES], *pushed_p;
;23:
;24:
;25:/*
;26:============
;27:G_TestEntityPosition
;28:
;29:============
;30:*/
;31:gentity_t	*G_TestEntityPosition( gentity_t *ent ) {
line 35
;32:	trace_t	tr;
;33:	int		mask;
;34:
;35:	if ( ent->clipmask ) {
ADDRFP4 0
INDIRP4
CNSTI4 572
ADDP4
INDIRI4
CNSTI4 0
EQI4 $57
line 36
;36:		mask = ent->clipmask;
ADDRLP4 56
ADDRFP4 0
INDIRP4
CNSTI4 572
ADDP4
INDIRI4
ASGNI4
line 37
;37:	} else {
ADDRGP4 $58
JUMPV
LABELV $57
line 38
;38:		mask = MASK_SOLID;
ADDRLP4 56
CNSTI4 1
ASGNI4
line 39
;39:	}
LABELV $58
line 40
;40:	if ( ent->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $59
line 41
;41:		trap_Trace( &tr, ent->client->ps.origin, ent->r.mins, ent->r.maxs, ent->client->ps.origin, ent->s.number, mask );
ADDRLP4 0
ARGP4
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 60
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
ADDRLP4 60
INDIRP4
CNSTI4 436
ADDP4
ARGP4
ADDRLP4 60
INDIRP4
CNSTI4 448
ADDP4
ARGP4
ADDRLP4 60
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
ADDRLP4 60
INDIRP4
INDIRI4
ARGI4
ADDRLP4 56
INDIRI4
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 42
;42:	} else {
ADDRGP4 $60
JUMPV
LABELV $59
line 43
;43:		trap_Trace( &tr, ent->s.pos.trBase, ent->r.mins, ent->r.maxs, ent->s.pos.trBase, ent->s.number, mask );
ADDRLP4 0
ARGP4
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 60
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 60
INDIRP4
CNSTI4 436
ADDP4
ARGP4
ADDRLP4 60
INDIRP4
CNSTI4 448
ADDP4
ARGP4
ADDRLP4 60
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 60
INDIRP4
INDIRI4
ARGI4
ADDRLP4 56
INDIRI4
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 44
;44:	}
LABELV $60
line 46
;45:	
;46:	if (tr.startsolid)
ADDRLP4 0+4
INDIRI4
CNSTI4 0
EQI4 $61
line 47
;47:		return &g_entities[ tr.entityNum ];
ADDRLP4 0+52
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
RETP4
ADDRGP4 $56
JUMPV
LABELV $61
line 49
;48:		
;49:	return NULL;
CNSTP4 0
RETP4
LABELV $56
endproc G_TestEntityPosition 64 28
export G_CreateRotationMatrix
proc G_CreateRotationMatrix 4 16
line 57
;50:}
;51:
;52:/*
;53:================
;54:G_CreateRotationMatrix
;55:================
;56:*/
;57:void G_CreateRotationMatrix(vec3_t angles, vec3_t matrix[3]) {
line 58
;58:	AngleVectors(angles, matrix[0], matrix[1], matrix[2]);
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 59
;59:	VectorInverse(matrix[1]);
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 VectorInverse
CALLV
pop
line 60
;60:}
LABELV $65
endproc G_CreateRotationMatrix 4 16
export G_TransposeMatrix
proc G_TransposeMatrix 16 0
line 67
;61:
;62:/*
;63:================
;64:G_TransposeMatrix
;65:================
;66:*/
;67:void G_TransposeMatrix(vec3_t matrix[3], vec3_t transpose[3]) {
line 69
;68:	int i, j;
;69:	for (i = 0; i < 3; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $67
line 70
;70:		for (j = 0; j < 3; j++) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $71
line 71
;71:			transpose[i][j] = matrix[j][i];
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
INDIRI4
CNSTI4 12
MULI4
ADDRFP4 4
INDIRP4
ADDP4
ADDP4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 0
INDIRI4
CNSTI4 12
MULI4
ADDRFP4 0
INDIRP4
ADDP4
ADDP4
INDIRF4
ASGNF4
line 72
;72:		}
LABELV $72
line 70
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $71
line 73
;73:	}
LABELV $68
line 69
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 3
LTI4 $67
line 74
;74:}
LABELV $66
endproc G_TransposeMatrix 16 0
export G_RotatePoint
proc G_RotatePoint 24 0
line 81
;75:
;76:/*
;77:================
;78:G_RotatePoint
;79:================
;80:*/
;81:void G_RotatePoint(vec3_t point, vec3_t matrix[3]) {
line 84
;82:	vec3_t tvec;
;83:
;84:	VectorCopy(point, tvec);
ADDRLP4 0
ADDRFP4 0
INDIRP4
INDIRB
ASGNB 12
line 85
;85:	point[0] = DotProduct(matrix[0], tvec);
ADDRLP4 12
ADDRFP4 4
INDIRP4
ASGNP4
ADDRFP4 0
INDIRP4
ADDRLP4 12
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDRLP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 0+4
INDIRF4
MULF4
ADDF4
ADDRLP4 12
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 0+8
INDIRF4
MULF4
ADDF4
ASGNF4
line 86
;86:	point[1] = DotProduct(matrix[1], tvec);
ADDRLP4 16
ADDRFP4 4
INDIRP4
ASGNP4
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
ADDRLP4 16
INDIRP4
CNSTI4 12
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDRLP4 16
INDIRP4
CNSTI4 16
ADDP4
INDIRF4
ADDRLP4 0+4
INDIRF4
MULF4
ADDF4
ADDRLP4 16
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 0+8
INDIRF4
MULF4
ADDF4
ASGNF4
line 87
;87:	point[2] = DotProduct(matrix[2], tvec);
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ADDRLP4 20
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDRLP4 20
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 0+4
INDIRF4
MULF4
ADDF4
ADDRLP4 20
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 0+8
INDIRF4
MULF4
ADDF4
ASGNF4
line 88
;88:}
LABELV $75
endproc G_RotatePoint 24 0
export G_TryPushingEntity
proc G_TryPushingEntity 172 8
line 97
;89:
;90:/*
;91:==================
;92:G_TryPushingEntity
;93:
;94:Returns qfalse if the move is blocked
;95:==================
;96:*/
;97:qboolean	G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove ) {
line 104
;98:	vec3_t		matrix[3], transpose[3];
;99:	vec3_t		org, org2, move2;
;100:	gentity_t	*block;
;101:
;102:	// EF_MOVER_STOP will just stop when contacting another entity
;103:	// instead of pushing it, but entities can still ride on top of it
;104:	if ( ( pusher->s.eFlags & EF_MOVER_STOP ) && 
ADDRLP4 112
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 112
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
EQI4 $83
ADDRFP4 0
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
ADDRLP4 112
INDIRP4
INDIRI4
EQI4 $83
line 105
;105:		check->s.groundEntityNum != pusher->s.number ) {
line 106
;106:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $82
JUMPV
LABELV $83
line 110
;107:	}
;108:
;109:	// save off the old position
;110:	if (pushed_p > &pushed[MAX_GENTITIES]) {
ADDRGP4 pushed_p
INDIRP4
CVPU4 4
ADDRGP4 pushed+32768
CVPU4 4
LEU4 $85
line 111
;111:		G_Error( "pushed_p > &pushed[MAX_GENTITIES]" );
ADDRGP4 $88
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 112
;112:	}
LABELV $85
line 113
;113:	pushed_p->ent = check;
ADDRGP4 pushed_p
INDIRP4
ADDRFP4 0
INDIRP4
ASGNP4
line 114
;114:	VectorCopy (check->s.pos.trBase, pushed_p->origin);
ADDRGP4 pushed_p
INDIRP4
CNSTI4 4
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 115
;115:	VectorCopy (check->s.apos.trBase, pushed_p->angles);
ADDRGP4 pushed_p
INDIRP4
CNSTI4 16
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 60
ADDP4
INDIRB
ASGNB 12
line 116
;116:	if ( check->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $89
line 117
;117:		pushed_p->deltayaw = check->client->ps.delta_angles[YAW];
ADDRGP4 pushed_p
INDIRP4
CNSTI4 28
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 60
ADDP4
INDIRI4
CVIF4 4
ASGNF4
line 118
;118:		VectorCopy (check->client->ps.origin, pushed_p->origin);
ADDRGP4 pushed_p
INDIRP4
CNSTI4 4
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRB
ASGNB 12
line 119
;119:	}
LABELV $89
line 120
;120:	pushed_p++;
ADDRLP4 116
ADDRGP4 pushed_p
ASGNP4
ADDRLP4 116
INDIRP4
ADDRLP4 116
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
line 124
;121:
;122:	// try moving the contacted entity 
;123:	// figure movement due to the pusher's amove
;124:	G_CreateRotationMatrix( amove, transpose );
ADDRFP4 12
INDIRP4
ARGP4
ADDRLP4 76
ARGP4
ADDRGP4 G_CreateRotationMatrix
CALLV
pop
line 125
;125:	G_TransposeMatrix( transpose, matrix );
ADDRLP4 76
ARGP4
ADDRLP4 40
ARGP4
ADDRGP4 G_TransposeMatrix
CALLV
pop
line 126
;126:	if ( check->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $91
line 127
;127:		VectorSubtract (check->client->ps.origin, pusher->r.currentOrigin, org);
ADDRLP4 120
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 124
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 120
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 124
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 120
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 124
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 12+8
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
SUBF4
ASGNF4
line 128
;128:	}
ADDRGP4 $92
JUMPV
LABELV $91
line 129
;129:	else {
line 130
;130:		VectorSubtract (check->s.pos.trBase, pusher->r.currentOrigin, org);
ADDRLP4 120
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 124
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 120
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 124
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 120
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 124
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 12+8
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
SUBF4
ASGNF4
line 131
;131:	}
LABELV $92
line 132
;132:	VectorCopy( org, org2 );
ADDRLP4 24
ADDRLP4 12
INDIRB
ASGNB 12
line 133
;133:	G_RotatePoint( org2, matrix );
ADDRLP4 24
ARGP4
ADDRLP4 40
ARGP4
ADDRGP4 G_RotatePoint
CALLV
pop
line 134
;134:	VectorSubtract (org2, org, move2);
ADDRLP4 0
ADDRLP4 24
INDIRF4
ADDRLP4 12
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 24+4
INDIRF4
ADDRLP4 12+4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+8
ADDRLP4 24+8
INDIRF4
ADDRLP4 12+8
INDIRF4
SUBF4
ASGNF4
line 136
;135:	// add movement
;136:	VectorAdd (check->s.pos.trBase, move, check->s.pos.trBase);
ADDRLP4 120
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 120
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 120
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 124
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 124
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 124
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 128
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 128
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 128
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDF4
ASGNF4
line 137
;137:	VectorAdd (check->s.pos.trBase, move2, check->s.pos.trBase);
ADDRLP4 132
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 132
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 132
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
ADDF4
ASGNF4
ADDRLP4 136
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 136
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 136
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 0+4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 140
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 140
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 140
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 0+8
INDIRF4
ADDF4
ASGNF4
line 138
;138:	if ( check->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $105
line 139
;139:		VectorAdd (check->client->ps.origin, move, check->client->ps.origin);
ADDRLP4 144
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 144
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ADDRLP4 144
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 148
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 148
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 148
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 152
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 152
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 152
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDF4
ASGNF4
line 140
;140:		VectorAdd (check->client->ps.origin, move2, check->client->ps.origin);
ADDRLP4 156
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 156
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ADDRLP4 156
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
ADDF4
ASGNF4
ADDRLP4 160
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 160
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 160
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 0+4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 164
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 164
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 164
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 0+8
INDIRF4
ADDF4
ASGNF4
line 142
;141:		// make sure the client's view rotates when on a rotating mover
;142:		check->client->ps.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]);
ADDRLP4 168
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 60
ADDP4
ASGNP4
ADDRLP4 168
INDIRP4
ADDRLP4 168
INDIRP4
INDIRI4
ADDRFP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
CNSTF4 1127615329
MULF4
CVFI4 4
CNSTI4 65535
BANDI4
ADDI4
ASGNI4
line 143
;143:	}
LABELV $105
line 146
;144:
;145:	// may have pushed them off an edge
;146:	if ( check->s.groundEntityNum != pusher->s.number ) {
ADDRFP4 0
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
ADDRFP4 4
INDIRP4
INDIRI4
EQI4 $109
line 147
;147:		check->s.groundEntityNum = ENTITYNUM_NONE;
ADDRFP4 0
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 1023
ASGNI4
line 148
;148:	}
LABELV $109
line 150
;149:
;150:	block = G_TestEntityPosition( check );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 144
ADDRGP4 G_TestEntityPosition
CALLP4
ASGNP4
ADDRLP4 36
ADDRLP4 144
INDIRP4
ASGNP4
line 151
;151:	if (!block) {
ADDRLP4 36
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $111
line 153
;152:		// pushed ok
;153:		if ( check->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $113
line 154
;154:			VectorCopy( check->client->ps.origin, check->r.currentOrigin );
ADDRLP4 148
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 148
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 148
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRB
ASGNB 12
line 155
;155:		} else {
ADDRGP4 $114
JUMPV
LABELV $113
line 156
;156:			VectorCopy( check->s.pos.trBase, check->r.currentOrigin );
ADDRLP4 148
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 148
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 148
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 157
;157:		}
LABELV $114
line 158
;158:		trap_LinkEntity (check);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 159
;159:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $82
JUMPV
LABELV $111
line 165
;160:	}
;161:
;162:	// if it is ok to leave in the old position, do it
;163:	// this is only relevent for riding entities, not pushed
;164:	// Sliding trapdoors can cause this.
;165:	VectorCopy( (pushed_p-1)->origin, check->s.pos.trBase);
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRGP4 pushed_p
INDIRP4
CNSTI4 -28
ADDP4
INDIRB
ASGNB 12
line 166
;166:	if ( check->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $115
line 167
;167:		VectorCopy( (pushed_p-1)->origin, check->client->ps.origin);
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ADDRGP4 pushed_p
INDIRP4
CNSTI4 -28
ADDP4
INDIRB
ASGNB 12
line 168
;168:	}
LABELV $115
line 169
;169:	VectorCopy( (pushed_p-1)->angles, check->s.apos.trBase );
ADDRFP4 0
INDIRP4
CNSTI4 60
ADDP4
ADDRGP4 pushed_p
INDIRP4
CNSTI4 -16
ADDP4
INDIRB
ASGNB 12
line 170
;170:	block = G_TestEntityPosition (check);
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 148
ADDRGP4 G_TestEntityPosition
CALLP4
ASGNP4
ADDRLP4 36
ADDRLP4 148
INDIRP4
ASGNP4
line 171
;171:	if ( !block ) {
ADDRLP4 36
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $117
line 172
;172:		check->s.groundEntityNum = ENTITYNUM_NONE;
ADDRFP4 0
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 1023
ASGNI4
line 173
;173:		pushed_p--;
ADDRLP4 152
ADDRGP4 pushed_p
ASGNP4
ADDRLP4 152
INDIRP4
ADDRLP4 152
INDIRP4
INDIRP4
CNSTI4 -32
ADDP4
ASGNP4
line 174
;174:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $82
JUMPV
LABELV $117
line 178
;175:	}
;176:
;177:	// blocked
;178:	return qfalse;
CNSTI4 0
RETI4
LABELV $82
endproc G_TryPushingEntity 172 8
export G_CheckProxMinePosition
proc G_CheckProxMinePosition 96 28
line 186
;179:}
;180:
;181:/*
;182:==================
;183:G_CheckProxMinePosition
;184:==================
;185:*/
;186:qboolean G_CheckProxMinePosition( gentity_t *check ) {
line 190
;187:	vec3_t		start, end;
;188:	trace_t	tr;
;189:
;190:	VectorMA(check->s.pos.trBase, 0.125, check->movedir, start);
ADDRLP4 80
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 80
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 80
INDIRP4
CNSTI4 676
ADDP4
INDIRF4
CNSTF4 1040187392
MULF4
ADDF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 80
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 80
INDIRP4
CNSTI4 680
ADDP4
INDIRF4
CNSTF4 1040187392
MULF4
ADDF4
ASGNF4
ADDRLP4 84
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0+8
ADDRLP4 84
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 84
INDIRP4
CNSTI4 684
ADDP4
INDIRF4
CNSTF4 1040187392
MULF4
ADDF4
ASGNF4
line 191
;191:	VectorMA(check->s.pos.trBase, 2, check->movedir, end);
ADDRLP4 88
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 88
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 88
INDIRP4
CNSTI4 676
ADDP4
INDIRF4
CNSTF4 1073741824
MULF4
ADDF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 88
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 88
INDIRP4
CNSTI4 680
ADDP4
INDIRF4
CNSTF4 1073741824
MULF4
ADDF4
ASGNF4
ADDRLP4 92
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12+8
ADDRLP4 92
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 92
INDIRP4
CNSTI4 684
ADDP4
INDIRF4
CNSTF4 1073741824
MULF4
ADDF4
ASGNF4
line 192
;192:	trap_Trace( &tr, start, NULL, NULL, end, check->s.number, MASK_SOLID );
ADDRLP4 24
ARGP4
ADDRLP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRLP4 12
ARGP4
ADDRFP4 0
INDIRP4
INDIRI4
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 194
;193:	
;194:	if (tr.startsolid || tr.fraction < 1)
ADDRLP4 24+4
INDIRI4
CNSTI4 0
NEI4 $128
ADDRLP4 24+8
INDIRF4
CNSTF4 1065353216
GEF4 $124
LABELV $128
line 195
;195:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $119
JUMPV
LABELV $124
line 197
;196:
;197:	return qtrue;
CNSTI4 1
RETI4
LABELV $119
endproc G_CheckProxMinePosition 96 28
export G_TryPushingProxMine
proc G_TryPushingProxMine 120 16
line 205
;198:}
;199:
;200:/*
;201:==================
;202:G_TryPushingProxMine
;203:==================
;204:*/
;205:qboolean G_TryPushingProxMine( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove ) {
line 211
;206:	vec3_t		forward, right, up;
;207:	vec3_t		org, org2, move2;
;208:	int ret;
;209:
;210:	// we need this for pushing things later
;211:	VectorSubtract (vec3_origin, amove, org);
ADDRLP4 76
ADDRFP4 12
INDIRP4
ASGNP4
ADDRLP4 0
ADDRGP4 vec3_origin
INDIRF4
ADDRLP4 76
INDIRP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRGP4 vec3_origin+4
INDIRF4
ADDRLP4 76
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+8
ADDRGP4 vec3_origin+8
INDIRF4
ADDRFP4 12
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
SUBF4
ASGNF4
line 212
;212:	AngleVectors (org, forward, right, up);
ADDRLP4 0
ARGP4
ADDRLP4 36
ARGP4
ADDRLP4 48
ARGP4
ADDRLP4 60
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 215
;213:
;214:	// try moving the contacted entity 
;215:	VectorAdd (check->s.pos.trBase, move, check->s.pos.trBase);
ADDRLP4 80
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 80
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 80
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 84
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 84
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 84
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 88
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 88
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 88
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDF4
ASGNF4
line 218
;216:
;217:	// figure movement due to the pusher's amove
;218:	VectorSubtract (check->s.pos.trBase, pusher->r.currentOrigin, org);
ADDRLP4 92
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 96
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 92
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 96
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 92
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 96
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+8
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
SUBF4
ASGNF4
line 219
;219:	org2[0] = DotProduct (org, forward);
ADDRLP4 12
ADDRLP4 0
INDIRF4
ADDRLP4 36
INDIRF4
MULF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 36+4
INDIRF4
MULF4
ADDF4
ADDRLP4 0+8
INDIRF4
ADDRLP4 36+8
INDIRF4
MULF4
ADDF4
ASGNF4
line 220
;220:	org2[1] = -DotProduct (org, right);
ADDRLP4 12+4
ADDRLP4 0
INDIRF4
ADDRLP4 48
INDIRF4
MULF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 48+4
INDIRF4
MULF4
ADDF4
ADDRLP4 0+8
INDIRF4
ADDRLP4 48+8
INDIRF4
MULF4
ADDF4
NEGF4
ASGNF4
line 221
;221:	org2[2] = DotProduct (org, up);
ADDRLP4 12+8
ADDRLP4 0
INDIRF4
ADDRLP4 60
INDIRF4
MULF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 60+4
INDIRF4
MULF4
ADDF4
ADDRLP4 0+8
INDIRF4
ADDRLP4 60+8
INDIRF4
MULF4
ADDF4
ASGNF4
line 222
;222:	VectorSubtract (org2, org, move2);
ADDRLP4 24
ADDRLP4 12
INDIRF4
ADDRLP4 0
INDIRF4
SUBF4
ASGNF4
ADDRLP4 24+4
ADDRLP4 12+4
INDIRF4
ADDRLP4 0+4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 24+8
ADDRLP4 12+8
INDIRF4
ADDRLP4 0+8
INDIRF4
SUBF4
ASGNF4
line 223
;223:	VectorAdd (check->s.pos.trBase, move2, check->s.pos.trBase);
ADDRLP4 100
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 100
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 100
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 24
INDIRF4
ADDF4
ASGNF4
ADDRLP4 104
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 104
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 104
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 24+4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 108
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 108
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 108
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 24+8
INDIRF4
ADDF4
ASGNF4
line 225
;224:
;225:	ret = G_CheckProxMinePosition( check );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 112
ADDRGP4 G_CheckProxMinePosition
CALLI4
ASGNI4
ADDRLP4 72
ADDRLP4 112
INDIRI4
ASGNI4
line 226
;226:	if (ret) {
ADDRLP4 72
INDIRI4
CNSTI4 0
EQI4 $158
line 227
;227:		VectorCopy( check->s.pos.trBase, check->r.currentOrigin );
ADDRLP4 116
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 116
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 116
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 228
;228:		trap_LinkEntity (check);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 229
;229:	}
LABELV $158
line 230
;230:	return ret;
ADDRLP4 72
INDIRI4
RETI4
LABELV $129
endproc G_TryPushingProxMine 120 16
export G_MoverPush
proc G_MoverPush 4228 32
line 244
;231:}
;232:
;233:void G_ExplodeMissile( gentity_t *ent );
;234:
;235:/*
;236:============
;237:G_MoverPush
;238:
;239:Objects need to be moved back on a failed push,
;240:otherwise riders would continue to slide.
;241:If qfalse is returned, *obstacle will be the blocking entity
;242:============
;243:*/
;244:qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t **obstacle ) {
line 253
;245:	int			i, e;
;246:	gentity_t	*check;
;247:	vec3_t		mins, maxs;
;248:	pushed_t	*p;
;249:	int			entityList[MAX_GENTITIES];
;250:	int			listedEntities;
;251:	vec3_t		totalMins, totalMaxs;
;252:
;253:	*obstacle = NULL;
ADDRFP4 12
INDIRP4
CNSTP4 0
ASGNP4
line 258
;254:
;255:
;256:	// mins/maxs are the bounds at the destination
;257:	// totalMins / totalMaxs are the bounds for the entire move
;258:	if ( pusher->r.currentAngles[0] || pusher->r.currentAngles[1] || pusher->r.currentAngles[2]
ADDRLP4 4164
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4164
INDIRP4
CNSTI4 500
ADDP4
INDIRF4
CNSTF4 0
NEF4 $167
ADDRLP4 4164
INDIRP4
CNSTI4 504
ADDP4
INDIRF4
CNSTF4 0
NEF4 $167
ADDRLP4 4164
INDIRP4
CNSTI4 508
ADDP4
INDIRF4
CNSTF4 0
NEF4 $167
ADDRLP4 4168
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 4168
INDIRP4
INDIRF4
CNSTF4 0
NEF4 $167
ADDRLP4 4168
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
CNSTF4 0
NEF4 $167
ADDRLP4 4168
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
CNSTF4 0
EQF4 $161
LABELV $167
line 259
;259:		|| amove[0] || amove[1] || amove[2] ) {
line 262
;260:		float		radius;
;261:
;262:		radius = RadiusFromBounds( pusher->r.mins, pusher->r.maxs );
ADDRLP4 4176
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4176
INDIRP4
CNSTI4 436
ADDP4
ARGP4
ADDRLP4 4176
INDIRP4
CNSTI4 448
ADDP4
ARGP4
ADDRLP4 4180
ADDRGP4 RadiusFromBounds
CALLF4
ASGNF4
ADDRLP4 4172
ADDRLP4 4180
INDIRF4
ASGNF4
line 263
;263:		for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $168
line 264
;264:			mins[i] = pusher->r.currentOrigin[i] + move[i] - radius;
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 16
ADDP4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDP4
INDIRF4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
ADDF4
ADDRLP4 4172
INDIRF4
SUBF4
ASGNF4
line 265
;265:			maxs[i] = pusher->r.currentOrigin[i] + move[i] + radius;
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 28
ADDP4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDP4
INDIRF4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
ADDF4
ADDRLP4 4172
INDIRF4
ADDF4
ASGNF4
line 266
;266:			totalMins[i] = mins[i] - move[i];
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4140
ADDP4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 16
ADDP4
INDIRF4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 267
;267:			totalMaxs[i] = maxs[i] - move[i];
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4152
ADDP4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 28
ADDP4
INDIRF4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 268
;268:		}
LABELV $169
line 263
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 3
LTI4 $168
line 269
;269:	} else {
ADDRGP4 $162
JUMPV
LABELV $161
line 270
;270:		for (i=0 ; i<3 ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $172
line 271
;271:			mins[i] = pusher->r.absmin[i] + move[i];
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 16
ADDP4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 464
ADDP4
ADDP4
INDIRF4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
ADDF4
ASGNF4
line 272
;272:			maxs[i] = pusher->r.absmax[i] + move[i];
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 28
ADDP4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 476
ADDP4
ADDP4
INDIRF4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
ADDF4
ASGNF4
line 273
;273:		}
LABELV $173
line 270
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 3
LTI4 $172
line 275
;274:
;275:		VectorCopy( pusher->r.absmin, totalMins );
ADDRLP4 4140
ADDRFP4 0
INDIRP4
CNSTI4 464
ADDP4
INDIRB
ASGNB 12
line 276
;276:		VectorCopy( pusher->r.absmax, totalMaxs );
ADDRLP4 4152
ADDRFP4 0
INDIRP4
CNSTI4 476
ADDP4
INDIRB
ASGNB 12
line 277
;277:		for (i=0 ; i<3 ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $176
line 278
;278:			if ( move[i] > 0 ) {
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
CNSTF4 0
LEF4 $180
line 279
;279:				totalMaxs[i] += move[i];
ADDRLP4 4176
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4152
ADDP4
ASGNP4
ADDRLP4 4176
INDIRP4
ADDRLP4 4176
INDIRP4
INDIRF4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
ADDF4
ASGNF4
line 280
;280:			} else {
ADDRGP4 $181
JUMPV
LABELV $180
line 281
;281:				totalMins[i] += move[i];
ADDRLP4 4176
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4140
ADDP4
ASGNP4
ADDRLP4 4176
INDIRP4
ADDRLP4 4176
INDIRP4
INDIRF4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
ADDF4
ASGNF4
line 282
;282:			}
LABELV $181
line 283
;283:		}
LABELV $177
line 277
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 3
LTI4 $176
line 284
;284:	}
LABELV $162
line 287
;285:
;286:	// unlink the pusher so we don't get it in the entityList
;287:	trap_UnlinkEntity( pusher );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_UnlinkEntity
CALLV
pop
line 289
;288:
;289:	listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES );
ADDRLP4 4140
ARGP4
ADDRLP4 4152
ARGP4
ADDRLP4 40
ARGP4
CNSTI4 1024
ARGI4
ADDRLP4 4172
ADDRGP4 trap_EntitiesInBox
CALLI4
ASGNI4
ADDRLP4 4136
ADDRLP4 4172
INDIRI4
ASGNI4
line 292
;290:
;291:	// move the pusher to its final position
;292:	VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin );
ADDRLP4 4176
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4176
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 4176
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 4180
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4180
INDIRP4
CNSTI4 492
ADDP4
ADDRLP4 4180
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 4184
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4184
INDIRP4
CNSTI4 496
ADDP4
ADDRLP4 4184
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDF4
ASGNF4
line 293
;293:	VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles );
ADDRLP4 4188
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4188
INDIRP4
CNSTI4 500
ADDP4
ADDRLP4 4188
INDIRP4
CNSTI4 500
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 4192
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4192
INDIRP4
CNSTI4 504
ADDP4
ADDRLP4 4192
INDIRP4
CNSTI4 504
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 4196
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4196
INDIRP4
CNSTI4 508
ADDP4
ADDRLP4 4196
INDIRP4
CNSTI4 508
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDF4
ASGNF4
line 294
;294:	trap_LinkEntity( pusher );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 297
;295:
;296:	// see if any solid entities are inside the final position
;297:	for ( e = 0 ; e < listedEntities ; e++ ) {
ADDRLP4 12
CNSTI4 0
ASGNI4
ADDRGP4 $185
JUMPV
LABELV $182
line 298
;298:		check = &g_entities[ entityList[ e ] ];
ADDRLP4 8
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 40
ADDP4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 300
;299:
;300:		if ( check->s.eType == ET_MISSILE ) {
ADDRLP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
NEI4 $186
line 302
;301:			// if it is a prox mine
;302:			if ( !strcmp(check->classname, "prox mine") ) {
ADDRLP4 8
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRGP4 $190
ARGP4
ADDRLP4 4200
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 4200
INDIRI4
CNSTI4 0
NEI4 $188
line 304
;303:				// if this prox mine is attached to this mover try to move it with the pusher
;304:				if ( check->enemy == pusher ) {
ADDRLP4 8
INDIRP4
CNSTI4 768
ADDP4
INDIRP4
CVPU4 4
ADDRFP4 0
INDIRP4
CVPU4 4
NEU4 $191
line 305
;305:					if (!G_TryPushingProxMine( check, pusher, move, amove )) {
ADDRLP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 4204
ADDRGP4 G_TryPushingProxMine
CALLI4
ASGNI4
ADDRLP4 4204
INDIRI4
CNSTI4 0
NEI4 $183
line 307
;306:						//explode
;307:						check->s.loopSound = 0;
ADDRLP4 8
INDIRP4
CNSTI4 156
ADDP4
CNSTI4 0
ASGNI4
line 308
;308:						G_AddEvent( check, EV_PROXIMITY_MINE_TRIGGER, 0 );
ADDRLP4 8
INDIRP4
ARGP4
CNSTI4 67
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 309
;309:						G_ExplodeMissile(check);
ADDRLP4 8
INDIRP4
ARGP4
ADDRGP4 G_ExplodeMissile
CALLV
pop
line 310
;310:						if (check->activator) {
ADDRLP4 8
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $183
line 311
;311:							G_FreeEntity(check->activator);
ADDRLP4 8
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 312
;312:							check->activator = NULL;
ADDRLP4 8
INDIRP4
CNSTI4 772
ADDP4
CNSTP4 0
ASGNP4
line 313
;313:						}
line 315
;314:						//G_Printf("prox mine explodes\n");
;315:					}
line 316
;316:				}
ADDRGP4 $183
JUMPV
LABELV $191
line 317
;317:				else {
line 319
;318:					//check if the prox mine is crushed by the mover
;319:					if (!G_CheckProxMinePosition( check )) {
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 4204
ADDRGP4 G_CheckProxMinePosition
CALLI4
ASGNI4
ADDRLP4 4204
INDIRI4
CNSTI4 0
NEI4 $183
line 321
;320:						//explode
;321:						check->s.loopSound = 0;
ADDRLP4 8
INDIRP4
CNSTI4 156
ADDP4
CNSTI4 0
ASGNI4
line 322
;322:						G_AddEvent( check, EV_PROXIMITY_MINE_TRIGGER, 0 );
ADDRLP4 8
INDIRP4
ARGP4
CNSTI4 67
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 323
;323:						G_ExplodeMissile(check);
ADDRLP4 8
INDIRP4
ARGP4
ADDRGP4 G_ExplodeMissile
CALLV
pop
line 324
;324:						if (check->activator) {
ADDRLP4 8
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $183
line 325
;325:							G_FreeEntity(check->activator);
ADDRLP4 8
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 326
;326:							check->activator = NULL;
ADDRLP4 8
INDIRP4
CNSTI4 772
ADDP4
CNSTP4 0
ASGNP4
line 327
;327:						}
line 329
;328:						//G_Printf("prox mine explodes\n");
;329:					}
line 330
;330:				}
line 331
;331:				continue;
ADDRGP4 $183
JUMPV
LABELV $188
line 333
;332:			}
;333:		}
LABELV $186
line 335
;334:		// only push items and players
;335:		if ( check->s.eType != ET_ITEM && check->s.eType != ET_PLAYER && !check->physicsObject ) {
ADDRLP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 2
EQI4 $201
ADDRLP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 1
EQI4 $201
ADDRLP4 8
INDIRP4
CNSTI4 564
ADDP4
INDIRI4
CNSTI4 0
NEI4 $201
line 336
;336:			continue;
ADDRGP4 $183
JUMPV
LABELV $201
line 340
;337:		}
;338:
;339:		// if the entity is standing on the pusher, it will definitely be moved
;340:		if ( check->s.groundEntityNum != pusher->s.number ) {
ADDRLP4 8
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
ADDRFP4 0
INDIRP4
INDIRI4
EQI4 $203
line 342
;341:			// see if the ent needs to be tested
;342:			if ( check->r.absmin[0] >= maxs[0]
ADDRLP4 8
INDIRP4
CNSTI4 464
ADDP4
INDIRF4
ADDRLP4 28
INDIRF4
GEF4 $215
ADDRLP4 8
INDIRP4
CNSTI4 468
ADDP4
INDIRF4
ADDRLP4 28+4
INDIRF4
GEF4 $215
ADDRLP4 8
INDIRP4
CNSTI4 472
ADDP4
INDIRF4
ADDRLP4 28+8
INDIRF4
GEF4 $215
ADDRLP4 8
INDIRP4
CNSTI4 476
ADDP4
INDIRF4
ADDRLP4 16
INDIRF4
LEF4 $215
ADDRLP4 8
INDIRP4
CNSTI4 480
ADDP4
INDIRF4
ADDRLP4 16+4
INDIRF4
LEF4 $215
ADDRLP4 8
INDIRP4
CNSTI4 484
ADDP4
INDIRF4
ADDRLP4 16+8
INDIRF4
GTF4 $205
LABELV $215
line 347
;343:			|| check->r.absmin[1] >= maxs[1]
;344:			|| check->r.absmin[2] >= maxs[2]
;345:			|| check->r.absmax[0] <= mins[0]
;346:			|| check->r.absmax[1] <= mins[1]
;347:			|| check->r.absmax[2] <= mins[2] ) {
line 348
;348:				continue;
ADDRGP4 $183
JUMPV
LABELV $205
line 352
;349:			}
;350:			// see if the ent's bbox is inside the pusher's final position
;351:			// this does allow a fast moving object to pass through a thin entity...
;352:			if (!G_TestEntityPosition (check)) {
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 4208
ADDRGP4 G_TestEntityPosition
CALLP4
ASGNP4
ADDRLP4 4208
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $216
line 353
;353:				continue;
ADDRGP4 $183
JUMPV
LABELV $216
line 355
;354:			}
;355:		}
LABELV $203
line 358
;356:
;357:		// the entity needs to be pushed
;358:		if ( G_TryPushingEntity( check, pusher, move, amove ) ) {
ADDRLP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 4204
ADDRGP4 G_TryPushingEntity
CALLI4
ASGNI4
ADDRLP4 4204
INDIRI4
CNSTI4 0
EQI4 $218
line 359
;359:			continue;
ADDRGP4 $183
JUMPV
LABELV $218
line 365
;360:		}
;361:
;362:		// the move was blocked an entity
;363:
;364:		// bobbing entities are instant-kill and never get blocked
;365:		if ( pusher->s.pos.trType == TR_SINE || pusher->s.apos.trType == TR_SINE ) {
ADDRLP4 4208
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4208
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 4
EQI4 $222
ADDRLP4 4208
INDIRP4
CNSTI4 48
ADDP4
INDIRI4
CNSTI4 4
NEI4 $220
LABELV $222
line 366
;366:			G_Damage( check, pusher, pusher, NULL, NULL, 99999, 0, MOD_CRUSH );
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 4212
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4212
INDIRP4
ARGP4
ADDRLP4 4212
INDIRP4
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTI4 99999
ARGI4
CNSTI4 0
ARGI4
CNSTI4 17
ARGI4
ADDRGP4 G_Damage
CALLV
pop
line 367
;367:			continue;
ADDRGP4 $183
JUMPV
LABELV $220
line 372
;368:		}
;369:
;370:		
;371:		// save off the obstacle so we can call the block function (crush, etc)
;372:		*obstacle = check;
ADDRFP4 12
INDIRP4
ADDRLP4 8
INDIRP4
ASGNP4
line 377
;373:
;374:		// move back any entities we already moved
;375:		// go backwards, so if the same entity was pushed
;376:		// twice, it goes back to the original position
;377:		for ( p=pushed_p-1 ; p>=pushed ; p-- ) {
ADDRLP4 0
ADDRGP4 pushed_p
INDIRP4
CNSTI4 -32
ADDP4
ASGNP4
ADDRGP4 $226
JUMPV
LABELV $223
line 378
;378:			VectorCopy (p->origin, p->ent->s.pos.trBase);
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRB
ASGNB 12
line 379
;379:			VectorCopy (p->angles, p->ent->s.apos.trBase);
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 60
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
INDIRB
ASGNB 12
line 380
;380:			if ( p->ent->client ) {
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $227
line 381
;381:				p->ent->client->ps.delta_angles[YAW] = p->deltayaw;
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 60
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CVFI4 4
ASGNI4
line 382
;382:				VectorCopy (p->origin, p->ent->client->ps.origin);
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRB
ASGNB 12
line 383
;383:			}
LABELV $227
line 384
;384:			trap_LinkEntity (p->ent);
ADDRLP4 0
INDIRP4
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 385
;385:		}
LABELV $224
line 377
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 -32
ADDP4
ASGNP4
LABELV $226
ADDRLP4 0
INDIRP4
CVPU4 4
ADDRGP4 pushed
CVPU4 4
GEU4 $223
line 386
;386:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $160
JUMPV
LABELV $183
line 297
ADDRLP4 12
ADDRLP4 12
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $185
ADDRLP4 12
INDIRI4
ADDRLP4 4136
INDIRI4
LTI4 $182
line 389
;387:	}
;388:
;389:	return qtrue;
CNSTI4 1
RETI4
LABELV $160
endproc G_MoverPush 4228 32
export G_MoverTeam
proc G_MoverTeam 72 16
line 398
;390:}
;391:
;392:
;393:/*
;394:=================
;395:G_MoverTeam
;396:=================
;397:*/
;398:void G_MoverTeam( gentity_t *ent ) {
line 403
;399:	vec3_t		move, amove;
;400:	gentity_t	*part, *obstacle;
;401:	vec3_t		origin, angles;
;402:
;403:	obstacle = NULL;
ADDRLP4 52
CNSTP4 0
ASGNP4
line 408
;404:
;405:	// make sure all team slaves can move before commiting
;406:	// any moves or calling any think functions
;407:	// if the move is blocked, all moved objects will be backed out
;408:	pushed_p = pushed;
ADDRGP4 pushed_p
ADDRGP4 pushed
ASGNP4
line 409
;409:	for (part = ent ; part ; part=part->teamchain) {
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRGP4 $233
JUMPV
LABELV $230
line 411
;410:		// get current position
;411:		BG_EvaluateTrajectory( &part->s.pos, level.time, origin );
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 28
ARGP4
ADDRGP4 BG_EvaluateTrajectory
CALLV
pop
line 412
;412:		BG_EvaluateTrajectory( &part->s.apos, level.time, angles );
ADDRLP4 0
INDIRP4
CNSTI4 48
ADDP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 40
ARGP4
ADDRGP4 BG_EvaluateTrajectory
CALLV
pop
line 413
;413:		VectorSubtract( origin, part->r.currentOrigin, move );
ADDRLP4 4
ADDRLP4 28
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+4
ADDRLP4 28+4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+8
ADDRLP4 28+8
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
SUBF4
ASGNF4
line 414
;414:		VectorSubtract( angles, part->r.currentAngles, amove );
ADDRLP4 16
ADDRLP4 40
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 500
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 16+4
ADDRLP4 40+4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 504
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 16+8
ADDRLP4 40+8
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 508
ADDP4
INDIRF4
SUBF4
ASGNF4
line 415
;415:		if ( !G_MoverPush( part, move, amove, &obstacle ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 4
ARGP4
ADDRLP4 16
ARGP4
ADDRLP4 52
ARGP4
ADDRLP4 64
ADDRGP4 G_MoverPush
CALLI4
ASGNI4
ADDRLP4 64
INDIRI4
CNSTI4 0
NEI4 $244
line 416
;416:			break;	// move was blocked
ADDRGP4 $232
JUMPV
LABELV $244
line 418
;417:		}
;418:	}
LABELV $231
line 409
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
LABELV $233
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $230
LABELV $232
line 420
;419:
;420:	if (part) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $246
line 422
;421:		// go back to the previous position
;422:		for ( part = ent ; part ; part = part->teamchain ) {
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRGP4 $251
JUMPV
LABELV $248
line 423
;423:			part->s.pos.trTime += level.time - level.previousTime;
ADDRLP4 56
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ASGNP4
ADDRLP4 56
INDIRP4
ADDRLP4 56
INDIRP4
INDIRI4
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+36
INDIRI4
SUBI4
ADDI4
ASGNI4
line 424
;424:			part->s.apos.trTime += level.time - level.previousTime;
ADDRLP4 60
ADDRLP4 0
INDIRP4
CNSTI4 52
ADDP4
ASGNP4
ADDRLP4 60
INDIRP4
ADDRLP4 60
INDIRP4
INDIRI4
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+36
INDIRI4
SUBI4
ADDI4
ASGNI4
line 425
;425:			BG_EvaluateTrajectory( &part->s.pos, level.time, part->r.currentOrigin );
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRGP4 BG_EvaluateTrajectory
CALLV
pop
line 426
;426:			BG_EvaluateTrajectory( &part->s.apos, level.time, part->r.currentAngles );
ADDRLP4 0
INDIRP4
CNSTI4 48
ADDP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 500
ADDP4
ARGP4
ADDRGP4 BG_EvaluateTrajectory
CALLV
pop
line 427
;427:			trap_LinkEntity( part );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 428
;428:		}
LABELV $249
line 422
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
LABELV $251
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $248
line 431
;429:
;430:		// if the pusher has a "blocked" function, call it
;431:		if (ent->blocked) {
ADDRFP4 0
INDIRP4
CNSTI4 700
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $229
line 432
;432:			ent->blocked( ent, obstacle );
ADDRLP4 56
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
INDIRP4
ARGP4
ADDRLP4 52
INDIRP4
ARGP4
ADDRLP4 56
INDIRP4
CNSTI4 700
ADDP4
INDIRP4
CALLV
pop
line 433
;433:		}
line 434
;434:		return;
ADDRGP4 $229
JUMPV
LABELV $246
line 438
;435:	}
;436:
;437:	// the move succeeded
;438:	for ( part = ent ; part ; part = part->teamchain ) {
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRGP4 $263
JUMPV
LABELV $260
line 440
;439:		// call the reached function if time is at or past end point
;440:		if ( part->s.pos.trType == TR_LINEAR_STOP ) {
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 3
NEI4 $264
line 441
;441:			if ( level.time >= part->s.pos.trTime + part->s.pos.trDuration ) {
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
ADDI4
LTI4 $266
line 442
;442:				if ( part->reached ) {
ADDRLP4 0
INDIRP4
CNSTI4 696
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $269
line 443
;443:					part->reached( part );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 696
ADDP4
INDIRP4
CALLV
pop
line 444
;444:				}
LABELV $269
line 445
;445:			}
LABELV $266
line 446
;446:		}
LABELV $264
line 447
;447:	}
LABELV $261
line 438
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
LABELV $263
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $260
line 448
;448:}
LABELV $229
endproc G_MoverTeam 72 16
export G_RunMover
proc G_RunMover 4 4
line 456
;449:
;450:/*
;451:================
;452:G_RunMover
;453:
;454:================
;455:*/
;456:void G_RunMover( gentity_t *ent ) {
line 459
;457:	// if not a team captain, don't do anything, because
;458:	// the captain will handle everything
;459:	if ( ent->flags & FL_TEAMSLAVE ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
EQI4 $272
line 460
;460:		return;
ADDRGP4 $271
JUMPV
LABELV $272
line 464
;461:	}
;462:
;463:	// if stationary at one of the positions, don't move anything
;464:	if ( ent->s.pos.trType != TR_STATIONARY || ent->s.apos.trType != TR_STATIONARY ) {
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 0
NEI4 $276
ADDRLP4 0
INDIRP4
CNSTI4 48
ADDP4
INDIRI4
CNSTI4 0
EQI4 $274
LABELV $276
line 465
;465:		G_MoverTeam( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_MoverTeam
CALLV
pop
line 466
;466:	}
LABELV $274
line 469
;467:
;468:	// check think function
;469:	G_RunThink( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunThink
CALLV
pop
line 470
;470:}
LABELV $271
endproc G_RunMover 4 4
export SetMoverState
proc SetMoverState 56 12
line 487
;471:
;472:/*
;473:============================================================================
;474:
;475:GENERAL MOVERS
;476:
;477:Doors, plats, and buttons are all binary (two position) movers
;478:Pos1 is "at rest", pos2 is "activated"
;479:============================================================================
;480:*/
;481:
;482:/*
;483:===============
;484:SetMoverState
;485:===============
;486:*/
;487:void SetMoverState( gentity_t *ent, moverState_t moverState, int time ) {
line 491
;488:	vec3_t			delta;
;489:	float			f;
;490:
;491:	ent->moverState = moverState;
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
ADDRFP4 4
INDIRI4
ASGNI4
line 493
;492:
;493:	ent->s.pos.trTime = time;
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRFP4 8
INDIRI4
ASGNI4
line 494
;494:	switch( moverState ) {
ADDRLP4 16
ADDRFP4 4
INDIRI4
ASGNI4
ADDRLP4 16
INDIRI4
CNSTI4 0
LTI4 $278
ADDRLP4 16
INDIRI4
CNSTI4 3
GTI4 $278
ADDRLP4 16
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $293
ADDP4
INDIRP4
JUMPV
data
align 4
LABELV $293
address $281
address $282
address $283
address $288
code
LABELV $281
line 496
;495:	case MOVER_POS1:
;496:		VectorCopy( ent->pos1, ent->s.pos.trBase );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 24
INDIRP4
CNSTI4 612
ADDP4
INDIRB
ASGNB 12
line 497
;497:		ent->s.pos.trType = TR_STATIONARY;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 0
ASGNI4
line 498
;498:		break;
ADDRGP4 $279
JUMPV
LABELV $282
line 500
;499:	case MOVER_POS2:
;500:		VectorCopy( ent->pos2, ent->s.pos.trBase );
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 28
INDIRP4
CNSTI4 624
ADDP4
INDIRB
ASGNB 12
line 501
;501:		ent->s.pos.trType = TR_STATIONARY;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 0
ASGNI4
line 502
;502:		break;
ADDRGP4 $279
JUMPV
LABELV $283
line 504
;503:	case MOVER_1TO2:
;504:		VectorCopy( ent->pos1, ent->s.pos.trBase );
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 32
INDIRP4
CNSTI4 612
ADDP4
INDIRB
ASGNB 12
line 505
;505:		VectorSubtract( ent->pos2, ent->pos1, delta );
ADDRLP4 36
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 36
INDIRP4
CNSTI4 624
ADDP4
INDIRF4
ADDRLP4 36
INDIRP4
CNSTI4 612
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 36
INDIRP4
CNSTI4 628
ADDP4
INDIRF4
ADDRLP4 36
INDIRP4
CNSTI4 616
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0+8
ADDRLP4 40
INDIRP4
CNSTI4 632
ADDP4
INDIRF4
ADDRLP4 40
INDIRP4
CNSTI4 620
ADDP4
INDIRF4
SUBF4
ASGNF4
line 506
;506:		f = 1000.0 / ent->s.pos.trDuration;
ADDRLP4 12
CNSTF4 1148846080
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CVIF4 4
DIVF4
ASGNF4
line 507
;507:		VectorScale( delta, f, ent->s.pos.trDelta );
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0+4
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0+8
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ASGNF4
line 508
;508:		ent->s.pos.trType = TR_LINEAR_STOP;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 3
ASGNI4
line 509
;509:		break;
ADDRGP4 $279
JUMPV
LABELV $288
line 511
;510:	case MOVER_2TO1:
;511:		VectorCopy( ent->pos2, ent->s.pos.trBase );
ADDRLP4 44
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 44
INDIRP4
CNSTI4 624
ADDP4
INDIRB
ASGNB 12
line 512
;512:		VectorSubtract( ent->pos1, ent->pos2, delta );
ADDRLP4 48
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 48
INDIRP4
CNSTI4 612
ADDP4
INDIRF4
ADDRLP4 48
INDIRP4
CNSTI4 624
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 48
INDIRP4
CNSTI4 616
ADDP4
INDIRF4
ADDRLP4 48
INDIRP4
CNSTI4 628
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 52
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0+8
ADDRLP4 52
INDIRP4
CNSTI4 620
ADDP4
INDIRF4
ADDRLP4 52
INDIRP4
CNSTI4 632
ADDP4
INDIRF4
SUBF4
ASGNF4
line 513
;513:		f = 1000.0 / ent->s.pos.trDuration;
ADDRLP4 12
CNSTF4 1148846080
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CVIF4 4
DIVF4
ASGNF4
line 514
;514:		VectorScale( delta, f, ent->s.pos.trDelta );
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0+4
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0+8
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ASGNF4
line 515
;515:		ent->s.pos.trType = TR_LINEAR_STOP;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 3
ASGNI4
line 516
;516:		break;
LABELV $278
LABELV $279
line 518
;517:	}
;518:	BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin );	
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 24
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRGP4 BG_EvaluateTrajectory
CALLV
pop
line 519
;519:	trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 520
;520:}
LABELV $277
endproc SetMoverState 56 12
export MatchTeam
proc MatchTeam 4 12
line 530
;521:
;522:/*
;523:================
;524:MatchTeam
;525:
;526:All entities in a mover team will move from pos1 to pos2
;527:in the same amount of time
;528:================
;529:*/
;530:void MatchTeam( gentity_t *teamLeader, int moverState, int time ) {
line 533
;531:	gentity_t		*slave;
;532:
;533:	for ( slave = teamLeader ; slave ; slave = slave->teamchain ) {
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRGP4 $299
JUMPV
LABELV $296
line 534
;534:		SetMoverState( slave, moverState, time );
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 SetMoverState
CALLV
pop
line 535
;535:	}
LABELV $297
line 533
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
LABELV $299
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $296
line 536
;536:}
LABELV $295
endproc MatchTeam 4 12
export ReturnToPos1
proc ReturnToPos1 8 12
line 545
;537:
;538:
;539:
;540:/*
;541:================
;542:ReturnToPos1
;543:================
;544:*/
;545:void ReturnToPos1( gentity_t *ent ) {
line 546
;546:	MatchTeam( ent, MOVER_2TO1, level.time );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 3
ARGI4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRGP4 MatchTeam
CALLV
pop
line 549
;547:
;548:	// looping sound
;549:	ent->s.loopSound = ent->soundLoop;
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 156
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 596
ADDP4
INDIRI4
ASGNI4
line 552
;550:
;551:	// starting sound
;552:	if ( ent->sound2to1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 588
ADDP4
INDIRI4
CNSTI4 0
EQI4 $302
line 553
;553:		G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
ARGP4
CNSTI4 45
ARGI4
ADDRLP4 4
INDIRP4
CNSTI4 588
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 554
;554:	}
LABELV $302
line 555
;555:}
LABELV $300
endproc ReturnToPos1 8 12
export Reached_BinaryMover
proc Reached_BinaryMover 12 12
line 563
;556:
;557:
;558:/*
;559:================
;560:Reached_BinaryMover
;561:================
;562:*/
;563:void Reached_BinaryMover( gentity_t *ent ) {
line 566
;564:
;565:	// stop the looping sound
;566:	ent->s.loopSound = ent->soundLoop;
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 156
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 596
ADDP4
INDIRI4
ASGNI4
line 568
;567:
;568:	if ( ent->moverState == MOVER_1TO2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 2
NEI4 $305
line 570
;569:		// reached pos2
;570:		SetMoverState( ent, MOVER_POS2, level.time );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRGP4 SetMoverState
CALLV
pop
line 573
;571:
;572:		// play sound
;573:		if ( ent->soundPos2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 592
ADDP4
INDIRI4
CNSTI4 0
EQI4 $308
line 574
;574:			G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
ARGP4
CNSTI4 45
ARGI4
ADDRLP4 4
INDIRP4
CNSTI4 592
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 575
;575:		}
LABELV $308
line 578
;576:
;577:		// return to pos1 after a delay
;578:		ent->think = ReturnToPos1;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 ReturnToPos1
ASGNP4
line 579
;579:		ent->nextthink = level.time + ent->wait;
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CVIF4 4
ADDRLP4 4
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
ADDF4
CVFI4 4
ASGNI4
line 582
;580:
;581:		// fire targets
;582:		if ( !ent->activator ) {
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $311
line 583
;583:			ent->activator = ent;
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 772
ADDP4
ADDRLP4 8
INDIRP4
ASGNP4
line 584
;584:		}
LABELV $311
line 585
;585:		G_UseTargets( ent, ent->activator );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
ARGP4
ADDRGP4 G_UseTargets
CALLV
pop
line 586
;586:	} else if ( ent->moverState == MOVER_2TO1 ) {
ADDRGP4 $306
JUMPV
LABELV $305
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 3
NEI4 $313
line 588
;587:		// reached pos1
;588:		SetMoverState( ent, MOVER_POS1, level.time );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRGP4 SetMoverState
CALLV
pop
line 591
;589:
;590:		// play sound
;591:		if ( ent->soundPos1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 580
ADDP4
INDIRI4
CNSTI4 0
EQI4 $316
line 592
;592:			G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
ARGP4
CNSTI4 45
ARGI4
ADDRLP4 4
INDIRP4
CNSTI4 580
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 593
;593:		}
LABELV $316
line 596
;594:
;595:		// close areaportals
;596:		if ( ent->teammaster == ent || !ent->teammaster ) {
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 4
INDIRP4
CVPU4 4
EQU4 $320
ADDRLP4 4
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $314
LABELV $320
line 597
;597:			trap_AdjustAreaPortalState( ent, qfalse );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 trap_AdjustAreaPortalState
CALLV
pop
line 598
;598:		}
line 599
;599:	} else {
ADDRGP4 $314
JUMPV
LABELV $313
line 600
;600:		G_Error( "Reached_BinaryMover: bad moverState" );
ADDRGP4 $321
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 601
;601:	}
LABELV $314
LABELV $306
line 602
;602:}
LABELV $304
endproc Reached_BinaryMover 12 12
export Use_BinaryMover
proc Use_BinaryMover 16 12
line 610
;603:
;604:
;605:/*
;606:================
;607:Use_BinaryMover
;608:================
;609:*/
;610:void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
line 615
;611:	int		total;
;612:	int		partial;
;613:
;614:	// only the master should be used
;615:	if ( ent->flags & FL_TEAMSLAVE ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
EQI4 $323
line 616
;616:		Use_BinaryMover( ent->teammaster, other, activator );
ADDRFP4 0
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Use_BinaryMover
CALLV
pop
line 617
;617:		return;
ADDRGP4 $322
JUMPV
LABELV $323
line 620
;618:	}
;619:
;620:	ent->activator = activator;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
ADDRFP4 8
INDIRP4
ASGNP4
line 622
;621:
;622:	if ( ent->moverState == MOVER_POS1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 0
NEI4 $325
line 625
;623:		// start moving 50 msec later, becase if this was player
;624:		// triggered, level.time hasn't been advanced yet
;625:		MatchTeam( ent, MOVER_1TO2, level.time + 50 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 2
ARGI4
ADDRGP4 level+32
INDIRI4
CNSTI4 50
ADDI4
ARGI4
ADDRGP4 MatchTeam
CALLV
pop
line 628
;626:
;627:		// starting sound
;628:		if ( ent->sound1to2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 584
ADDP4
INDIRI4
CNSTI4 0
EQI4 $328
line 629
;629:			G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
CNSTI4 45
ARGI4
ADDRLP4 8
INDIRP4
CNSTI4 584
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 630
;630:		}
LABELV $328
line 633
;631:
;632:		// looping sound
;633:		ent->s.loopSound = ent->soundLoop;
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 156
ADDP4
ADDRLP4 8
INDIRP4
CNSTI4 596
ADDP4
INDIRI4
ASGNI4
line 636
;634:
;635:		// open areaportal
;636:		if ( ent->teammaster == ent || !ent->teammaster ) {
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 12
INDIRP4
CVPU4 4
EQU4 $332
ADDRLP4 12
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $322
LABELV $332
line 637
;637:			trap_AdjustAreaPortalState( ent, qtrue );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 trap_AdjustAreaPortalState
CALLV
pop
line 638
;638:		}
line 639
;639:		return;
ADDRGP4 $322
JUMPV
LABELV $325
line 643
;640:	}
;641:
;642:	// if all the way up, just delay before coming down
;643:	if ( ent->moverState == MOVER_POS2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 1
NEI4 $333
line 644
;644:		ent->nextthink = level.time + ent->wait;
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CVIF4 4
ADDRLP4 8
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
ADDF4
CVFI4 4
ASGNI4
line 645
;645:		return;
ADDRGP4 $322
JUMPV
LABELV $333
line 649
;646:	}
;647:
;648:	// only partway down before reversing
;649:	if ( ent->moverState == MOVER_2TO1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 3
NEI4 $336
line 650
;650:		total = ent->s.pos.trDuration;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
ASGNI4
line 651
;651:		partial = level.time - ent->s.pos.trTime;
ADDRLP4 4
ADDRGP4 level+32
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
SUBI4
ASGNI4
line 652
;652:		if ( partial > total ) {
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRI4
LEI4 $339
line 653
;653:			partial = total;
ADDRLP4 4
ADDRLP4 0
INDIRI4
ASGNI4
line 654
;654:		}
LABELV $339
line 656
;655:
;656:		MatchTeam( ent, MOVER_1TO2, level.time - ( total - partial ) );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 2
ARGI4
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRI4
SUBI4
SUBI4
ARGI4
ADDRGP4 MatchTeam
CALLV
pop
line 658
;657:
;658:		if ( ent->sound1to2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 584
ADDP4
INDIRI4
CNSTI4 0
EQI4 $322
line 659
;659:			G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
CNSTI4 45
ARGI4
ADDRLP4 8
INDIRP4
CNSTI4 584
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 660
;660:		}
line 661
;661:		return;
ADDRGP4 $322
JUMPV
LABELV $336
line 665
;662:	}
;663:
;664:	// only partway up before reversing
;665:	if ( ent->moverState == MOVER_1TO2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 2
NEI4 $344
line 666
;666:		total = ent->s.pos.trDuration;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
ASGNI4
line 667
;667:		partial = level.time - ent->s.pos.trTime;
ADDRLP4 4
ADDRGP4 level+32
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
SUBI4
ASGNI4
line 668
;668:		if ( partial > total ) {
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRI4
LEI4 $347
line 669
;669:			partial = total;
ADDRLP4 4
ADDRLP4 0
INDIRI4
ASGNI4
line 670
;670:		}
LABELV $347
line 672
;671:
;672:		MatchTeam( ent, MOVER_2TO1, level.time - ( total - partial ) );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 3
ARGI4
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRI4
SUBI4
SUBI4
ARGI4
ADDRGP4 MatchTeam
CALLV
pop
line 674
;673:
;674:		if ( ent->sound2to1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 588
ADDP4
INDIRI4
CNSTI4 0
EQI4 $322
line 675
;675:			G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
CNSTI4 45
ARGI4
ADDRLP4 8
INDIRP4
CNSTI4 588
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 676
;676:		}
line 677
;677:		return;
LABELV $344
line 679
;678:	}
;679:}
LABELV $322
endproc Use_BinaryMover 16 12
export InitMover
proc InitMover 92 12
line 691
;680:
;681:
;682:
;683:/*
;684:================
;685:InitMover
;686:
;687:"pos1", "pos2", and "speed" should be set before calling,
;688:so the movement delta can be calculated
;689:================
;690:*/
;691:void InitMover( gentity_t *ent ) {
line 701
;692:	vec3_t		move;
;693:	float		distance;
;694:	float		light;
;695:	vec3_t		color;
;696:	qboolean	lightSet, colorSet;
;697:	char		*sound;
;698:
;699:	// if the "model2" key is set, use a seperate model
;700:	// for drawing, but clip against the brushes
;701:	if ( ent->model2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 544
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $353
line 702
;702:		ent->s.modelindex2 = G_ModelIndex( ent->model2 );
ADDRLP4 44
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
INDIRP4
CNSTI4 544
ADDP4
INDIRP4
ARGP4
ADDRLP4 48
ADDRGP4 G_ModelIndex
CALLI4
ASGNI4
ADDRLP4 44
INDIRP4
CNSTI4 164
ADDP4
ADDRLP4 48
INDIRI4
ASGNI4
line 703
;703:	}
LABELV $353
line 706
;704:
;705:	// if the "loopsound" key is set, use a constant looping sound when moving
;706:	if ( G_SpawnString( "noise", "100", &sound ) ) {
ADDRGP4 $357
ARGP4
ADDRGP4 $358
ARGP4
ADDRLP4 40
ARGP4
ADDRLP4 44
ADDRGP4 G_SpawnString
CALLI4
ASGNI4
ADDRLP4 44
INDIRI4
CNSTI4 0
EQI4 $355
line 707
;707:		ent->s.loopSound = G_SoundIndex( sound );
ADDRLP4 40
INDIRP4
ARGP4
ADDRLP4 48
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 156
ADDP4
ADDRLP4 48
INDIRI4
ASGNI4
line 708
;708:	}
LABELV $355
line 711
;709:
;710:	// if the "color" or "light" keys are set, setup constantLight
;711:	lightSet = G_SpawnFloat( "light", "100", &light );
ADDRGP4 $359
ARGP4
ADDRGP4 $358
ARGP4
ADDRLP4 36
ARGP4
ADDRLP4 48
ADDRGP4 G_SpawnFloat
CALLI4
ASGNI4
ADDRLP4 28
ADDRLP4 48
INDIRI4
ASGNI4
line 712
;712:	colorSet = G_SpawnVector( "color", "1 1 1", color );
ADDRGP4 $360
ARGP4
ADDRGP4 $361
ARGP4
ADDRLP4 12
ARGP4
ADDRLP4 52
ADDRGP4 G_SpawnVector
CALLI4
ASGNI4
ADDRLP4 32
ADDRLP4 52
INDIRI4
ASGNI4
line 713
;713:	if ( lightSet || colorSet ) {
ADDRLP4 28
INDIRI4
CNSTI4 0
NEI4 $364
ADDRLP4 32
INDIRI4
CNSTI4 0
EQI4 $362
LABELV $364
line 716
;714:		int		r, g, b, i;
;715:
;716:		r = color[0] * 255;
ADDRLP4 56
ADDRLP4 12
INDIRF4
CNSTF4 1132396544
MULF4
CVFI4 4
ASGNI4
line 717
;717:		if ( r > 255 ) {
ADDRLP4 56
INDIRI4
CNSTI4 255
LEI4 $365
line 718
;718:			r = 255;
ADDRLP4 56
CNSTI4 255
ASGNI4
line 719
;719:		}
LABELV $365
line 720
;720:		g = color[1] * 255;
ADDRLP4 60
ADDRLP4 12+4
INDIRF4
CNSTF4 1132396544
MULF4
CVFI4 4
ASGNI4
line 721
;721:		if ( g > 255 ) {
ADDRLP4 60
INDIRI4
CNSTI4 255
LEI4 $368
line 722
;722:			g = 255;
ADDRLP4 60
CNSTI4 255
ASGNI4
line 723
;723:		}
LABELV $368
line 724
;724:		b = color[2] * 255;
ADDRLP4 64
ADDRLP4 12+8
INDIRF4
CNSTF4 1132396544
MULF4
CVFI4 4
ASGNI4
line 725
;725:		if ( b > 255 ) {
ADDRLP4 64
INDIRI4
CNSTI4 255
LEI4 $371
line 726
;726:			b = 255;
ADDRLP4 64
CNSTI4 255
ASGNI4
line 727
;727:		}
LABELV $371
line 728
;728:		i = light / 4;
ADDRLP4 68
ADDRLP4 36
INDIRF4
CNSTF4 1048576000
MULF4
CVFI4 4
ASGNI4
line 729
;729:		if ( i > 255 ) {
ADDRLP4 68
INDIRI4
CNSTI4 255
LEI4 $373
line 730
;730:			i = 255;
ADDRLP4 68
CNSTI4 255
ASGNI4
line 731
;731:		}
LABELV $373
line 732
;732:		ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
ADDRFP4 0
INDIRP4
CNSTI4 152
ADDP4
ADDRLP4 56
INDIRI4
ADDRLP4 60
INDIRI4
CNSTI4 8
LSHI4
BORI4
ADDRLP4 64
INDIRI4
CNSTI4 16
LSHI4
BORI4
ADDRLP4 68
INDIRI4
CNSTI4 24
LSHI4
BORI4
ASGNI4
line 733
;733:	}
LABELV $362
line 736
;734:
;735:
;736:	ent->use = Use_BinaryMover;
ADDRFP4 0
INDIRP4
CNSTI4 708
ADDP4
ADDRGP4 Use_BinaryMover
ASGNP4
line 737
;737:	ent->reached = Reached_BinaryMover;
ADDRFP4 0
INDIRP4
CNSTI4 696
ADDP4
ADDRGP4 Reached_BinaryMover
ASGNP4
line 739
;738:
;739:	ent->moverState = MOVER_POS1;
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
CNSTI4 0
ASGNI4
line 740
;740:	ent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
CNSTI4 128
ASGNI4
line 741
;741:	ent->s.eType = ET_MOVER;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 4
ASGNI4
line 742
;742:	VectorCopy (ent->pos1, ent->r.currentOrigin);
ADDRLP4 56
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 56
INDIRP4
CNSTI4 612
ADDP4
INDIRB
ASGNB 12
line 743
;743:	trap_LinkEntity (ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 745
;744:
;745:	ent->s.pos.trType = TR_STATIONARY;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 0
ASGNI4
line 746
;746:	VectorCopy( ent->pos1, ent->s.pos.trBase );
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 60
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 60
INDIRP4
CNSTI4 612
ADDP4
INDIRB
ASGNB 12
line 749
;747:
;748:	// calculate time to reach second position from speed
;749:	VectorSubtract( ent->pos2, ent->pos1, move );
ADDRLP4 64
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 64
INDIRP4
CNSTI4 624
ADDP4
INDIRF4
ADDRLP4 64
INDIRP4
CNSTI4 612
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 64
INDIRP4
CNSTI4 628
ADDP4
INDIRF4
ADDRLP4 64
INDIRP4
CNSTI4 616
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0+8
ADDRLP4 68
INDIRP4
CNSTI4 632
ADDP4
INDIRF4
ADDRLP4 68
INDIRP4
CNSTI4 620
ADDP4
INDIRF4
SUBF4
ASGNF4
line 750
;750:	distance = VectorLength( move );
ADDRLP4 0
ARGP4
ADDRLP4 72
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 24
ADDRLP4 72
INDIRF4
ASGNF4
line 751
;751:	if ( ! ent->speed ) {
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
NEF4 $377
line 752
;752:		ent->speed = 100;
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
CNSTF4 1120403456
ASGNF4
line 753
;753:	}
LABELV $377
line 754
;754:	VectorScale( move, ent->speed, ent->s.pos.trDelta );
ADDRLP4 76
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRF4
ADDRLP4 76
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
MULF4
ASGNF4
ADDRLP4 80
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 80
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0+4
INDIRF4
ADDRLP4 80
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
MULF4
ASGNF4
ADDRLP4 84
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 84
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0+8
INDIRF4
ADDRLP4 84
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
MULF4
ASGNF4
line 755
;755:	ent->s.pos.trDuration = distance * 1000 / ent->speed;
ADDRLP4 88
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 88
INDIRP4
CNSTI4 20
ADDP4
ADDRLP4 24
INDIRF4
CNSTF4 1148846080
MULF4
ADDRLP4 88
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
DIVF4
CVFI4 4
ASGNI4
line 756
;756:	if ( ent->s.pos.trDuration <= 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 0
GTI4 $381
line 757
;757:		ent->s.pos.trDuration = 1;
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
CNSTI4 1
ASGNI4
line 758
;758:	}
LABELV $381
line 759
;759:}
LABELV $352
endproc InitMover 92 12
export Blocked_Door
proc Blocked_Door 4 32
line 778
;760:
;761:
;762:/*
;763:===============================================================================
;764:
;765:DOOR
;766:
;767:A use can be triggered either by a touch function, by being shot, or by being
;768:targeted by another entity.
;769:
;770:===============================================================================
;771:*/
;772:
;773:/*
;774:================
;775:Blocked_Door
;776:================
;777:*/
;778:void Blocked_Door( gentity_t *ent, gentity_t *other ) {
line 780
;779:	// remove anything other than a client
;780:	if ( !other->client ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $384
line 782
;781:		// except CTF flags!!!!
;782:		if( other->s.eType == ET_ITEM && other->item->giType == IT_TEAM ) {
ADDRLP4 0
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 2
NEI4 $386
ADDRLP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 9
NEI4 $386
line 783
;783:			Team_DroppedFlagThink( other );
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 Team_DroppedFlagThink
CALLV
pop
line 784
;784:			return;
ADDRGP4 $383
JUMPV
LABELV $386
line 786
;785:		}
;786:		G_TempEntity( other->s.origin, EV_ITEM_POP );
ADDRFP4 4
INDIRP4
CNSTI4 92
ADDP4
ARGP4
CNSTI4 41
ARGI4
ADDRGP4 G_TempEntity
CALLP4
pop
line 787
;787:		G_FreeEntity( other );
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 788
;788:		return;
ADDRGP4 $383
JUMPV
LABELV $384
line 791
;789:	}
;790:
;791:	if ( ent->damage ) {
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
INDIRI4
CNSTI4 0
EQI4 $388
line 792
;792:		G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH );
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 740
ADDP4
INDIRI4
ARGI4
CNSTI4 0
ARGI4
CNSTI4 17
ARGI4
ADDRGP4 G_Damage
CALLV
pop
line 793
;793:	}
LABELV $388
line 794
;794:	if ( ent->spawnflags & 4 ) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 4
BANDI4
CNSTI4 0
EQI4 $390
line 795
;795:		return;		// crushers don't reverse
ADDRGP4 $383
JUMPV
LABELV $390
line 799
;796:	}
;797:
;798:	// reverse direction
;799:	Use_BinaryMover( ent, ent, other );
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 Use_BinaryMover
CALLV
pop
line 800
;800:}
LABELV $383
endproc Blocked_Door 4 32
proc Touch_DoorTriggerSpectator 48 12
line 807
;801:
;802:/*
;803:================
;804:Touch_DoorTriggerSpectator
;805:================
;806:*/
;807:static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) {
line 812
;808:	int axis;
;809:	vec3_t origin;
;810:	float	len, doorMin, doorMax;
;811:
;812:	VectorCopy( other->s.origin, origin );
ADDRLP4 4
ADDRFP4 4
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 814
;813:
;814:	axis = ent->count;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 815
;815:	doorMax = other->s.origin[axis] - ent->r.absmax[axis];
ADDRLP4 20
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 92
ADDP4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 476
ADDP4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 816
;816:	doorMin = other->s.origin[axis] - ent->r.absmin[axis];
ADDRLP4 16
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 92
ADDP4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 464
ADDP4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 818
;817:
;818:	if ( fabs(doorMax) < fabs(doorMin) ) {
ADDRLP4 20
INDIRF4
ARGF4
ADDRLP4 36
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 16
INDIRF4
ARGF4
ADDRLP4 40
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 36
INDIRF4
ADDRLP4 40
INDIRF4
GEF4 $393
line 819
;819:		origin[axis] = ent->r.absmin[axis] - 1;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 464
ADDP4
ADDP4
INDIRF4
CNSTF4 1065353216
SUBF4
ASGNF4
line 820
;820:		len = doorMax + 120;
ADDRLP4 24
ADDRLP4 20
INDIRF4
CNSTF4 1123024896
ADDF4
ASGNF4
line 821
;821:	} else {
ADDRGP4 $394
JUMPV
LABELV $393
line 822
;822:		origin[axis] = ent->r.absmax[axis] + 1;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 476
ADDP4
ADDP4
INDIRF4
CNSTF4 1065353216
ADDF4
ASGNF4
line 823
;823:		len = 120 - doorMin;
ADDRLP4 24
CNSTF4 1123024896
ADDRLP4 16
INDIRF4
SUBF4
ASGNF4
line 824
;824:	}
LABELV $394
line 826
;825:
;826:	if ( len >= 40 ) {
ADDRLP4 24
INDIRF4
CNSTF4 1109393408
LTF4 $395
line 827
;827:		return;
ADDRGP4 $392
JUMPV
LABELV $395
line 830
;828:	}
;829:
;830:	TeleportPlayer( other, origin, NULL );
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 4
ARGP4
CNSTP4 0
ARGP4
ADDRGP4 TeleportPlayer
CALLV
pop
line 831
;831:}
LABELV $392
endproc Touch_DoorTriggerSpectator 48 12
export Touch_DoorTrigger
proc Touch_DoorTrigger 8 12
line 838
;832:
;833:/*
;834:================
;835:Touch_DoorTrigger
;836:================
;837:*/
;838:void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) {
line 839
;839:	if ( other->client && other->client->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 0
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $398
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
NEI4 $398
line 841
;840:		// if the door is not open and not opening
;841:		if ( ent->parent->moverState != MOVER_1TO2 &&
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 2
EQI4 $399
ADDRLP4 4
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 1
EQI4 $399
line 842
;842:			ent->parent->moverState != MOVER_POS2) {
line 843
;843:			Touch_DoorTriggerSpectator( ent, other, trace );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Touch_DoorTriggerSpectator
CALLV
pop
line 844
;844:		}
line 845
;845:	}
ADDRGP4 $399
JUMPV
LABELV $398
line 846
;846:	else if ( ent->parent->moverState != MOVER_1TO2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 2
EQI4 $402
line 847
;847:		Use_BinaryMover( ent->parent, ent, other );
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
ARGP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 Use_BinaryMover
CALLV
pop
line 848
;848:	}
LABELV $402
LABELV $399
line 849
;849:}
LABELV $397
endproc Touch_DoorTrigger 8 12
export Think_SpawnNewDoorTrigger
proc Think_SpawnNewDoorTrigger 52 12
line 860
;850:
;851:
;852:/*
;853:======================
;854:Think_SpawnNewDoorTrigger
;855:
;856:All of the parts of a door have been spawned, so create
;857:a trigger that encloses all of them
;858:======================
;859:*/
;860:void Think_SpawnNewDoorTrigger( gentity_t *ent ) {
line 865
;861:	gentity_t		*other;
;862:	vec3_t		mins, maxs;
;863:	int			i, best;
;864:
;865:	if (!ent) {
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $405
line 866
;866:		return;
ADDRGP4 $404
JUMPV
LABELV $405
line 870
;867:	}
;868:
;869:	// set all of the slaves as shootable
;870:	for ( other = ent ; other ; other = other->teamchain ) {
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRGP4 $410
JUMPV
LABELV $407
line 871
;871:		other->takedamage = qtrue;
ADDRLP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 1
ASGNI4
line 872
;872:	}
LABELV $408
line 870
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
LABELV $410
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $407
line 875
;873:
;874:	// find the bounds of everything on the team
;875:	VectorCopy (ent->r.absmin, mins);
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 464
ADDP4
INDIRB
ASGNB 12
line 876
;876:	VectorCopy (ent->r.absmax, maxs);
ADDRLP4 20
ADDRFP4 0
INDIRP4
CNSTI4 476
ADDP4
INDIRB
ASGNB 12
line 878
;877:
;878:	for (other = ent->teamchain ; other ; other=other->teamchain) {
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
ADDRGP4 $414
JUMPV
LABELV $411
line 879
;879:		AddPointToBounds (other->r.absmin, mins, maxs);
ADDRLP4 0
INDIRP4
CNSTI4 464
ADDP4
ARGP4
ADDRLP4 8
ARGP4
ADDRLP4 20
ARGP4
ADDRGP4 AddPointToBounds
CALLV
pop
line 880
;880:		AddPointToBounds (other->r.absmax, mins, maxs);
ADDRLP4 0
INDIRP4
CNSTI4 476
ADDP4
ARGP4
ADDRLP4 8
ARGP4
ADDRLP4 20
ARGP4
ADDRGP4 AddPointToBounds
CALLV
pop
line 881
;881:	}
LABELV $412
line 878
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
LABELV $414
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $411
line 884
;882:
;883:	// find the thinnest axis, which will be the one we expand
;884:	best = 0;
ADDRLP4 32
CNSTI4 0
ASGNI4
line 885
;885:	for ( i = 1 ; i < 3 ; i++ ) {
ADDRLP4 4
CNSTI4 1
ASGNI4
LABELV $415
line 886
;886:		if ( maxs[i] - mins[i] < maxs[best] - mins[best] ) {
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 20
ADDP4
INDIRF4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
ADDP4
INDIRF4
SUBF4
ADDRLP4 32
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 20
ADDP4
INDIRF4
ADDRLP4 32
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
ADDP4
INDIRF4
SUBF4
GEF4 $419
line 887
;887:			best = i;
ADDRLP4 32
ADDRLP4 4
INDIRI4
ASGNI4
line 888
;888:		}
LABELV $419
line 889
;889:	}
LABELV $416
line 885
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 3
LTI4 $415
line 890
;890:	maxs[best] += 120;
ADDRLP4 36
ADDRLP4 32
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 20
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRF4
CNSTF4 1123024896
ADDF4
ASGNF4
line 891
;891:	mins[best] -= 120;
ADDRLP4 40
ADDRLP4 32
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRF4
CNSTF4 1123024896
SUBF4
ASGNF4
line 894
;892:
;893:	// create a trigger with this size
;894:	other = G_Spawn ();
ADDRLP4 44
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 44
INDIRP4
ASGNP4
line 895
;895:	other->classname = "door_trigger";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $421
ASGNP4
line 896
;896:	VectorCopy (mins, other->r.mins);
ADDRLP4 0
INDIRP4
CNSTI4 436
ADDP4
ADDRLP4 8
INDIRB
ASGNB 12
line 897
;897:	VectorCopy (maxs, other->r.maxs);
ADDRLP4 0
INDIRP4
CNSTI4 448
ADDP4
ADDRLP4 20
INDIRB
ASGNB 12
line 898
;898:	other->parent = ent;
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 899
;899:	other->r.contents = CONTENTS_TRIGGER;
ADDRLP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 900
;900:	other->touch = Touch_DoorTrigger;
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
ADDRGP4 Touch_DoorTrigger
ASGNP4
line 902
;901:	// remember the thinnest axis
;902:	other->count = best;
ADDRLP4 0
INDIRP4
CNSTI4 760
ADDP4
ADDRLP4 32
INDIRI4
ASGNI4
line 903
;903:	trap_LinkEntity (other);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 905
;904:
;905:	MatchTeam( ent, ent->moverState, level.time );
ADDRLP4 48
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 48
INDIRP4
ARGP4
ADDRLP4 48
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
ARGI4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRGP4 MatchTeam
CALLV
pop
line 906
;906:}
LABELV $404
endproc Think_SpawnNewDoorTrigger 52 12
export Think_MatchTeam
proc Think_MatchTeam 4 12
line 908
;907:
;908:void Think_MatchTeam( gentity_t *ent ) {
line 909
;909:	MatchTeam( ent, ent->moverState, level.time );
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
ARGI4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRGP4 MatchTeam
CALLV
pop
line 910
;910:}
LABELV $423
endproc Think_MatchTeam 4 12
export SP_func_door
proc SP_func_door 96 12
line 929
;911:
;912:
;913:/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER
;914:TOGGLE		wait in both the start and end states for a trigger event.
;915:START_OPEN	the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
;916:NOMONSTER	monsters will not trigger this door
;917:
;918:"model2"	.md3 model to also draw
;919:"angle"		determines the opening direction
;920:"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
;921:"speed"		movement speed (100 default)
;922:"wait"		wait before returning (3 default, -1 = never return)
;923:"lip"		lip remaining at end of move (8 default)
;924:"dmg"		damage to inflict when blocked (2 default)
;925:"color"		constantLight color
;926:"light"		constantLight radius
;927:"health"	if set, the door must be shot open
;928:*/
;929:void SP_func_door (gentity_t *ent) {
line 935
;930:	vec3_t	abs_movedir;
;931:	float	distance;
;932:	vec3_t	size;
;933:	float	lip;
;934:
;935:	if ( ent->spawnflags & 32 ) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 32
BANDI4
CNSTI4 0
EQI4 $426
line 936
;936:		ent->sound1to2 = ent->sound2to1 = 0;
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 36
CNSTI4 0
ASGNI4
ADDRLP4 32
INDIRP4
CNSTI4 588
ADDP4
ADDRLP4 36
INDIRI4
ASGNI4
ADDRLP4 32
INDIRP4
CNSTI4 584
ADDP4
ADDRLP4 36
INDIRI4
ASGNI4
line 937
;937:		ent->soundPos1 = ent->soundPos2 = 0;
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
CNSTI4 0
ASGNI4
ADDRLP4 40
INDIRP4
CNSTI4 592
ADDP4
ADDRLP4 44
INDIRI4
ASGNI4
ADDRLP4 40
INDIRP4
CNSTI4 580
ADDP4
ADDRLP4 44
INDIRI4
ASGNI4
line 938
;938:	} else {
ADDRGP4 $427
JUMPV
LABELV $426
line 939
;939:	ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
ADDRGP4 $428
ARGP4
ADDRLP4 32
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRLP4 36
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 36
INDIRP4
CNSTI4 588
ADDP4
ADDRLP4 32
INDIRI4
ASGNI4
ADDRLP4 36
INDIRP4
CNSTI4 584
ADDP4
ADDRLP4 32
INDIRI4
ASGNI4
line 940
;940:	ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");
ADDRGP4 $429
ARGP4
ADDRLP4 40
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRLP4 44
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
INDIRP4
CNSTI4 592
ADDP4
ADDRLP4 40
INDIRI4
ASGNI4
ADDRLP4 44
INDIRP4
CNSTI4 580
ADDP4
ADDRLP4 40
INDIRI4
ASGNI4
line 941
;941:	}
LABELV $427
line 943
;942:
;943:	ent->blocked = Blocked_Door;
ADDRFP4 0
INDIRP4
CNSTI4 700
ADDP4
ADDRGP4 Blocked_Door
ASGNP4
line 946
;944:
;945:	// default speed of 400
;946:	if (!ent->speed)
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
NEF4 $430
line 947
;947:		ent->speed = 400;
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
CNSTF4 1137180672
ASGNF4
LABELV $430
line 950
;948:
;949:	// default wait of 2 seconds
;950:	if (!ent->wait)
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
CNSTF4 0
NEF4 $432
line 951
;951:		ent->wait = 2;
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
CNSTF4 1073741824
ASGNF4
LABELV $432
line 952
;952:	ent->wait *= 1000;
ADDRLP4 32
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRF4
CNSTF4 1148846080
MULF4
ASGNF4
line 955
;953:
;954:	// default lip of 8 units
;955:	G_SpawnFloat( "lip", "8", &lip );
ADDRGP4 $434
ARGP4
ADDRGP4 $435
ARGP4
ADDRLP4 28
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 958
;956:
;957:	// default damage of 2 points
;958:	G_SpawnInt( "dmg", "2", &ent->damage );
ADDRGP4 $436
ARGP4
ADDRGP4 $437
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
ARGP4
ADDRGP4 G_SpawnInt
CALLI4
pop
line 961
;959:
;960:	// first position at start
;961:	VectorCopy( ent->s.origin, ent->pos1 );
ADDRLP4 36
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 36
INDIRP4
CNSTI4 612
ADDP4
ADDRLP4 36
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 964
;962:
;963:	// calculate second position
;964:	trap_SetBrushModel( ent, ent->model );
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 40
INDIRP4
ARGP4
ADDRLP4 40
INDIRP4
CNSTI4 540
ADDP4
INDIRP4
ARGP4
ADDRGP4 trap_SetBrushModel
CALLV
pop
line 965
;965:	G_SetMovedir (ent->s.angles, ent->movedir);
ADDRLP4 44
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
INDIRP4
CNSTI4 116
ADDP4
ARGP4
ADDRLP4 44
INDIRP4
CNSTI4 676
ADDP4
ARGP4
ADDRGP4 G_SetMovedir
CALLV
pop
line 966
;966:	abs_movedir[0] = fabs(ent->movedir[0]);
ADDRFP4 0
INDIRP4
CNSTI4 676
ADDP4
INDIRF4
ARGF4
ADDRLP4 48
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 48
INDIRF4
ASGNF4
line 967
;967:	abs_movedir[1] = fabs(ent->movedir[1]);
ADDRFP4 0
INDIRP4
CNSTI4 680
ADDP4
INDIRF4
ARGF4
ADDRLP4 52
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 52
INDIRF4
ASGNF4
line 968
;968:	abs_movedir[2] = fabs(ent->movedir[2]);
ADDRFP4 0
INDIRP4
CNSTI4 684
ADDP4
INDIRF4
ARGF4
ADDRLP4 56
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 0+8
ADDRLP4 56
INDIRF4
ASGNF4
line 969
;969:	VectorSubtract( ent->r.maxs, ent->r.mins, size );
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 60
INDIRP4
CNSTI4 448
ADDP4
INDIRF4
ADDRLP4 60
INDIRP4
CNSTI4 436
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 60
INDIRP4
CNSTI4 452
ADDP4
INDIRF4
ADDRLP4 60
INDIRP4
CNSTI4 440
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 64
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12+8
ADDRLP4 64
INDIRP4
CNSTI4 456
ADDP4
INDIRF4
ADDRLP4 64
INDIRP4
CNSTI4 444
ADDP4
INDIRF4
SUBF4
ASGNF4
line 970
;970:	distance = DotProduct( abs_movedir, size ) - lip;
ADDRLP4 24
ADDRLP4 0
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 12+4
INDIRF4
MULF4
ADDF4
ADDRLP4 0+8
INDIRF4
ADDRLP4 12+8
INDIRF4
MULF4
ADDF4
ADDRLP4 28
INDIRF4
SUBF4
ASGNF4
line 971
;971:	VectorMA( ent->pos1, distance, ent->movedir, ent->pos2 );
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
CNSTI4 624
ADDP4
ADDRLP4 68
INDIRP4
CNSTI4 612
ADDP4
INDIRF4
ADDRLP4 68
INDIRP4
CNSTI4 676
ADDP4
INDIRF4
ADDRLP4 24
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 628
ADDP4
ADDRLP4 72
INDIRP4
CNSTI4 616
ADDP4
INDIRF4
ADDRLP4 72
INDIRP4
CNSTI4 680
ADDP4
INDIRF4
ADDRLP4 24
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 76
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
CNSTI4 632
ADDP4
ADDRLP4 76
INDIRP4
CNSTI4 620
ADDP4
INDIRF4
ADDRLP4 76
INDIRP4
CNSTI4 684
ADDP4
INDIRF4
ADDRLP4 24
INDIRF4
MULF4
ADDF4
ASGNF4
line 974
;972:
;973:	// if "start_open", reverse position 1 and 2
;974:	if ( ent->spawnflags & 1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $446
line 977
;975:		vec3_t	temp;
;976:
;977:		VectorCopy( ent->pos2, temp );
ADDRLP4 80
ADDRFP4 0
INDIRP4
CNSTI4 624
ADDP4
INDIRB
ASGNB 12
line 978
;978:		VectorCopy( ent->s.origin, ent->pos2 );
ADDRLP4 92
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 92
INDIRP4
CNSTI4 624
ADDP4
ADDRLP4 92
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 979
;979:		VectorCopy( temp, ent->pos1 );
ADDRFP4 0
INDIRP4
CNSTI4 612
ADDP4
ADDRLP4 80
INDIRB
ASGNB 12
line 980
;980:	}
LABELV $446
line 982
;981:
;982:	InitMover( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 InitMover
CALLV
pop
line 984
;983:
;984:	ent->nextthink = level.time + FRAMETIME;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 100
ADDI4
ASGNI4
line 986
;985:
;986:	if ( ! (ent->flags & FL_TEAMSLAVE ) ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
NEI4 $449
line 989
;987:		int health;
;988:
;989:		G_SpawnInt( "health", "0", &health );
ADDRGP4 $451
ARGP4
ADDRGP4 $452
ARGP4
ADDRLP4 80
ARGP4
ADDRGP4 G_SpawnInt
CALLI4
pop
line 990
;990:		if ( health ) {
ADDRLP4 80
INDIRI4
CNSTI4 0
EQI4 $453
line 991
;991:			ent->takedamage = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 1
ASGNI4
line 992
;992:		}
LABELV $453
line 993
;993:		if ( ent->targetname || health ) {
ADDRFP4 0
INDIRP4
CNSTI4 652
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $457
ADDRLP4 80
INDIRI4
CNSTI4 0
EQI4 $455
LABELV $457
line 995
;994:			// non touch/shoot doors
;995:			ent->think = Think_MatchTeam;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 Think_MatchTeam
ASGNP4
line 996
;996:		} else {
ADDRGP4 $456
JUMPV
LABELV $455
line 997
;997:			ent->think = Think_SpawnNewDoorTrigger;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 Think_SpawnNewDoorTrigger
ASGNP4
line 998
;998:		}
LABELV $456
line 999
;999:	}
LABELV $449
line 1002
;1000:
;1001:
;1002:}
LABELV $425
endproc SP_func_door 96 12
export Touch_Plat
proc Touch_Plat 4 0
line 1019
;1003:
;1004:/*
;1005:===============================================================================
;1006:
;1007:PLAT
;1008:
;1009:===============================================================================
;1010:*/
;1011:
;1012:/*
;1013:==============
;1014:Touch_Plat
;1015:
;1016:Don't allow decent if a living player is on it
;1017:===============
;1018:*/
;1019:void Touch_Plat( gentity_t *ent, gentity_t *other, trace_t *trace ) {
line 1020
;1020:	if ( !other->client || other->client->ps.stats[STAT_HEALTH] <= 0 ) {
ADDRLP4 0
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $461
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CNSTI4 0
GTI4 $459
LABELV $461
line 1021
;1021:		return;
ADDRGP4 $458
JUMPV
LABELV $459
line 1025
;1022:	}
;1023:
;1024:	// delay return-to-pos1 by one second
;1025:	if ( ent->moverState == MOVER_POS2 ) {
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 1
NEI4 $462
line 1026
;1026:		ent->nextthink = level.time + 1000;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
ADDI4
ASGNI4
line 1027
;1027:	}
LABELV $462
line 1028
;1028:}
LABELV $458
endproc Touch_Plat 4 0
export Touch_PlatCenterTrigger
proc Touch_PlatCenterTrigger 4 12
line 1037
;1029:
;1030:/*
;1031:==============
;1032:Touch_PlatCenterTrigger
;1033:
;1034:If the plat is at the bottom position, start it going up
;1035:===============
;1036:*/
;1037:void Touch_PlatCenterTrigger(gentity_t *ent, gentity_t *other, trace_t *trace ) {
line 1038
;1038:	if ( !other->client ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $466
line 1039
;1039:		return;
ADDRGP4 $465
JUMPV
LABELV $466
line 1042
;1040:	}
;1041:
;1042:	if ( ent->parent->moverState == MOVER_POS1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 0
NEI4 $468
line 1043
;1043:		Use_BinaryMover( ent->parent, ent, other );
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 Use_BinaryMover
CALLV
pop
line 1044
;1044:	}
LABELV $468
line 1045
;1045:}
LABELV $465
endproc Touch_PlatCenterTrigger 4 12
export SpawnPlatTrigger
proc SpawnPlatTrigger 60 4
line 1057
;1046:
;1047:
;1048:/*
;1049:================
;1050:SpawnPlatTrigger
;1051:
;1052:Spawn a trigger in the middle of the plat's low position
;1053:Elevator cars require that the trigger extend through the entire low position,
;1054:not just sit on top of it.
;1055:================
;1056:*/
;1057:void SpawnPlatTrigger( gentity_t *ent ) {
line 1063
;1058:	gentity_t	*trigger;
;1059:	vec3_t	tmin, tmax;
;1060:
;1061:	// the middle trigger will be a thin trigger just
;1062:	// above the starting position
;1063:	trigger = G_Spawn();
ADDRLP4 28
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 28
INDIRP4
ASGNP4
line 1064
;1064:	trigger->classname = "plat_trigger";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $471
ASGNP4
line 1065
;1065:	trigger->touch = Touch_PlatCenterTrigger;
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
ADDRGP4 Touch_PlatCenterTrigger
ASGNP4
line 1066
;1066:	trigger->r.contents = CONTENTS_TRIGGER;
ADDRLP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 1067
;1067:	trigger->parent = ent;
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 1069
;1068:	
;1069:	tmin[0] = ent->pos1[0] + ent->r.mins[0] + 33;
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 32
INDIRP4
CNSTI4 612
ADDP4
INDIRF4
ADDRLP4 32
INDIRP4
CNSTI4 436
ADDP4
INDIRF4
ADDF4
CNSTF4 1107558400
ADDF4
ASGNF4
line 1070
;1070:	tmin[1] = ent->pos1[1] + ent->r.mins[1] + 33;
ADDRLP4 36
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4+4
ADDRLP4 36
INDIRP4
CNSTI4 616
ADDP4
INDIRF4
ADDRLP4 36
INDIRP4
CNSTI4 440
ADDP4
INDIRF4
ADDF4
CNSTF4 1107558400
ADDF4
ASGNF4
line 1071
;1071:	tmin[2] = ent->pos1[2] + ent->r.mins[2];
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4+8
ADDRLP4 40
INDIRP4
CNSTI4 620
ADDP4
INDIRF4
ADDRLP4 40
INDIRP4
CNSTI4 444
ADDP4
INDIRF4
ADDF4
ASGNF4
line 1073
;1072:
;1073:	tmax[0] = ent->pos1[0] + ent->r.maxs[0] - 33;
ADDRLP4 44
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 16
ADDRLP4 44
INDIRP4
CNSTI4 612
ADDP4
INDIRF4
ADDRLP4 44
INDIRP4
CNSTI4 448
ADDP4
INDIRF4
ADDF4
CNSTF4 1107558400
SUBF4
ASGNF4
line 1074
;1074:	tmax[1] = ent->pos1[1] + ent->r.maxs[1] - 33;
ADDRLP4 48
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 16+4
ADDRLP4 48
INDIRP4
CNSTI4 616
ADDP4
INDIRF4
ADDRLP4 48
INDIRP4
CNSTI4 452
ADDP4
INDIRF4
ADDF4
CNSTF4 1107558400
SUBF4
ASGNF4
line 1075
;1075:	tmax[2] = ent->pos1[2] + ent->r.maxs[2] + 8;
ADDRLP4 52
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 16+8
ADDRLP4 52
INDIRP4
CNSTI4 620
ADDP4
INDIRF4
ADDRLP4 52
INDIRP4
CNSTI4 456
ADDP4
INDIRF4
ADDF4
CNSTF4 1090519040
ADDF4
ASGNF4
line 1077
;1076:
;1077:	if ( tmax[0] <= tmin[0] ) {
ADDRLP4 16
INDIRF4
ADDRLP4 4
INDIRF4
GTF4 $476
line 1078
;1078:		tmin[0] = ent->pos1[0] + (ent->r.mins[0] + ent->r.maxs[0]) *0.5;
ADDRLP4 56
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 56
INDIRP4
CNSTI4 612
ADDP4
INDIRF4
ADDRLP4 56
INDIRP4
CNSTI4 436
ADDP4
INDIRF4
ADDRLP4 56
INDIRP4
CNSTI4 448
ADDP4
INDIRF4
ADDF4
CNSTF4 1056964608
MULF4
ADDF4
ASGNF4
line 1079
;1079:		tmax[0] = tmin[0] + 1;
ADDRLP4 16
ADDRLP4 4
INDIRF4
CNSTF4 1065353216
ADDF4
ASGNF4
line 1080
;1080:	}
LABELV $476
line 1081
;1081:	if ( tmax[1] <= tmin[1] ) {
ADDRLP4 16+4
INDIRF4
ADDRLP4 4+4
INDIRF4
GTF4 $478
line 1082
;1082:		tmin[1] = ent->pos1[1] + (ent->r.mins[1] + ent->r.maxs[1]) *0.5;
ADDRLP4 56
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4+4
ADDRLP4 56
INDIRP4
CNSTI4 616
ADDP4
INDIRF4
ADDRLP4 56
INDIRP4
CNSTI4 440
ADDP4
INDIRF4
ADDRLP4 56
INDIRP4
CNSTI4 452
ADDP4
INDIRF4
ADDF4
CNSTF4 1056964608
MULF4
ADDF4
ASGNF4
line 1083
;1083:		tmax[1] = tmin[1] + 1;
ADDRLP4 16+4
ADDRLP4 4+4
INDIRF4
CNSTF4 1065353216
ADDF4
ASGNF4
line 1084
;1084:	}
LABELV $478
line 1086
;1085:	
;1086:	VectorCopy (tmin, trigger->r.mins);
ADDRLP4 0
INDIRP4
CNSTI4 436
ADDP4
ADDRLP4 4
INDIRB
ASGNB 12
line 1087
;1087:	VectorCopy (tmax, trigger->r.maxs);
ADDRLP4 0
INDIRP4
CNSTI4 448
ADDP4
ADDRLP4 16
INDIRB
ASGNB 12
line 1089
;1088:
;1089:	trap_LinkEntity (trigger);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 1090
;1090:}
LABELV $470
endproc SpawnPlatTrigger 60 4
export SP_func_plat
proc SP_func_plat 48 12
line 1104
;1091:
;1092:
;1093:/*QUAKED func_plat (0 .5 .8) ?
;1094:Plats are always drawn in the extended position so they will light correctly.
;1095:
;1096:"lip"		default 8, protrusion above rest position
;1097:"height"	total height of movement, defaults to model height
;1098:"speed"		overrides default 200.
;1099:"dmg"		overrides default 2
;1100:"model2"	.md3 model to also draw
;1101:"color"		constantLight color
;1102:"light"		constantLight radius
;1103:*/
;1104:void SP_func_plat (gentity_t *ent) {
line 1107
;1105:	float		lip, height;
;1106:
;1107:	ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/plats/pt1_strt.wav");
ADDRGP4 $486
ARGP4
ADDRLP4 8
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 588
ADDP4
ADDRLP4 8
INDIRI4
ASGNI4
ADDRLP4 12
INDIRP4
CNSTI4 584
ADDP4
ADDRLP4 8
INDIRI4
ASGNI4
line 1108
;1108:	ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/plats/pt1_end.wav");
ADDRGP4 $487
ARGP4
ADDRLP4 16
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 592
ADDP4
ADDRLP4 16
INDIRI4
ASGNI4
ADDRLP4 20
INDIRP4
CNSTI4 580
ADDP4
ADDRLP4 16
INDIRI4
ASGNI4
line 1110
;1109:
;1110:	VectorClear (ent->s.angles);
ADDRFP4 0
INDIRP4
CNSTI4 116
ADDP4
CNSTF4 0
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 120
ADDP4
CNSTF4 0
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 124
ADDP4
CNSTF4 0
ASGNF4
line 1112
;1111:
;1112:	G_SpawnFloat( "speed", "200", &ent->speed );
ADDRGP4 $488
ARGP4
ADDRGP4 $489
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 1113
;1113:	G_SpawnInt( "dmg", "2", &ent->damage );
ADDRGP4 $436
ARGP4
ADDRGP4 $437
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
ARGP4
ADDRGP4 G_SpawnInt
CALLI4
pop
line 1114
;1114:	G_SpawnFloat( "wait", "1", &ent->wait );
ADDRGP4 $490
ARGP4
ADDRGP4 $491
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 1115
;1115:	G_SpawnFloat( "lip", "8", &lip );
ADDRGP4 $434
ARGP4
ADDRGP4 $435
ARGP4
ADDRLP4 4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 1117
;1116:
;1117:	ent->wait = 1000;
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
CNSTF4 1148846080
ASGNF4
line 1120
;1118:
;1119:	// create second position
;1120:	trap_SetBrushModel( ent, ent->model );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
ARGP4
ADDRLP4 24
INDIRP4
CNSTI4 540
ADDP4
INDIRP4
ARGP4
ADDRGP4 trap_SetBrushModel
CALLV
pop
line 1122
;1121:
;1122:	if ( !G_SpawnFloat( "height", "0", &height ) ) {
ADDRGP4 $494
ARGP4
ADDRGP4 $452
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 28
ADDRGP4 G_SpawnFloat
CALLI4
ASGNI4
ADDRLP4 28
INDIRI4
CNSTI4 0
NEI4 $492
line 1123
;1123:		height = (ent->r.maxs[2] - ent->r.mins[2]) - lip;
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 32
INDIRP4
CNSTI4 456
ADDP4
INDIRF4
ADDRLP4 32
INDIRP4
CNSTI4 444
ADDP4
INDIRF4
SUBF4
ADDRLP4 4
INDIRF4
SUBF4
ASGNF4
line 1124
;1124:	}
LABELV $492
line 1127
;1125:
;1126:	// pos1 is the rest (bottom) position, pos2 is the top
;1127:	VectorCopy( ent->s.origin, ent->pos2 );
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 624
ADDP4
ADDRLP4 32
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1128
;1128:	VectorCopy( ent->pos2, ent->pos1 );
ADDRLP4 36
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 36
INDIRP4
CNSTI4 612
ADDP4
ADDRLP4 36
INDIRP4
CNSTI4 624
ADDP4
INDIRB
ASGNB 12
line 1129
;1129:	ent->pos1[2] -= height;
ADDRLP4 40
ADDRFP4 0
INDIRP4
CNSTI4 620
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
SUBF4
ASGNF4
line 1131
;1130:
;1131:	InitMover( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 InitMover
CALLV
pop
line 1135
;1132:
;1133:	// touch function keeps the plat from returning while
;1134:	// a live player is standing on it
;1135:	ent->touch = Touch_Plat;
ADDRFP4 0
INDIRP4
CNSTI4 704
ADDP4
ADDRGP4 Touch_Plat
ASGNP4
line 1137
;1136:
;1137:	ent->blocked = Blocked_Door;
ADDRFP4 0
INDIRP4
CNSTI4 700
ADDP4
ADDRGP4 Blocked_Door
ASGNP4
line 1139
;1138:
;1139:	ent->parent = ent;	// so it can be treated as a door
ADDRLP4 44
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
INDIRP4
CNSTI4 600
ADDP4
ADDRLP4 44
INDIRP4
ASGNP4
line 1142
;1140:
;1141:	// spawn the trigger if one hasn't been custom made
;1142:	if ( !ent->targetname ) {
ADDRFP4 0
INDIRP4
CNSTI4 652
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $495
line 1143
;1143:		SpawnPlatTrigger(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 SpawnPlatTrigger
CALLV
pop
line 1144
;1144:	}
LABELV $495
line 1145
;1145:}
LABELV $485
endproc SP_func_plat 48 12
export Touch_Button
proc Touch_Button 4 12
line 1162
;1146:
;1147:
;1148:/*
;1149:===============================================================================
;1150:
;1151:BUTTON
;1152:
;1153:===============================================================================
;1154:*/
;1155:
;1156:/*
;1157:==============
;1158:Touch_Button
;1159:
;1160:===============
;1161:*/
;1162:void Touch_Button(gentity_t *ent, gentity_t *other, trace_t *trace ) {
line 1163
;1163:	if ( !other->client ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $498
line 1164
;1164:		return;
ADDRGP4 $497
JUMPV
LABELV $498
line 1167
;1165:	}
;1166:
;1167:	if ( ent->moverState == MOVER_POS1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 0
NEI4 $500
line 1168
;1168:		Use_BinaryMover( ent, other, other );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 Use_BinaryMover
CALLV
pop
line 1169
;1169:	}
LABELV $500
line 1170
;1170:}
LABELV $497
endproc Touch_Button 4 12
export SP_func_button
proc SP_func_button 84 12
line 1186
;1171:
;1172:
;1173:/*QUAKED func_button (0 .5 .8) ?
;1174:When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again.
;1175:
;1176:"model2"	.md3 model to also draw
;1177:"angle"		determines the opening direction
;1178:"target"	all entities with a matching targetname will be used
;1179:"speed"		override the default 40 speed
;1180:"wait"		override the default 1 second wait (-1 = never return)
;1181:"lip"		override the default 4 pixel lip remaining at end of move
;1182:"health"	if set, the button must be killed instead of touched
;1183:"color"		constantLight color
;1184:"light"		constantLight radius
;1185:*/
;1186:void SP_func_button( gentity_t *ent ) {
line 1192
;1187:	vec3_t		abs_movedir;
;1188:	float		distance;
;1189:	vec3_t		size;
;1190:	float		lip;
;1191:
;1192:	ent->sound1to2 = G_SoundIndex("sound/movers/switches/butn2.wav");
ADDRGP4 $503
ARGP4
ADDRLP4 32
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 584
ADDP4
ADDRLP4 32
INDIRI4
ASGNI4
line 1194
;1193:	
;1194:	if ( !ent->speed ) {
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
NEF4 $504
line 1195
;1195:		ent->speed = 40;
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
CNSTF4 1109393408
ASGNF4
line 1196
;1196:	}
LABELV $504
line 1198
;1197:
;1198:	if ( !ent->wait ) {
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
CNSTF4 0
NEF4 $506
line 1199
;1199:		ent->wait = 1;
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
CNSTF4 1065353216
ASGNF4
line 1200
;1200:	}
LABELV $506
line 1201
;1201:	ent->wait *= 1000;
ADDRLP4 36
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRF4
CNSTF4 1148846080
MULF4
ASGNF4
line 1204
;1202:
;1203:	// first position
;1204:	VectorCopy( ent->s.origin, ent->pos1 );
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 40
INDIRP4
CNSTI4 612
ADDP4
ADDRLP4 40
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1207
;1205:
;1206:	// calculate second position
;1207:	trap_SetBrushModel( ent, ent->model );
ADDRLP4 44
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
INDIRP4
ARGP4
ADDRLP4 44
INDIRP4
CNSTI4 540
ADDP4
INDIRP4
ARGP4
ADDRGP4 trap_SetBrushModel
CALLV
pop
line 1209
;1208:
;1209:	G_SpawnFloat( "lip", "4", &lip );
ADDRGP4 $434
ARGP4
ADDRGP4 $508
ARGP4
ADDRLP4 28
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 1211
;1210:
;1211:	G_SetMovedir( ent->s.angles, ent->movedir );
ADDRLP4 48
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 48
INDIRP4
CNSTI4 116
ADDP4
ARGP4
ADDRLP4 48
INDIRP4
CNSTI4 676
ADDP4
ARGP4
ADDRGP4 G_SetMovedir
CALLV
pop
line 1212
;1212:	abs_movedir[0] = fabs(ent->movedir[0]);
ADDRFP4 0
INDIRP4
CNSTI4 676
ADDP4
INDIRF4
ARGF4
ADDRLP4 52
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 52
INDIRF4
ASGNF4
line 1213
;1213:	abs_movedir[1] = fabs(ent->movedir[1]);
ADDRFP4 0
INDIRP4
CNSTI4 680
ADDP4
INDIRF4
ARGF4
ADDRLP4 56
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 56
INDIRF4
ASGNF4
line 1214
;1214:	abs_movedir[2] = fabs(ent->movedir[2]);
ADDRFP4 0
INDIRP4
CNSTI4 684
ADDP4
INDIRF4
ARGF4
ADDRLP4 60
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 0+8
ADDRLP4 60
INDIRF4
ASGNF4
line 1215
;1215:	VectorSubtract( ent->r.maxs, ent->r.mins, size );
ADDRLP4 64
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 64
INDIRP4
CNSTI4 448
ADDP4
INDIRF4
ADDRLP4 64
INDIRP4
CNSTI4 436
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 64
INDIRP4
CNSTI4 452
ADDP4
INDIRF4
ADDRLP4 64
INDIRP4
CNSTI4 440
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12+8
ADDRLP4 68
INDIRP4
CNSTI4 456
ADDP4
INDIRF4
ADDRLP4 68
INDIRP4
CNSTI4 444
ADDP4
INDIRF4
SUBF4
ASGNF4
line 1216
;1216:	distance = abs_movedir[0] * size[0] + abs_movedir[1] * size[1] + abs_movedir[2] * size[2] - lip;
ADDRLP4 24
ADDRLP4 0
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 12+4
INDIRF4
MULF4
ADDF4
ADDRLP4 0+8
INDIRF4
ADDRLP4 12+8
INDIRF4
MULF4
ADDF4
ADDRLP4 28
INDIRF4
SUBF4
ASGNF4
line 1217
;1217:	VectorMA (ent->pos1, distance, ent->movedir, ent->pos2);
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 624
ADDP4
ADDRLP4 72
INDIRP4
CNSTI4 612
ADDP4
INDIRF4
ADDRLP4 72
INDIRP4
CNSTI4 676
ADDP4
INDIRF4
ADDRLP4 24
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 76
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
CNSTI4 628
ADDP4
ADDRLP4 76
INDIRP4
CNSTI4 616
ADDP4
INDIRF4
ADDRLP4 76
INDIRP4
CNSTI4 680
ADDP4
INDIRF4
ADDRLP4 24
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 80
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 80
INDIRP4
CNSTI4 632
ADDP4
ADDRLP4 80
INDIRP4
CNSTI4 620
ADDP4
INDIRF4
ADDRLP4 80
INDIRP4
CNSTI4 684
ADDP4
INDIRF4
ADDRLP4 24
INDIRF4
MULF4
ADDF4
ASGNF4
line 1219
;1218:
;1219:	if (ent->health) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 0
EQI4 $517
line 1221
;1220:		// shootable button
;1221:		ent->takedamage = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 1
ASGNI4
line 1222
;1222:	} else {
ADDRGP4 $518
JUMPV
LABELV $517
line 1224
;1223:		// touchable button
;1224:		ent->touch = Touch_Button;
ADDRFP4 0
INDIRP4
CNSTI4 704
ADDP4
ADDRGP4 Touch_Button
ASGNP4
line 1225
;1225:	}
LABELV $518
line 1227
;1226:
;1227:	InitMover( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 InitMover
CALLV
pop
line 1228
;1228:}
LABELV $502
endproc SP_func_button 84 12
export Think_BeginMoving
proc Think_BeginMoving 0 0
line 1252
;1229:
;1230:
;1231:
;1232:/*
;1233:===============================================================================
;1234:
;1235:TRAIN
;1236:
;1237:===============================================================================
;1238:*/
;1239:
;1240:
;1241:#define TRAIN_START_ON		1
;1242:#define TRAIN_TOGGLE		2
;1243:#define TRAIN_BLOCK_STOPS	4
;1244:
;1245:/*
;1246:===============
;1247:Think_BeginMoving
;1248:
;1249:The wait time at a corner has completed, so start moving again
;1250:===============
;1251:*/
;1252:void Think_BeginMoving( gentity_t *ent ) {
line 1253
;1253:	ent->s.pos.trTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1254
;1254:	ent->s.pos.trType = TR_LINEAR_STOP;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 3
ASGNI4
line 1255
;1255:}
LABELV $519
endproc Think_BeginMoving 0 0
export Reached_Train
proc Reached_Train 40 12
line 1262
;1256:
;1257:/*
;1258:===============
;1259:Reached_Train
;1260:===============
;1261:*/
;1262:void Reached_Train( gentity_t *ent ) {
line 1269
;1263:	gentity_t		*next;
;1264:	float			speed;
;1265:	vec3_t			move;
;1266:	float			length;
;1267:
;1268:	// copy the apropriate values
;1269:	next = ent->nextTrain;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 604
ADDP4
INDIRP4
ASGNP4
line 1270
;1270:	if ( !next || !next->nextTrain ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $524
ADDRLP4 0
INDIRP4
CNSTI4 604
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $522
LABELV $524
line 1271
;1271:		return;		// just stop
ADDRGP4 $521
JUMPV
LABELV $522
line 1275
;1272:	}
;1273:
;1274:	// fire all other targets
;1275:	G_UseTargets( next, NULL );
ADDRLP4 0
INDIRP4
ARGP4
CNSTP4 0
ARGP4
ADDRGP4 G_UseTargets
CALLV
pop
line 1278
;1276:
;1277:	// set the new trajectory
;1278:	ent->nextTrain = next->nextTrain;
ADDRFP4 0
INDIRP4
CNSTI4 604
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 604
ADDP4
INDIRP4
ASGNP4
line 1279
;1279:	VectorCopy( next->s.origin, ent->pos1 );
ADDRFP4 0
INDIRP4
CNSTI4 612
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1280
;1280:	VectorCopy( next->nextTrain->s.origin, ent->pos2 );
ADDRFP4 0
INDIRP4
CNSTI4 624
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 604
ADDP4
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1283
;1281:
;1282:	// if the path_corner has a speed, use that
;1283:	if ( next->speed ) {
ADDRLP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
EQF4 $525
line 1284
;1284:		speed = next->speed;
ADDRLP4 16
ADDRLP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
ASGNF4
line 1285
;1285:	} else {
ADDRGP4 $526
JUMPV
LABELV $525
line 1287
;1286:		// otherwise use the train's speed
;1287:		speed = ent->speed;
ADDRLP4 16
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
ASGNF4
line 1288
;1288:	}
LABELV $526
line 1289
;1289:	if ( speed < 1 ) {
ADDRLP4 16
INDIRF4
CNSTF4 1065353216
GEF4 $527
line 1290
;1290:		speed = 1;
ADDRLP4 16
CNSTF4 1065353216
ASGNF4
line 1291
;1291:	}
LABELV $527
line 1294
;1292:
;1293:	// calculate duration
;1294:	VectorSubtract( ent->pos2, ent->pos1, move );
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 28
INDIRP4
CNSTI4 624
ADDP4
INDIRF4
ADDRLP4 28
INDIRP4
CNSTI4 612
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+4
ADDRLP4 28
INDIRP4
CNSTI4 628
ADDP4
INDIRF4
ADDRLP4 28
INDIRP4
CNSTI4 616
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4+8
ADDRLP4 32
INDIRP4
CNSTI4 632
ADDP4
INDIRF4
ADDRLP4 32
INDIRP4
CNSTI4 620
ADDP4
INDIRF4
SUBF4
ASGNF4
line 1295
;1295:	length = VectorLength( move );
ADDRLP4 4
ARGP4
ADDRLP4 36
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 20
ADDRLP4 36
INDIRF4
ASGNF4
line 1297
;1296:
;1297:	ent->s.pos.trDuration = length * 1000 / speed;
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
ADDRLP4 20
INDIRF4
CNSTF4 1148846080
MULF4
ADDRLP4 16
INDIRF4
DIVF4
CVFI4 4
ASGNI4
line 1300
;1298:
;1299:	// looping sound
;1300:	ent->s.loopSound = next->soundLoop;
ADDRFP4 0
INDIRP4
CNSTI4 156
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 596
ADDP4
INDIRI4
ASGNI4
line 1303
;1301:
;1302:	// start it going
;1303:	SetMoverState( ent, MOVER_1TO2, level.time );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 2
ARGI4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRGP4 SetMoverState
CALLV
pop
line 1306
;1304:
;1305:	// if there is a "wait" value on the target, don't start moving yet
;1306:	if ( next->wait ) {
ADDRLP4 0
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
CNSTF4 0
EQF4 $532
line 1307
;1307:		ent->nextthink = level.time + next->wait * 1000;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CVIF4 4
ADDRLP4 0
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
CNSTF4 1148846080
MULF4
ADDF4
CVFI4 4
ASGNI4
line 1308
;1308:		ent->think = Think_BeginMoving;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 Think_BeginMoving
ASGNP4
line 1309
;1309:		ent->s.pos.trType = TR_STATIONARY;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 0
ASGNI4
line 1310
;1310:	}
LABELV $532
line 1311
;1311:}
LABELV $521
endproc Reached_Train 40 12
export Think_SetupTrainTargets
proc Think_SetupTrainTargets 28 12
line 1321
;1312:
;1313:
;1314:/*
;1315:===============
;1316:Think_SetupTrainTargets
;1317:
;1318:Link all the corners together
;1319:===============
;1320:*/
;1321:void Think_SetupTrainTargets( gentity_t *ent ) {
line 1324
;1322:	gentity_t		*path, *next, *start;
;1323:
;1324:	ent->nextTrain = G_Find( NULL, FOFS(targetname), ent->target );
CNSTP4 0
ARGP4
CNSTI4 652
ARGI4
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 648
ADDP4
INDIRP4
ARGP4
ADDRLP4 16
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 604
ADDP4
ADDRLP4 16
INDIRP4
ASGNP4
line 1325
;1325:	if ( !ent->nextTrain ) {
ADDRFP4 0
INDIRP4
CNSTI4 604
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $536
line 1326
;1326:		G_Printf( "func_train at %s with an unfound target\n",
ADDRFP4 0
INDIRP4
CNSTI4 464
ADDP4
ARGP4
ADDRLP4 20
ADDRGP4 vtos
CALLP4
ASGNP4
ADDRGP4 $538
ARGP4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 1328
;1327:			vtos(ent->r.absmin) );
;1328:		return;
ADDRGP4 $535
JUMPV
LABELV $536
line 1331
;1329:	}
;1330:
;1331:	start = NULL;
ADDRLP4 8
CNSTP4 0
ASGNP4
line 1332
;1332:	for ( path = ent->nextTrain ; path != start ; path = next ) {
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 604
ADDP4
INDIRP4
ASGNP4
ADDRGP4 $542
JUMPV
LABELV $539
line 1333
;1333:		if ( !start ) {
ADDRLP4 8
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $543
line 1334
;1334:			start = path;
ADDRLP4 8
ADDRLP4 4
INDIRP4
ASGNP4
line 1335
;1335:		}
LABELV $543
line 1337
;1336:
;1337:		if ( !path->target ) {
ADDRLP4 4
INDIRP4
CNSTI4 648
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $545
line 1338
;1338:			G_Printf( "Train corner at %s without a target\n",
ADDRLP4 4
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 20
ADDRGP4 vtos
CALLP4
ASGNP4
ADDRGP4 $547
ARGP4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 1340
;1339:				vtos(path->s.origin) );
;1340:			return;
ADDRGP4 $535
JUMPV
LABELV $545
line 1346
;1341:		}
;1342:
;1343:		// find a path_corner among the targets
;1344:		// there may also be other targets that get fired when the corner
;1345:		// is reached
;1346:		next = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
LABELV $548
line 1347
;1347:		do {
line 1348
;1348:			next = G_Find( next, FOFS(targetname), path->target );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 652
ARGI4
ADDRLP4 4
INDIRP4
CNSTI4 648
ADDP4
INDIRP4
ARGP4
ADDRLP4 20
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20
INDIRP4
ASGNP4
line 1349
;1349:			if ( !next ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $551
line 1350
;1350:				G_Printf( "Train corner at %s without a target path_corner\n",
ADDRLP4 4
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 24
ADDRGP4 vtos
CALLP4
ASGNP4
ADDRGP4 $553
ARGP4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 1352
;1351:					vtos(path->s.origin) );
;1352:				return;
ADDRGP4 $535
JUMPV
LABELV $551
line 1354
;1353:			}
;1354:		} while ( strcmp( next->classname, "path_corner" ) );
LABELV $549
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRGP4 $554
ARGP4
ADDRLP4 20
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 20
INDIRI4
CNSTI4 0
NEI4 $548
line 1356
;1355:
;1356:		path->nextTrain = next;
ADDRLP4 4
INDIRP4
CNSTI4 604
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 1357
;1357:	}
LABELV $540
line 1332
ADDRLP4 4
ADDRLP4 0
INDIRP4
ASGNP4
LABELV $542
ADDRLP4 4
INDIRP4
CVPU4 4
ADDRLP4 8
INDIRP4
CVPU4 4
NEU4 $539
line 1360
;1358:
;1359:	// start the train moving from the first corner
;1360:	Reached_Train( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Reached_Train
CALLV
pop
line 1361
;1361:}
LABELV $535
endproc Think_SetupTrainTargets 28 12
export SP_path_corner
proc SP_path_corner 4 8
line 1371
;1362:
;1363:
;1364:
;1365:/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
;1366:Train path corners.
;1367:Target: next path corner and other targets to fire
;1368:"speed" speed to move to the next corner
;1369:"wait" seconds to wait before behining move to next corner
;1370:*/
;1371:void SP_path_corner( gentity_t *self ) {
line 1372
;1372:	if ( !self->targetname ) {
ADDRFP4 0
INDIRP4
CNSTI4 652
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $556
line 1373
;1373:		G_Printf ("path_corner with no targetname at %s\n", vtos(self->s.origin));
ADDRFP4 0
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 0
ADDRGP4 vtos
CALLP4
ASGNP4
ADDRGP4 $558
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 1374
;1374:		G_FreeEntity( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 1375
;1375:		return;
LABELV $556
line 1378
;1376:	}
;1377:	// path corners don't need to be linked in
;1378:}
LABELV $555
endproc SP_path_corner 4 8
export SP_func_train
proc SP_func_train 4 8
line 1394
;1379:
;1380:
;1381:
;1382:/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
;1383:A train is a mover that moves between path_corner target points.
;1384:Trains MUST HAVE AN ORIGIN BRUSH.
;1385:The train spawns at the first target it is pointing at.
;1386:"model2"	.md3 model to also draw
;1387:"speed"		default 100
;1388:"dmg"		default	2
;1389:"noise"		looping sound to play when the train is in motion
;1390:"target"	next path corner
;1391:"color"		constantLight color
;1392:"light"		constantLight radius
;1393:*/
;1394:void SP_func_train (gentity_t *self) {
line 1395
;1395:	VectorClear (self->s.angles);
ADDRFP4 0
INDIRP4
CNSTI4 116
ADDP4
CNSTF4 0
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 120
ADDP4
CNSTF4 0
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 124
ADDP4
CNSTF4 0
ASGNF4
line 1397
;1396:
;1397:	if (self->spawnflags & TRAIN_BLOCK_STOPS) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 4
BANDI4
CNSTI4 0
EQI4 $560
line 1398
;1398:		self->damage = 0;
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 0
ASGNI4
line 1399
;1399:	} else {
ADDRGP4 $561
JUMPV
LABELV $560
line 1400
;1400:		if (!self->damage) {
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
INDIRI4
CNSTI4 0
NEI4 $562
line 1401
;1401:			self->damage = 2;
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 2
ASGNI4
line 1402
;1402:		}
LABELV $562
line 1403
;1403:	}
LABELV $561
line 1405
;1404:
;1405:	if ( !self->speed ) {
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
NEF4 $564
line 1406
;1406:		self->speed = 100;
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
CNSTF4 1120403456
ASGNF4
line 1407
;1407:	}
LABELV $564
line 1409
;1408:
;1409:	if ( !self->target ) {
ADDRFP4 0
INDIRP4
CNSTI4 648
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $566
line 1410
;1410:		G_Printf ("func_train without a target at %s\n", vtos(self->r.absmin));
ADDRFP4 0
INDIRP4
CNSTI4 464
ADDP4
ARGP4
ADDRLP4 0
ADDRGP4 vtos
CALLP4
ASGNP4
ADDRGP4 $568
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 1411
;1411:		G_FreeEntity( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 1412
;1412:		return;
ADDRGP4 $559
JUMPV
LABELV $566
line 1415
;1413:	}
;1414:
;1415:	trap_SetBrushModel( self, self->model );
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 540
ADDP4
INDIRP4
ARGP4
ADDRGP4 trap_SetBrushModel
CALLV
pop
line 1416
;1416:	InitMover( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 InitMover
CALLV
pop
line 1418
;1417:
;1418:	self->reached = Reached_Train;
ADDRFP4 0
INDIRP4
CNSTI4 696
ADDP4
ADDRGP4 Reached_Train
ASGNP4
line 1422
;1419:
;1420:	// start trains on the second frame, to make sure their targets have had
;1421:	// a chance to spawn
;1422:	self->nextthink = level.time + FRAMETIME;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 100
ADDI4
ASGNI4
line 1423
;1423:	self->think = Think_SetupTrainTargets;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 Think_SetupTrainTargets
ASGNP4
line 1424
;1424:}
LABELV $559
endproc SP_func_train 4 8
export SP_func_static
proc SP_func_static 12 8
line 1441
;1425:
;1426:/*
;1427:===============================================================================
;1428:
;1429:STATIC
;1430:
;1431:===============================================================================
;1432:*/
;1433:
;1434:
;1435:/*QUAKED func_static (0 .5 .8) ?
;1436:A bmodel that just sits there, doing nothing.  Can be used for conditional walls and models.
;1437:"model2"	.md3 model to also draw
;1438:"color"		constantLight color
;1439:"light"		constantLight radius
;1440:*/
;1441:void SP_func_static( gentity_t *ent ) {
line 1442
;1442:	trap_SetBrushModel( ent, ent->model );
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 540
ADDP4
INDIRP4
ARGP4
ADDRGP4 trap_SetBrushModel
CALLV
pop
line 1443
;1443:	InitMover( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 InitMover
CALLV
pop
line 1444
;1444:	VectorCopy( ent->s.origin, ent->s.pos.trBase );
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1445
;1445:	VectorCopy( ent->s.origin, ent->r.currentOrigin );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 8
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1446
;1446:}
LABELV $570
endproc SP_func_static 12 8
export SP_func_rotating
proc SP_func_rotating 16 8
line 1469
;1447:
;1448:
;1449:/*
;1450:===============================================================================
;1451:
;1452:ROTATING
;1453:
;1454:===============================================================================
;1455:*/
;1456:
;1457:
;1458:/*QUAKED func_rotating (0 .5 .8) ? START_ON - X_AXIS Y_AXIS
;1459:You need to have an origin brush as part of this entity.  The center of that brush will be
;1460:the point around which it is rotated. It will rotate around the Z axis by default.  You can
;1461:check either the X_AXIS or Y_AXIS box to change that.
;1462:
;1463:"model2"	.md3 model to also draw
;1464:"speed"		determines how fast it moves; default value is 100.
;1465:"dmg"		damage to inflict when blocked (2 default)
;1466:"color"		constantLight color
;1467:"light"		constantLight radius
;1468:*/
;1469:void SP_func_rotating (gentity_t *ent) {
line 1470
;1470:	if ( !ent->speed ) {
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
NEF4 $572
line 1471
;1471:		ent->speed = 100;
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
CNSTF4 1120403456
ASGNF4
line 1472
;1472:	}
LABELV $572
line 1475
;1473:
;1474:	// set the axis of rotation
;1475:	ent->s.apos.trType = TR_LINEAR;
ADDRFP4 0
INDIRP4
CNSTI4 48
ADDP4
CNSTI4 2
ASGNI4
line 1476
;1476:	if ( ent->spawnflags & 4 ) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 4
BANDI4
CNSTI4 0
EQI4 $574
line 1477
;1477:		ent->s.apos.trDelta[2] = ent->speed;
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 80
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
ASGNF4
line 1478
;1478:	} else if ( ent->spawnflags & 8 ) {
ADDRGP4 $575
JUMPV
LABELV $574
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $576
line 1479
;1479:		ent->s.apos.trDelta[0] = ent->speed;
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 72
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
ASGNF4
line 1480
;1480:	} else {
ADDRGP4 $577
JUMPV
LABELV $576
line 1481
;1481:		ent->s.apos.trDelta[1] = ent->speed;
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 76
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
ASGNF4
line 1482
;1482:	}
LABELV $577
LABELV $575
line 1484
;1483:
;1484:	if (!ent->damage) {
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
INDIRI4
CNSTI4 0
NEI4 $578
line 1485
;1485:		ent->damage = 2;
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 2
ASGNI4
line 1486
;1486:	}
LABELV $578
line 1488
;1487:
;1488:	trap_SetBrushModel( ent, ent->model );
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 540
ADDP4
INDIRP4
ARGP4
ADDRGP4 trap_SetBrushModel
CALLV
pop
line 1489
;1489:	InitMover( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 InitMover
CALLV
pop
line 1491
;1490:
;1491:	VectorCopy( ent->s.origin, ent->s.pos.trBase );
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1492
;1492:	VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 8
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 1493
;1493:	VectorCopy( ent->s.apos.trBase, ent->r.currentAngles );
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 500
ADDP4
ADDRLP4 12
INDIRP4
CNSTI4 60
ADDP4
INDIRB
ASGNB 12
line 1495
;1494:
;1495:	trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 1496
;1496:}
LABELV $571
endproc SP_func_rotating 16 8
export SP_func_bobbing
proc SP_func_bobbing 28 12
line 1518
;1497:
;1498:
;1499:/*
;1500:===============================================================================
;1501:
;1502:BOBBING
;1503:
;1504:===============================================================================
;1505:*/
;1506:
;1507:
;1508:/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
;1509:Normally bobs on the Z axis
;1510:"model2"	.md3 model to also draw
;1511:"height"	amplitude of bob (32 default)
;1512:"speed"		seconds to complete a bob cycle (4 default)
;1513:"phase"		the 0.0 to 1.0 offset in the cycle to start at
;1514:"dmg"		damage to inflict when blocked (2 default)
;1515:"color"		constantLight color
;1516:"light"		constantLight radius
;1517:*/
;1518:void SP_func_bobbing (gentity_t *ent) {
line 1522
;1519:	float		height;
;1520:	float		phase;
;1521:
;1522:	G_SpawnFloat( "speed", "4", &ent->speed );
ADDRGP4 $488
ARGP4
ADDRGP4 $508
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 1523
;1523:	G_SpawnFloat( "height", "32", &height );
ADDRGP4 $494
ARGP4
ADDRGP4 $581
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 1524
;1524:	G_SpawnInt( "dmg", "2", &ent->damage );
ADDRGP4 $436
ARGP4
ADDRGP4 $437
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
ARGP4
ADDRGP4 G_SpawnInt
CALLI4
pop
line 1525
;1525:	G_SpawnFloat( "phase", "0", &phase );
ADDRGP4 $582
ARGP4
ADDRGP4 $452
ARGP4
ADDRLP4 4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 1527
;1526:
;1527:	trap_SetBrushModel( ent, ent->model );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 540
ADDP4
INDIRP4
ARGP4
ADDRGP4 trap_SetBrushModel
CALLV
pop
line 1528
;1528:	InitMover( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 InitMover
CALLV
pop
line 1530
;1529:
;1530:	VectorCopy( ent->s.origin, ent->s.pos.trBase );
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 12
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1531
;1531:	VectorCopy( ent->s.origin, ent->r.currentOrigin );
ADDRLP4 16
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 16
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 16
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1533
;1532:
;1533:	ent->s.pos.trDuration = ent->speed * 1000;
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 20
ADDP4
ADDRLP4 20
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 1148846080
MULF4
CVFI4 4
ASGNI4
line 1534
;1534:	ent->s.pos.trTime = ent->s.pos.trDuration * phase;
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
CNSTI4 16
ADDP4
ADDRLP4 24
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CVIF4 4
ADDRLP4 4
INDIRF4
MULF4
CVFI4 4
ASGNI4
line 1535
;1535:	ent->s.pos.trType = TR_SINE;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 4
ASGNI4
line 1538
;1536:
;1537:	// set the axis of bobbing
;1538:	if ( ent->spawnflags & 1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $583
line 1539
;1539:		ent->s.pos.trDelta[0] = height;
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRF4
ASGNF4
line 1540
;1540:	} else if ( ent->spawnflags & 2 ) {
ADDRGP4 $584
JUMPV
LABELV $583
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $585
line 1541
;1541:		ent->s.pos.trDelta[1] = height;
ADDRFP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0
INDIRF4
ASGNF4
line 1542
;1542:	} else {
ADDRGP4 $586
JUMPV
LABELV $585
line 1543
;1543:		ent->s.pos.trDelta[2] = height;
ADDRFP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0
INDIRF4
ASGNF4
line 1544
;1544:	}
LABELV $586
LABELV $584
line 1545
;1545:}
LABELV $580
endproc SP_func_bobbing 28 12
export SP_func_pendulum
proc SP_func_pendulum 44 12
line 1567
;1546:
;1547:/*
;1548:===============================================================================
;1549:
;1550:PENDULUM
;1551:
;1552:===============================================================================
;1553:*/
;1554:
;1555:
;1556:/*QUAKED func_pendulum (0 .5 .8) ?
;1557:You need to have an origin brush as part of this entity.
;1558:Pendulums always swing north / south on unrotated models.  Add an angles field to the model to allow rotation in other directions.
;1559:Pendulum frequency is a physical constant based on the length of the beam and gravity.
;1560:"model2"	.md3 model to also draw
;1561:"speed"		the number of degrees each way the pendulum swings, (30 default)
;1562:"phase"		the 0.0 to 1.0 offset in the cycle to start at
;1563:"dmg"		damage to inflict when blocked (2 default)
;1564:"color"		constantLight color
;1565:"light"		constantLight radius
;1566:*/
;1567:void SP_func_pendulum(gentity_t *ent) {
line 1573
;1568:	float		freq;
;1569:	float		length;
;1570:	float		phase;
;1571:	float		speed;
;1572:
;1573:	G_SpawnFloat( "speed", "30", &speed );
ADDRGP4 $488
ARGP4
ADDRGP4 $588
ARGP4
ADDRLP4 12
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 1574
;1574:	G_SpawnInt( "dmg", "2", &ent->damage );
ADDRGP4 $436
ARGP4
ADDRGP4 $437
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
ARGP4
ADDRGP4 G_SpawnInt
CALLI4
pop
line 1575
;1575:	G_SpawnFloat( "phase", "0", &phase );
ADDRGP4 $582
ARGP4
ADDRGP4 $452
ARGP4
ADDRLP4 8
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 1577
;1576:
;1577:	trap_SetBrushModel( ent, ent->model );
ADDRLP4 16
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 16
INDIRP4
ARGP4
ADDRLP4 16
INDIRP4
CNSTI4 540
ADDP4
INDIRP4
ARGP4
ADDRGP4 trap_SetBrushModel
CALLV
pop
line 1580
;1578:
;1579:	// find pendulum length
;1580:	length = fabs( ent->r.mins[2] );
ADDRFP4 0
INDIRP4
CNSTI4 444
ADDP4
INDIRF4
ARGF4
ADDRLP4 20
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 20
INDIRF4
ASGNF4
line 1581
;1581:	if ( length < 8 ) {
ADDRLP4 0
INDIRF4
CNSTF4 1090519040
GEF4 $589
line 1582
;1582:		length = 8;
ADDRLP4 0
CNSTF4 1090519040
ASGNF4
line 1583
;1583:	}
LABELV $589
line 1585
;1584:
;1585:	freq = 1 / ( M_PI * 2 ) * sqrt( g_gravity.value / ( 3 * length ) );
ADDRGP4 g_gravity+8
INDIRF4
ADDRLP4 0
INDIRF4
CNSTF4 1077936128
MULF4
DIVF4
ARGF4
ADDRLP4 24
ADDRGP4 sqrt
CALLF4
ASGNF4
ADDRLP4 4
ADDRLP4 24
INDIRF4
CNSTF4 1042479491
MULF4
ASGNF4
line 1587
;1586:
;1587:	ent->s.pos.trDuration = ( 1000 / freq );
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
CNSTF4 1148846080
ADDRLP4 4
INDIRF4
DIVF4
CVFI4 4
ASGNI4
line 1589
;1588:
;1589:	InitMover( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 InitMover
CALLV
pop
line 1591
;1590:
;1591:	VectorCopy( ent->s.origin, ent->s.pos.trBase );
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 28
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1592
;1592:	VectorCopy( ent->s.origin, ent->r.currentOrigin );
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 32
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1594
;1593:
;1594:	VectorCopy( ent->s.angles, ent->s.apos.trBase );
ADDRLP4 36
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 36
INDIRP4
CNSTI4 60
ADDP4
ADDRLP4 36
INDIRP4
CNSTI4 116
ADDP4
INDIRB
ASGNB 12
line 1596
;1595:
;1596:	ent->s.apos.trDuration = 1000 / freq;
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
CNSTF4 1148846080
ADDRLP4 4
INDIRF4
DIVF4
CVFI4 4
ASGNI4
line 1597
;1597:	ent->s.apos.trTime = ent->s.apos.trDuration * phase;
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 40
INDIRP4
CNSTI4 52
ADDP4
ADDRLP4 40
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
CVIF4 4
ADDRLP4 8
INDIRF4
MULF4
CVFI4 4
ASGNI4
line 1598
;1598:	ent->s.apos.trType = TR_SINE;
ADDRFP4 0
INDIRP4
CNSTI4 48
ADDP4
CNSTI4 4
ASGNI4
line 1599
;1599:	ent->s.apos.trDelta[2] = speed;
ADDRFP4 0
INDIRP4
CNSTI4 80
ADDP4
ADDRLP4 12
INDIRF4
ASGNF4
line 1600
;1600:}
LABELV $587
endproc SP_func_pendulum 44 12
import G_ExplodeMissile
bss
export pushed_p
align 4
LABELV pushed_p
skip 4
export pushed
align 4
LABELV pushed
skip 32768
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 AddScore
import player_die
import ClientSpawn
import InitBodyQue
import BeginIntermission
import respawn
import CopyToBodyQue
import SelectSpawnPoint
import SetClientViewAngle
import PickTeam
import TeamLeader
import TeamConnectedCount
import TeamCount
import Weapon_HookThink
import Weapon_HookFree
import CheckGauntletAttack
import SnapVectorTowards
import CalcMuzzlePoint
import LogAccuracyHit
import DropPortalDestination
import DropPortalSource
import TeleportPlayer
import trigger_teleporter_touch
import fire_prox
import fire_nail
import fire_grapple
import fire_bfg
import fire_rocket
import fire_grenade
import fire_plasma
import fire_blaster
import G_RunMissile
import TossClientCubes
import TossClientPersistantPowerups
import TossClientItems
import body_die
import G_InvulnerabilityEffect
import G_RadiusDamage
import G_Damage
import CanDamage
import BuildShaderStateConfig
import AddRemap
import G_SetOrigin
import G_AddEvent
import G_AddPredictableEvent
import vectoyaw
import vtos
import tv
import G_TouchSolids
import G_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
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