ui_players.asm
themuffinator_dm-game/build/win32-qvm/vm/ui/ui_players.asm
code
proc UI_PlayerInfo_SetWeapon 84 12
file "..\..\..\..\code\q3_ui\ui_players.c"
line 33
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:// ui_players.c
;4:
;5:#include "ui_local.h"
;6:
;7:
;8:#define UI_TIMER_GESTURE		2300
;9:#define UI_TIMER_JUMP			1000
;10:#define UI_TIMER_LAND			130
;11:#define UI_TIMER_WEAPON_SWITCH	300
;12:#define UI_TIMER_ATTACK			500
;13:#define	UI_TIMER_MUZZLE_FLASH	20
;14:#define	UI_TIMER_WEAPON_DELAY	250
;15:
;16:#define JUMP_HEIGHT				56
;17:
;18:#define SWINGSPEED				0.3f
;19:
;20:#define SPIN_SPEED				0.9f
;21:#define COAST_TIME				1000
;22:
;23:
;24:static int			dp_realtime;
;25:static float		jumpHeight;
;26:
;27:
;28:/*
;29:===============
;30:UI_PlayerInfo_SetWeapon
;31:===============
;32:*/
;33:static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum ) {
line 37
;34:	gitem_t *	item;
;35:	char		path[MAX_QPATH];
;36:
;37:	pi->currentWeapon = weaponNum;
ADDRFP4 0
INDIRP4
CNSTI4 1040
ADDP4
ADDRFP4 4
INDIRI4
ASGNI4
LABELV $70
line 39
;38:tryagain:
;39:	pi->realWeapon = weaponNum;
ADDRFP4 0
INDIRP4
CNSTI4 1104
ADDP4
ADDRFP4 4
INDIRI4
ASGNI4
line 40
;40:	pi->weaponModel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 988
ADDP4
CNSTI4 0
ASGNI4
line 41
;41:	pi->barrelModel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 992
ADDP4
CNSTI4 0
ASGNI4
line 42
;42:	pi->flashModel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 996
ADDP4
CNSTI4 0
ASGNI4
line 44
;43:
;44:	if ( weaponNum == WP_NONE ) {
ADDRFP4 4
INDIRI4
CNSTI4 0
NEI4 $71
line 45
;45:		return;
ADDRGP4 $69
JUMPV
LABELV $71
line 48
;46:	}
;47:
;48:	for ( item = bg_itemlist + 1; item->classname ; item++ ) {
ADDRLP4 0
ADDRGP4 bg_itemlist+52
ASGNP4
ADDRGP4 $76
JUMPV
LABELV $73
line 49
;49:		if ( item->giType != IT_WEAPON ) {
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 10
EQI4 $78
line 50
;50:			continue;
ADDRGP4 $74
JUMPV
LABELV $78
line 52
;51:		}
;52:		if ( item->giTag == weaponNum ) {
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
ADDRFP4 4
INDIRI4
NEI4 $80
line 53
;53:			break;
ADDRGP4 $75
JUMPV
LABELV $80
line 55
;54:		}
;55:	}
LABELV $74
line 48
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 52
ADDP4
ASGNP4
LABELV $76
ADDRLP4 0
INDIRP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $73
LABELV $75
line 57
;56:
;57:	if ( item->classname ) {
ADDRLP4 0
INDIRP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $82
line 58
;58:		pi->weaponModel = trap_R_RegisterModel( item->world_model[0] );
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRP4
ARGP4
ADDRLP4 68
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 988
ADDP4
ADDRLP4 68
INDIRI4
ASGNI4
line 59
;59:	}
LABELV $82
line 61
;60:
;61:	if( pi->weaponModel == 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 988
ADDP4
INDIRI4
CNSTI4 0
NEI4 $84
line 62
;62:		if( weaponNum == WP_MACHINEGUN ) {
ADDRFP4 4
INDIRI4
CNSTI4 2
NEI4 $86
line 63
;63:			weaponNum = WP_NONE;
ADDRFP4 4
CNSTI4 0
ASGNI4
line 64
;64:			goto tryagain;
ADDRGP4 $70
JUMPV
LABELV $86
line 66
;65:		}
;66:		weaponNum = WP_MACHINEGUN;
ADDRFP4 4
CNSTI4 2
ASGNI4
line 67
;67:		goto tryagain;
ADDRGP4 $70
JUMPV
LABELV $84
line 70
;68:	}
;69:
;70:	if ( weaponNum == WP_MACHINEGUN || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG ) {
ADDRLP4 68
ADDRFP4 4
INDIRI4
ASGNI4
ADDRLP4 68
INDIRI4
CNSTI4 2
EQI4 $91
ADDRLP4 68
INDIRI4
CNSTI4 1
EQI4 $91
ADDRLP4 68
INDIRI4
CNSTI4 9
NEI4 $88
LABELV $91
line 71
;71:		COM_StripExtension( item->world_model[0], path, sizeof( path ) );
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRP4
ARGP4
ADDRLP4 4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 COM_StripExtension
CALLV
pop
line 72
;72:		Q_strcat( path, sizeof( path ), "_barrel.md3" );
ADDRLP4 4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $92
ARGP4
ADDRGP4 Q_strcat
CALLV
pop
line 73
;73:		pi->barrelModel = trap_R_RegisterModel( path );
ADDRLP4 4
ARGP4
ADDRLP4 72
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 992
ADDP4
ADDRLP4 72
INDIRI4
ASGNI4
line 74
;74:	}
LABELV $88
line 76
;75:
;76:	COM_StripExtension( item->world_model[0], path, sizeof( path ) );
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRP4
ARGP4
ADDRLP4 4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 COM_StripExtension
CALLV
pop
line 77
;77:	Q_strcat( path, sizeof( path ), "_flash.md3" );
ADDRLP4 4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $93
ARGP4
ADDRGP4 Q_strcat
CALLV
pop
line 78
;78:	pi->flashModel = trap_R_RegisterModel( path );
ADDRLP4 4
ARGP4
ADDRLP4 72
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 996
ADDP4
ADDRLP4 72
INDIRI4
ASGNI4
line 80
;79:
;80:	switch( weaponNum ) {
ADDRLP4 76
ADDRFP4 4
INDIRI4
ASGNI4
ADDRLP4 76
INDIRI4
CNSTI4 1
LTI4 $94
ADDRLP4 76
INDIRI4
CNSTI4 10
GTI4 $94
ADDRLP4 76
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $107-4
ADDP4
INDIRP4
JUMPV
data
align 4
LABELV $107
address $97
address $98
address $99
address $100
address $101
address $102
address $103
address $104
address $105
address $106
code
LABELV $97
line 82
;81:	case WP_GAUNTLET:
;82:		MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 1065353216
ASGNF4
line 83
;83:		break;
ADDRGP4 $95
JUMPV
LABELV $98
line 86
;84:
;85:	case WP_MACHINEGUN:
;86:		MAKERGB( pi->flashDlightColor, 1, 1, 0 );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 0
ASGNF4
line 87
;87:		break;
ADDRGP4 $95
JUMPV
LABELV $99
line 90
;88:
;89:	case WP_SHOTGUN:
;90:		MAKERGB( pi->flashDlightColor, 1, 1, 0 );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 0
ASGNF4
line 91
;91:		break;
ADDRGP4 $95
JUMPV
LABELV $100
line 94
;92:
;93:	case WP_GRENADE_LAUNCHER:
;94:		MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1060320051
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 1056964608
ASGNF4
line 95
;95:		break;
ADDRGP4 $95
JUMPV
LABELV $101
line 98
;96:
;97:	case WP_ROCKET_LAUNCHER:
;98:		MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1061158912
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 0
ASGNF4
line 99
;99:		break;
ADDRGP4 $95
JUMPV
LABELV $102
line 102
;100:
;101:	case WP_LIGHTNING:
;102:		MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 1065353216
ASGNF4
line 103
;103:		break;
ADDRGP4 $95
JUMPV
LABELV $103
line 106
;104:
;105:	case WP_RAILGUN:
;106:		MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1056964608
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 0
ASGNF4
line 107
;107:		break;
ADDRGP4 $95
JUMPV
LABELV $104
line 110
;108:
;109:	case WP_PLASMAGUN:
;110:		MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 1065353216
ASGNF4
line 111
;111:		break;
ADDRGP4 $95
JUMPV
LABELV $105
line 114
;112:
;113:	case WP_BFG:
;114:		MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1060320051
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 1065353216
ASGNF4
line 115
;115:		break;
ADDRGP4 $95
JUMPV
LABELV $106
line 118
;116:
;117:	case WP_GRAPPLING_HOOK:
;118:		MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 1065353216
ASGNF4
line 119
;119:		break;
ADDRGP4 $95
JUMPV
LABELV $94
line 122
;120:
;121:	default:
;122:		MAKERGB( pi->flashDlightColor, 1, 1, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1000
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1004
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1008
ADDP4
CNSTF4 1065353216
ASGNF4
line 123
;123:		break;
LABELV $95
line 125
;124:	}
;125:}
LABELV $69
endproc UI_PlayerInfo_SetWeapon 84 12
proc UI_ForceLegsAnim 4 0
line 133
;126:
;127:
;128:/*
;129:===============
;130:UI_ForceLegsAnim
;131:===============
;132:*/
;133:static void UI_ForceLegsAnim( playerInfo_t *pi, int anim ) {
line 134
;134:	pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 1044
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 1044
ADDP4
INDIRI4
CNSTI4 128
BANDI4
CNSTI4 128
BXORI4
ADDRFP4 4
INDIRI4
BORI4
ASGNI4
line 136
;135:
;136:	if ( anim == LEGS_JUMP ) {
ADDRFP4 4
INDIRI4
CNSTI4 18
NEI4 $110
line 137
;137:		pi->legsAnimationTimer = UI_TIMER_JUMP;
ADDRFP4 0
INDIRP4
CNSTI4 1080
ADDP4
CNSTI4 1000
ASGNI4
line 138
;138:	}
LABELV $110
line 139
;139:}
LABELV $109
endproc UI_ForceLegsAnim 4 0
proc UI_SetLegsAnim 0 8
line 147
;140:
;141:
;142:/*
;143:===============
;144:UI_SetLegsAnim
;145:===============
;146:*/
;147:static void UI_SetLegsAnim( playerInfo_t *pi, int anim ) {
line 148
;148:	if ( pi->pendingLegsAnim ) {
ADDRFP4 0
INDIRP4
CNSTI4 1068
ADDP4
INDIRI4
CNSTI4 0
EQI4 $113
line 149
;149:		anim = pi->pendingLegsAnim;
ADDRFP4 4
ADDRFP4 0
INDIRP4
CNSTI4 1068
ADDP4
INDIRI4
ASGNI4
line 150
;150:		pi->pendingLegsAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1068
ADDP4
CNSTI4 0
ASGNI4
line 151
;151:	}
LABELV $113
line 152
;152:	UI_ForceLegsAnim( pi, anim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 UI_ForceLegsAnim
CALLV
pop
line 153
;153:}
LABELV $112
endproc UI_SetLegsAnim 0 8
proc UI_ForceTorsoAnim 8 0
line 161
;154:
;155:
;156:/*
;157:===============
;158:UI_ForceTorsoAnim
;159:===============
;160:*/
;161:static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim ) {
line 162
;162:	pi->torsoAnim = ( ( pi->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 1048
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 1048
ADDP4
INDIRI4
CNSTI4 128
BANDI4
CNSTI4 128
BXORI4
ADDRFP4 4
INDIRI4
BORI4
ASGNI4
line 164
;163:
;164:	if ( anim == TORSO_GESTURE ) {
ADDRFP4 4
INDIRI4
CNSTI4 6
NEI4 $116
line 165
;165:		pi->torsoAnimationTimer = UI_TIMER_GESTURE;
ADDRFP4 0
INDIRP4
CNSTI4 1072
ADDP4
CNSTI4 2300
ASGNI4
line 166
;166:	}
LABELV $116
line 168
;167:
;168:	if ( anim == TORSO_ATTACK || anim == TORSO_ATTACK2 ) {
ADDRLP4 4
ADDRFP4 4
INDIRI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 7
EQI4 $120
ADDRLP4 4
INDIRI4
CNSTI4 8
NEI4 $118
LABELV $120
line 169
;169:		pi->torsoAnimationTimer = UI_TIMER_ATTACK;
ADDRFP4 0
INDIRP4
CNSTI4 1072
ADDP4
CNSTI4 500
ASGNI4
line 170
;170:	}
LABELV $118
line 171
;171:}
LABELV $115
endproc UI_ForceTorsoAnim 8 0
proc UI_SetTorsoAnim 0 8
line 179
;172:
;173:
;174:/*
;175:===============
;176:UI_SetTorsoAnim
;177:===============
;178:*/
;179:static void UI_SetTorsoAnim( playerInfo_t *pi, int anim ) {
line 180
;180:	if ( pi->pendingTorsoAnim ) {
ADDRFP4 0
INDIRP4
CNSTI4 1076
ADDP4
INDIRI4
CNSTI4 0
EQI4 $122
line 181
;181:		anim = pi->pendingTorsoAnim;
ADDRFP4 4
ADDRFP4 0
INDIRP4
CNSTI4 1076
ADDP4
INDIRI4
ASGNI4
line 182
;182:		pi->pendingTorsoAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1076
ADDP4
CNSTI4 0
ASGNI4
line 183
;183:	}
LABELV $122
line 185
;184:
;185:	UI_ForceTorsoAnim( pi, anim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 186
;186:}
LABELV $121
endproc UI_SetTorsoAnim 0 8
proc UI_TorsoSequencing 16 8
line 194
;187:
;188:
;189:/*
;190:===============
;191:UI_TorsoSequencing
;192:===============
;193:*/
;194:static void UI_TorsoSequencing( playerInfo_t *pi ) {
line 197
;195:	int		currentAnim;
;196:
;197:	currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1048
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 199
;198:
;199:	if ( pi->weapon != pi->currentWeapon ) {
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 1052
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 1040
ADDP4
INDIRI4
EQI4 $125
line 200
;200:		if ( currentAnim != TORSO_DROP ) {
ADDRLP4 0
INDIRI4
CNSTI4 9
EQI4 $127
line 201
;201:			pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
ADDRFP4 0
INDIRP4
CNSTI4 1072
ADDP4
CNSTI4 300
ASGNI4
line 202
;202:			UI_ForceTorsoAnim( pi, TORSO_DROP );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 9
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 203
;203:		}
LABELV $127
line 204
;204:	}
LABELV $125
line 206
;205:
;206:	if ( pi->torsoAnimationTimer > 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 1072
ADDP4
INDIRI4
CNSTI4 0
LEI4 $129
line 207
;207:		return;
ADDRGP4 $124
JUMPV
LABELV $129
line 210
;208:	}
;209:
;210:	if( currentAnim == TORSO_GESTURE ) {
ADDRLP4 0
INDIRI4
CNSTI4 6
NEI4 $131
line 211
;211:		UI_SetTorsoAnim( pi, TORSO_STAND );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 11
ARGI4
ADDRGP4 UI_SetTorsoAnim
CALLV
pop
line 212
;212:		return;
ADDRGP4 $124
JUMPV
LABELV $131
line 215
;213:	}
;214:
;215:	if( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 ) {
ADDRLP4 0
INDIRI4
CNSTI4 7
EQI4 $135
ADDRLP4 0
INDIRI4
CNSTI4 8
NEI4 $133
LABELV $135
line 216
;216:		UI_SetTorsoAnim( pi, TORSO_STAND );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 11
ARGI4
ADDRGP4 UI_SetTorsoAnim
CALLV
pop
line 217
;217:		return;
ADDRGP4 $124
JUMPV
LABELV $133
line 220
;218:	}
;219:
;220:	if ( currentAnim == TORSO_DROP ) {
ADDRLP4 0
INDIRI4
CNSTI4 9
NEI4 $136
line 221
;221:		UI_PlayerInfo_SetWeapon( pi, pi->weapon );
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1052
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_PlayerInfo_SetWeapon
CALLV
pop
line 222
;222:		pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
ADDRFP4 0
INDIRP4
CNSTI4 1072
ADDP4
CNSTI4 300
ASGNI4
line 223
;223:		UI_ForceTorsoAnim( pi, TORSO_RAISE );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 10
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 224
;224:		return;
ADDRGP4 $124
JUMPV
LABELV $136
line 227
;225:	}
;226:
;227:	if ( currentAnim == TORSO_RAISE ) {
ADDRLP4 0
INDIRI4
CNSTI4 10
NEI4 $138
line 228
;228:		UI_SetTorsoAnim( pi, TORSO_STAND );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 11
ARGI4
ADDRGP4 UI_SetTorsoAnim
CALLV
pop
line 229
;229:		return;
LABELV $138
line 231
;230:	}
;231:}
LABELV $124
endproc UI_TorsoSequencing 16 8
proc UI_LegsSequencing 8 8
line 239
;232:
;233:
;234:/*
;235:===============
;236:UI_LegsSequencing
;237:===============
;238:*/
;239:static void UI_LegsSequencing( playerInfo_t *pi ) {
line 242
;240:	int		currentAnim;
;241:
;242:	currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1044
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 244
;243:
;244:	if ( pi->legsAnimationTimer > 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 1080
ADDP4
INDIRI4
CNSTI4 0
LEI4 $141
line 245
;245:		if ( currentAnim == LEGS_JUMP ) {
ADDRLP4 0
INDIRI4
CNSTI4 18
NEI4 $140
line 246
;246:			jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP );
CNSTI4 1000
ADDRFP4 0
INDIRP4
CNSTI4 1080
ADDP4
INDIRI4
SUBI4
CVIF4 4
CNSTF4 994960174
MULF4
ARGF4
ADDRLP4 4
ADDRGP4 sin
CALLF4
ASGNF4
ADDRGP4 jumpHeight
ADDRLP4 4
INDIRF4
CNSTF4 1113587712
MULF4
ASGNF4
line 247
;247:		}
line 248
;248:		return;
ADDRGP4 $140
JUMPV
LABELV $141
line 251
;249:	}
;250:
;251:	if ( currentAnim == LEGS_JUMP ) {
ADDRLP4 0
INDIRI4
CNSTI4 18
NEI4 $145
line 252
;252:		UI_ForceLegsAnim( pi, LEGS_LAND );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 19
ARGI4
ADDRGP4 UI_ForceLegsAnim
CALLV
pop
line 253
;253:		pi->legsAnimationTimer = UI_TIMER_LAND;
ADDRFP4 0
INDIRP4
CNSTI4 1080
ADDP4
CNSTI4 130
ASGNI4
line 254
;254:		jumpHeight = 0;
ADDRGP4 jumpHeight
CNSTF4 0
ASGNF4
line 255
;255:		return;
ADDRGP4 $140
JUMPV
LABELV $145
line 258
;256:	}
;257:
;258:	if ( currentAnim == LEGS_LAND ) {
ADDRLP4 0
INDIRI4
CNSTI4 19
NEI4 $147
line 259
;259:		UI_SetLegsAnim( pi, LEGS_IDLE );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 22
ARGI4
ADDRGP4 UI_SetLegsAnim
CALLV
pop
line 260
;260:		return;
LABELV $147
line 262
;261:	}
;262:}
LABELV $140
endproc UI_LegsSequencing 8 8
proc UI_PositionEntityOnTag 80 24
line 271
;263:
;264:
;265:/*
;266:======================
;267:UI_PositionEntityOnTag
;268:======================
;269:*/
;270:static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, 
;271:							clipHandle_t parentModel, char *tagName ) {
line 276
;272:	int				i;
;273:	orientation_t	lerped;
;274:	
;275:	// lerp the tag
;276:	trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
ADDRLP4 4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRLP4 52
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 52
INDIRP4
CNSTI4 96
ADDP4
INDIRI4
ARGI4
ADDRLP4 52
INDIRP4
CNSTI4 80
ADDP4
INDIRI4
ARGI4
CNSTF4 1065353216
ADDRLP4 52
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
SUBF4
ARGF4
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 trap_CM_LerpTag
CALLI4
pop
line 280
;277:		1.0 - parent->backlerp, tagName );
;278:
;279:	// FIXME: allow origin offsets along tag?
;280:	VectorCopy( parent->origin, entity->origin );
ADDRFP4 0
INDIRP4
CNSTI4 68
ADDP4
ADDRFP4 4
INDIRP4
CNSTI4 68
ADDP4
INDIRB
ASGNB 12
line 281
;281:	for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $150
line 282
;282:		VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
ADDRLP4 56
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
INDIRP4
CNSTI4 68
ADDP4
ADDRLP4 56
INDIRP4
CNSTI4 68
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 12
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 64
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 64
INDIRP4
CNSTI4 72
ADDP4
ADDRLP4 64
INDIRP4
CNSTI4 72
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 12
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 76
ADDP4
ADDRLP4 72
INDIRP4
CNSTI4 76
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 12
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
line 283
;283:	}
LABELV $151
line 281
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $150
line 286
;284:
;285:	// cast away const because of compiler problems
;286:	MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
ADDRLP4 4+12
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 28
ADDP4
ARGP4
ADDRGP4 MatrixMultiply
CALLV
pop
line 287
;287:	entity->backlerp = parent->backlerp;
ADDRFP4 0
INDIRP4
CNSTI4 100
ADDP4
ADDRFP4 4
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
ASGNF4
line 288
;288:}
LABELV $149
endproc UI_PositionEntityOnTag 80 24
proc UI_PositionRotatedEntityOnTag 116 24
line 297
;289:
;290:
;291:/*
;292:======================
;293:UI_PositionRotatedEntityOnTag
;294:======================
;295:*/
;296:static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, 
;297:							clipHandle_t parentModel, char *tagName ) {
line 303
;298:	int				i;
;299:	orientation_t	lerped;
;300:	vec3_t			tempAxis[3];
;301:
;302:	// lerp the tag
;303:	trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
ADDRLP4 4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRLP4 88
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 88
INDIRP4
CNSTI4 96
ADDP4
INDIRI4
ARGI4
ADDRLP4 88
INDIRP4
CNSTI4 80
ADDP4
INDIRI4
ARGI4
CNSTF4 1065353216
ADDRLP4 88
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
SUBF4
ARGF4
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 trap_CM_LerpTag
CALLI4
pop
line 307
;304:		1.0 - parent->backlerp, tagName );
;305:
;306:	// FIXME: allow origin offsets along tag?
;307:	VectorCopy( parent->origin, entity->origin );
ADDRFP4 0
INDIRP4
CNSTI4 68
ADDP4
ADDRFP4 4
INDIRP4
CNSTI4 68
ADDP4
INDIRB
ASGNB 12
line 308
;308:	for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $156
line 309
;309:		VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
ADDRLP4 92
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 92
INDIRP4
CNSTI4 68
ADDP4
ADDRLP4 92
INDIRP4
CNSTI4 68
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 12
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 100
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 100
INDIRP4
CNSTI4 72
ADDP4
ADDRLP4 100
INDIRP4
CNSTI4 72
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 12
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 108
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 108
INDIRP4
CNSTI4 76
ADDP4
ADDRLP4 108
INDIRP4
CNSTI4 76
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 12
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
line 310
;310:	}
LABELV $157
line 308
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $156
line 313
;311:
;312:	// cast away const because of compiler problems
;313:	MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
ADDRFP4 0
INDIRP4
CNSTI4 28
ADDP4
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ARGP4
ADDRLP4 52
ARGP4
ADDRGP4 MatrixMultiply
CALLV
pop
line 314
;314:	MatrixMultiply( lerped.axis, tempAxis, entity->axis );
ADDRLP4 4+12
ARGP4
ADDRLP4 52
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 28
ADDP4
ARGP4
ADDRGP4 MatrixMultiply
CALLV
pop
line 315
;315:}
LABELV $155
endproc UI_PositionRotatedEntityOnTag 116 24
proc UI_SetLerpFrameAnimation 12 8
line 323
;316:
;317:
;318:/*
;319:===============
;320:UI_SetLerpFrameAnimation
;321:===============
;322:*/
;323:static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
line 326
;324:	animation_t	*anim;
;325:
;326:	lf->animationNumber = newAnimation;
ADDRFP4 4
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 8
INDIRI4
ASGNI4
line 327
;327:	newAnimation &= ~ANIM_TOGGLEBIT;
ADDRFP4 8
ADDRFP4 8
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 329
;328:
;329:	if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) {
ADDRLP4 4
ADDRFP4 8
INDIRI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 0
LTI4 $164
ADDRLP4 4
INDIRI4
CNSTI4 31
LTI4 $162
LABELV $164
line 330
;330:		trap_Error( va("Bad animation number: %i", newAnimation) );
ADDRGP4 $165
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRLP4 8
ADDRGP4 va
CALLP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRGP4 trap_Error
CALLV
pop
line 331
;331:	}
LABELV $162
line 333
;332:
;333:	anim = &ci->animations[ newAnimation ];
ADDRLP4 0
ADDRFP4 8
INDIRI4
CNSTI4 28
MULI4
ADDRFP4 0
INDIRP4
CNSTI4 120
ADDP4
ADDP4
ASGNP4
line 335
;334:
;335:	lf->animation = anim;
ADDRFP4 4
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 336
;336:	lf->animationTime = lf->frameTime + anim->initialLerp;
ADDRLP4 8
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 8
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
ADDI4
ASGNI4
line 337
;337:}
LABELV $161
endproc UI_SetLerpFrameAnimation 12 8
proc UI_RunLerpFrame 28 12
line 345
;338:
;339:
;340:/*
;341:===============
;342:UI_RunLerpFrame
;343:===============
;344:*/
;345:static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
line 350
;346:	int			f;
;347:	animation_t	*anim;
;348:
;349:	// see if the animation sequence is switching
;350:	if ( newAnimation != lf->animationNumber || !lf->animation ) {
ADDRLP4 8
ADDRFP4 4
INDIRP4
ASGNP4
ADDRFP4 8
INDIRI4
ADDRLP4 8
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
NEI4 $169
ADDRLP4 8
INDIRP4
CNSTI4 40
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $167
LABELV $169
line 351
;351:		UI_SetLerpFrameAnimation( ci, lf, newAnimation );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 UI_SetLerpFrameAnimation
CALLV
pop
line 352
;352:	}
LABELV $167
line 356
;353:
;354:	// if we have passed the current frame, move it to
;355:	// oldFrame and calculate a new frame
;356:	if ( dp_realtime >= lf->frameTime ) {
ADDRGP4 dp_realtime
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
LTI4 $170
line 357
;357:		lf->oldFrame = lf->frame;
ADDRLP4 12
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
ASGNI4
line 358
;358:		lf->oldFrameTime = lf->frameTime;
ADDRLP4 16
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 16
INDIRP4
CNSTI4 4
ADDP4
ADDRLP4 16
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ASGNI4
line 361
;359:
;360:		// get the next frame based on the animation
;361:		anim = lf->animation;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 40
ADDP4
INDIRP4
ASGNP4
line 362
;362:		if ( dp_realtime < lf->animationTime ) {
ADDRGP4 dp_realtime
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
GEI4 $172
line 363
;363:			lf->frameTime = lf->animationTime;		// initial lerp
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 12
ADDP4
ADDRLP4 20
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
ASGNI4
line 364
;364:		} else {
ADDRGP4 $173
JUMPV
LABELV $172
line 365
;365:			lf->frameTime = lf->oldFrameTime + anim->frameLerp;
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 12
ADDP4
ADDRLP4 20
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ADDI4
ASGNI4
line 366
;366:		}
LABELV $173
line 367
;367:		f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 20
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ADDRLP4 20
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
SUBI4
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
DIVI4
ASGNI4
line 368
;368:		if ( f >= anim->numFrames ) {
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
LTI4 $174
line 369
;369:			f -= anim->numFrames;
ADDRLP4 4
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
SUBI4
ASGNI4
line 370
;370:			if ( anim->loopFrames ) {
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 0
EQI4 $176
line 371
;371:				f %= anim->loopFrames;
ADDRLP4 4
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
MODI4
ASGNI4
line 372
;372:				f += anim->numFrames - anim->loopFrames;
ADDRLP4 4
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
SUBI4
ADDI4
ASGNI4
line 373
;373:			} else {
ADDRGP4 $177
JUMPV
LABELV $176
line 374
;374:				f = anim->numFrames - 1;
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 1
SUBI4
ASGNI4
line 377
;375:				// the animation is stuck at the end, so it
;376:				// can immediately transition to another sequence
;377:				lf->frameTime = dp_realtime;
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 378
;378:			}
LABELV $177
line 379
;379:		}
LABELV $174
line 380
;380:		lf->frame = anim->firstFrame + f;
ADDRFP4 4
INDIRP4
CNSTI4 8
ADDP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRLP4 4
INDIRI4
ADDI4
ASGNI4
line 381
;381:		if ( dp_realtime > lf->frameTime ) {
ADDRGP4 dp_realtime
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
LEI4 $178
line 382
;382:			lf->frameTime = dp_realtime;
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 383
;383:		}
LABELV $178
line 384
;384:	}
LABELV $170
line 386
;385:
;386:	if ( lf->frameTime > dp_realtime + 200 ) {
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ADDRGP4 dp_realtime
INDIRI4
CNSTI4 200
ADDI4
LEI4 $180
line 387
;387:		lf->frameTime = dp_realtime;
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 388
;388:	}
LABELV $180
line 390
;389:
;390:	if ( lf->oldFrameTime > dp_realtime ) {
ADDRFP4 4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ADDRGP4 dp_realtime
INDIRI4
LEI4 $182
line 391
;391:		lf->oldFrameTime = dp_realtime;
ADDRFP4 4
INDIRP4
CNSTI4 4
ADDP4
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 392
;392:	}
LABELV $182
line 394
;393:	// calculate current lerp value
;394:	if ( lf->frameTime == lf->oldFrameTime ) {
ADDRLP4 12
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ADDRLP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
NEI4 $184
line 395
;395:		lf->backlerp = 0;
ADDRFP4 4
INDIRP4
CNSTI4 16
ADDP4
CNSTF4 0
ASGNF4
line 396
;396:	} else {
ADDRGP4 $185
JUMPV
LABELV $184
line 397
;397:		lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
ADDRLP4 16
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 16
INDIRP4
CNSTI4 16
ADDP4
CNSTF4 1065353216
ADDRGP4 dp_realtime
INDIRI4
ADDRLP4 16
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
SUBI4
CVIF4 4
ADDRLP4 16
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ADDRLP4 16
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
SUBI4
CVIF4 4
DIVF4
SUBF4
ASGNF4
line 398
;398:	}
LABELV $185
line 399
;399:}
LABELV $166
endproc UI_RunLerpFrame 28 12
proc UI_PlayerAnimation 16 12
line 408
;400:
;401:
;402:/*
;403:===============
;404:UI_PlayerAnimation
;405:===============
;406:*/
;407:static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp,
;408:						int *torsoOld, int *torso, float *torsoBackLerp ) {
line 411
;409:
;410:	// legs animation
;411:	pi->legsAnimationTimer -= uis.frametime;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1080
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRGP4 uis
INDIRI4
SUBI4
ASGNI4
line 412
;412:	if ( pi->legsAnimationTimer < 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 1080
ADDP4
INDIRI4
CNSTI4 0
GEI4 $187
line 413
;413:		pi->legsAnimationTimer = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1080
ADDP4
CNSTI4 0
ASGNI4
line 414
;414:	}
LABELV $187
line 416
;415:
;416:	UI_LegsSequencing( pi );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 UI_LegsSequencing
CALLV
pop
line 418
;417:
;418:	if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 0
EQI4 $189
ADDRLP4 4
INDIRP4
CNSTI4 1044
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
CNSTI4 22
NEI4 $189
line 419
;419:		UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 8
ADDP4
ARGP4
CNSTI4 24
ARGI4
ADDRGP4 UI_RunLerpFrame
CALLV
pop
line 420
;420:	} else {
ADDRGP4 $190
JUMPV
LABELV $189
line 421
;421:		UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 8
ADDP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 1044
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_RunLerpFrame
CALLV
pop
line 422
;422:	}
LABELV $190
line 423
;423:	*legsOld = pi->legs.oldFrame;
ADDRFP4 4
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
ASGNI4
line 424
;424:	*legs = pi->legs.frame;
ADDRFP4 8
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
ASGNI4
line 425
;425:	*legsBackLerp = pi->legs.backlerp;
ADDRFP4 12
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ASGNF4
line 428
;426:
;427:	// torso animation
;428:	pi->torsoAnimationTimer -= uis.frametime;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 1072
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
ADDRGP4 uis
INDIRI4
SUBI4
ASGNI4
line 429
;429:	if ( pi->torsoAnimationTimer < 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 1072
ADDP4
INDIRI4
CNSTI4 0
GEI4 $191
line 430
;430:		pi->torsoAnimationTimer = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1072
ADDP4
CNSTI4 0
ASGNI4
line 431
;431:	}
LABELV $191
line 433
;432:
;433:	UI_TorsoSequencing( pi );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 UI_TorsoSequencing
CALLV
pop
line 435
;434:
;435:	UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim );
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 64
ADDP4
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1048
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_RunLerpFrame
CALLV
pop
line 436
;436:	*torsoOld = pi->torso.oldFrame;
ADDRFP4 16
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 64
ADDP4
INDIRI4
ASGNI4
line 437
;437:	*torso = pi->torso.frame;
ADDRFP4 20
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 72
ADDP4
INDIRI4
ASGNI4
line 438
;438:	*torsoBackLerp = pi->torso.backlerp;
ADDRFP4 24
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 80
ADDP4
INDIRF4
ASGNF4
line 439
;439:}
LABELV $186
endproc UI_PlayerAnimation 16 12
proc UI_SwingAngles 28 8
line 448
;440:
;441:
;442:/*
;443:==================
;444:UI_SwingAngles
;445:==================
;446:*/
;447:static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance,
;448:					float speed, float *angle, qboolean *swinging ) {
line 453
;449:	float	swing;
;450:	float	move;
;451:	float	scale;
;452:
;453:	if ( !*swinging ) {
ADDRFP4 20
INDIRP4
INDIRI4
CNSTI4 0
NEI4 $194
line 455
;454:		// see if a swing should be started
;455:		swing = AngleSubtract( *angle, destination );
ADDRFP4 16
INDIRP4
INDIRF4
ARGF4
ADDRFP4 0
INDIRF4
ARGF4
ADDRLP4 12
ADDRGP4 AngleSubtract
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 12
INDIRF4
ASGNF4
line 456
;456:		if ( swing > swingTolerance || swing < -swingTolerance ) {
ADDRLP4 20
ADDRFP4 4
INDIRF4
ASGNF4
ADDRLP4 0
INDIRF4
ADDRLP4 20
INDIRF4
GTF4 $198
ADDRLP4 0
INDIRF4
ADDRLP4 20
INDIRF4
NEGF4
GEF4 $196
LABELV $198
line 457
;457:			*swinging = qtrue;
ADDRFP4 20
INDIRP4
CNSTI4 1
ASGNI4
line 458
;458:		}
LABELV $196
line 459
;459:	}
LABELV $194
line 461
;460:
;461:	if ( !*swinging ) {
ADDRFP4 20
INDIRP4
INDIRI4
CNSTI4 0
NEI4 $199
line 462
;462:		return;
ADDRGP4 $193
JUMPV
LABELV $199
line 467
;463:	}
;464:	
;465:	// modify the speed depending on the delta
;466:	// so it doesn't seem so linear
;467:	swing = AngleSubtract( destination, *angle );
ADDRFP4 0
INDIRF4
ARGF4
ADDRFP4 16
INDIRP4
INDIRF4
ARGF4
ADDRLP4 12
ADDRGP4 AngleSubtract
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 12
INDIRF4
ASGNF4
line 468
;468:	scale = fabs( swing );
ADDRLP4 0
INDIRF4
ARGF4
ADDRLP4 16
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 4
ADDRLP4 16
INDIRF4
ASGNF4
line 469
;469:	if ( scale < swingTolerance * 0.5 ) {
ADDRLP4 4
INDIRF4
ADDRFP4 4
INDIRF4
CNSTF4 1056964608
MULF4
GEF4 $201
line 470
;470:		scale = 0.5;
ADDRLP4 4
CNSTF4 1056964608
ASGNF4
line 471
;471:	} else if ( scale < swingTolerance ) {
ADDRGP4 $202
JUMPV
LABELV $201
ADDRLP4 4
INDIRF4
ADDRFP4 4
INDIRF4
GEF4 $203
line 472
;472:		scale = 1.0;
ADDRLP4 4
CNSTF4 1065353216
ASGNF4
line 473
;473:	} else {
ADDRGP4 $204
JUMPV
LABELV $203
line 474
;474:		scale = 2.0;
ADDRLP4 4
CNSTF4 1073741824
ASGNF4
line 475
;475:	}
LABELV $204
LABELV $202
line 478
;476:
;477:	// swing towards the destination angle
;478:	if ( swing >= 0 ) {
ADDRLP4 0
INDIRF4
CNSTF4 0
LTF4 $205
line 479
;479:		move = uis.frametime * scale * speed;
ADDRLP4 8
ADDRGP4 uis
INDIRI4
CVIF4 4
ADDRLP4 4
INDIRF4
MULF4
ADDRFP4 12
INDIRF4
MULF4
ASGNF4
line 480
;480:		if ( move >= swing ) {
ADDRLP4 8
INDIRF4
ADDRLP4 0
INDIRF4
LTF4 $207
line 481
;481:			move = swing;
ADDRLP4 8
ADDRLP4 0
INDIRF4
ASGNF4
line 482
;482:			*swinging = qfalse;
ADDRFP4 20
INDIRP4
CNSTI4 0
ASGNI4
line 483
;483:		}
LABELV $207
line 484
;484:		*angle = AngleMod( *angle + move );
ADDRLP4 20
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
INDIRF4
ADDRLP4 8
INDIRF4
ADDF4
ARGF4
ADDRLP4 24
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRLP4 20
INDIRP4
ADDRLP4 24
INDIRF4
ASGNF4
line 485
;485:	} else {
ADDRGP4 $206
JUMPV
LABELV $205
line 486
;486:		move = uis.frametime * scale * -speed;
ADDRLP4 8
ADDRGP4 uis
INDIRI4
CVIF4 4
ADDRLP4 4
INDIRF4
MULF4
ADDRFP4 12
INDIRF4
NEGF4
MULF4
ASGNF4
line 487
;487:		if ( move <= swing ) {
ADDRLP4 8
INDIRF4
ADDRLP4 0
INDIRF4
GTF4 $209
line 488
;488:			move = swing;
ADDRLP4 8
ADDRLP4 0
INDIRF4
ASGNF4
line 489
;489:			*swinging = qfalse;
ADDRFP4 20
INDIRP4
CNSTI4 0
ASGNI4
line 490
;490:		}
LABELV $209
line 491
;491:		*angle = AngleMod( *angle + move );
ADDRLP4 20
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
INDIRF4
ADDRLP4 8
INDIRF4
ADDF4
ARGF4
ADDRLP4 24
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRLP4 20
INDIRP4
ADDRLP4 24
INDIRF4
ASGNF4
line 492
;492:	}
LABELV $206
line 495
;493:
;494:	// clamp to no more than tolerance
;495:	swing = AngleSubtract( destination, *angle );
ADDRFP4 0
INDIRF4
ARGF4
ADDRFP4 16
INDIRP4
INDIRF4
ARGF4
ADDRLP4 20
ADDRGP4 AngleSubtract
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 20
INDIRF4
ASGNF4
line 496
;496:	if ( swing > clampTolerance ) {
ADDRLP4 0
INDIRF4
ADDRFP4 8
INDIRF4
LEF4 $211
line 497
;497:		*angle = AngleMod( destination - (clampTolerance - 1) );
ADDRFP4 0
INDIRF4
ADDRFP4 8
INDIRF4
CNSTF4 1065353216
SUBF4
SUBF4
ARGF4
ADDRLP4 24
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRFP4 16
INDIRP4
ADDRLP4 24
INDIRF4
ASGNF4
line 498
;498:	} else if ( swing < -clampTolerance ) {
ADDRGP4 $212
JUMPV
LABELV $211
ADDRLP4 0
INDIRF4
ADDRFP4 8
INDIRF4
NEGF4
GEF4 $213
line 499
;499:		*angle = AngleMod( destination + (clampTolerance - 1) );
ADDRFP4 0
INDIRF4
ADDRFP4 8
INDIRF4
CNSTF4 1065353216
SUBF4
ADDF4
ARGF4
ADDRLP4 24
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRFP4 16
INDIRP4
ADDRLP4 24
INDIRF4
ASGNF4
line 500
;500:	}
LABELV $213
LABELV $212
line 501
;501:}
LABELV $193
endproc UI_SwingAngles 28 8
proc UI_MovedirAdjustment 40 16
line 509
;502:
;503:
;504:/*
;505:======================
;506:UI_MovedirAdjustment
;507:======================
;508:*/
;509:static float UI_MovedirAdjustment( playerInfo_t *pi ) {
line 513
;510:	vec3_t		relativeAngles;
;511:	vec3_t		moveVector;
;512:
;513:	VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 24
INDIRP4
CNSTI4 1016
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
CNSTI4 1028
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 24
INDIRP4
CNSTI4 1020
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
CNSTI4 1032
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12+8
ADDRLP4 28
INDIRP4
CNSTI4 1024
ADDP4
INDIRF4
ADDRLP4 28
INDIRP4
CNSTI4 1036
ADDP4
INDIRF4
SUBF4
ASGNF4
line 514
;514:	AngleVectors( relativeAngles, moveVector, NULL, NULL );
ADDRLP4 12
ARGP4
ADDRLP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 515
;515:	if ( Q_fabs( moveVector[0] ) < 0.01 ) {
ADDRLP4 0
INDIRF4
ARGF4
ADDRLP4 32
ADDRGP4 Q_fabs
CALLF4
ASGNF4
ADDRLP4 32
INDIRF4
CNSTF4 1008981770
GEF4 $218
line 516
;516:		moveVector[0] = 0.0;
ADDRLP4 0
CNSTF4 0
ASGNF4
line 517
;517:	}
LABELV $218
line 518
;518:	if ( Q_fabs( moveVector[1] ) < 0.01 ) {
ADDRLP4 0+4
INDIRF4
ARGF4
ADDRLP4 36
ADDRGP4 Q_fabs
CALLF4
ASGNF4
ADDRLP4 36
INDIRF4
CNSTF4 1008981770
GEF4 $220
line 519
;519:		moveVector[1] = 0.0;
ADDRLP4 0+4
CNSTF4 0
ASGNF4
line 520
;520:	}
LABELV $220
line 522
;521:
;522:	if ( moveVector[1] == 0 && moveVector[0] > 0 ) {
ADDRLP4 0+4
INDIRF4
CNSTF4 0
NEF4 $224
ADDRLP4 0
INDIRF4
CNSTF4 0
LEF4 $224
line 523
;523:		return 0;
CNSTF4 0
RETF4
ADDRGP4 $215
JUMPV
LABELV $224
line 525
;524:	}
;525:	if ( moveVector[1] < 0 && moveVector[0] > 0 ) {
ADDRLP4 0+4
INDIRF4
CNSTF4 0
GEF4 $227
ADDRLP4 0
INDIRF4
CNSTF4 0
LEF4 $227
line 526
;526:		return 22;
CNSTF4 1102053376
RETF4
ADDRGP4 $215
JUMPV
LABELV $227
line 528
;527:	}
;528:	if ( moveVector[1] < 0 && moveVector[0] == 0 ) {
ADDRLP4 0+4
INDIRF4
CNSTF4 0
GEF4 $230
ADDRLP4 0
INDIRF4
CNSTF4 0
NEF4 $230
line 529
;529:		return 45;
CNSTF4 1110704128
RETF4
ADDRGP4 $215
JUMPV
LABELV $230
line 531
;530:	}
;531:	if ( moveVector[1] < 0 && moveVector[0] < 0 ) {
ADDRLP4 0+4
INDIRF4
CNSTF4 0
GEF4 $233
ADDRLP4 0
INDIRF4
CNSTF4 0
GEF4 $233
line 532
;532:		return -22;
CNSTF4 3249537024
RETF4
ADDRGP4 $215
JUMPV
LABELV $233
line 534
;533:	}
;534:	if ( moveVector[1] == 0 && moveVector[0] < 0 ) {
ADDRLP4 0+4
INDIRF4
CNSTF4 0
NEF4 $236
ADDRLP4 0
INDIRF4
CNSTF4 0
GEF4 $236
line 535
;535:		return 0;
CNSTF4 0
RETF4
ADDRGP4 $215
JUMPV
LABELV $236
line 537
;536:	}
;537:	if ( moveVector[1] > 0 && moveVector[0] < 0 ) {
ADDRLP4 0+4
INDIRF4
CNSTF4 0
LEF4 $239
ADDRLP4 0
INDIRF4
CNSTF4 0
GEF4 $239
line 538
;538:		return 22;
CNSTF4 1102053376
RETF4
ADDRGP4 $215
JUMPV
LABELV $239
line 540
;539:	}
;540:	if ( moveVector[1] > 0 && moveVector[0] == 0 ) {
ADDRLP4 0+4
INDIRF4
CNSTF4 0
LEF4 $242
ADDRLP4 0
INDIRF4
CNSTF4 0
NEF4 $242
line 541
;541:		return  -45;
CNSTF4 3258187776
RETF4
ADDRGP4 $215
JUMPV
LABELV $242
line 544
;542:	}
;543:
;544:	return -22;
CNSTF4 3249537024
RETF4
LABELV $215
endproc UI_MovedirAdjustment 40 16
proc UI_PlayerAngles 68 24
line 553
;545:}
;546:
;547:
;548:/*
;549:===============
;550:UI_PlayerAngles
;551:===============
;552:*/
;553:static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
line 558
;554:	vec3_t		legsAngles, torsoAngles, headAngles;
;555:	float		dest;
;556:	float		adjust;
;557:
;558:	VectorCopy( pi->viewAngles, headAngles );
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 1016
ADDP4
INDIRB
ASGNB 12
line 559
;559:	headAngles[YAW] = AngleMod( headAngles[YAW] );
ADDRLP4 12+4
INDIRF4
ARGF4
ADDRLP4 44
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 44
INDIRF4
ASGNF4
line 560
;560:	VectorClear( legsAngles );
ADDRLP4 24
CNSTF4 0
ASGNF4
ADDRLP4 24+4
CNSTF4 0
ASGNF4
ADDRLP4 24+8
CNSTF4 0
ASGNF4
line 561
;561:	VectorClear( torsoAngles );
ADDRLP4 0
CNSTF4 0
ASGNF4
ADDRLP4 0+4
CNSTF4 0
ASGNF4
ADDRLP4 0+8
CNSTF4 0
ASGNF4
line 566
;562:
;563:	// --------- yaw -------------
;564:
;565:	// allow yaw to drift a bit
;566:	if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE 
ADDRLP4 48
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 48
INDIRP4
CNSTI4 1044
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
CNSTI4 22
NEI4 $254
ADDRLP4 48
INDIRP4
CNSTI4 1048
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
CNSTI4 11
EQI4 $252
LABELV $254
line 567
;567:		|| ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND  ) {
line 569
;568:		// if not standing still, always point all in the same direction
;569:		pi->torso.yawing = qtrue;	// always center
ADDRFP4 0
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 1
ASGNI4
line 570
;570:		pi->torso.pitching = qtrue;	// always center
ADDRFP4 0
INDIRP4
CNSTI4 96
ADDP4
CNSTI4 1
ASGNI4
line 571
;571:		pi->legs.yawing = qtrue;	// always center
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
CNSTI4 1
ASGNI4
line 572
;572:	}
LABELV $252
line 575
;573:
;574:	// adjust legs for movement dir
;575:	adjust = UI_MovedirAdjustment( pi );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 52
ADDRGP4 UI_MovedirAdjustment
CALLF4
ASGNF4
ADDRLP4 36
ADDRLP4 52
INDIRF4
ASGNF4
line 576
;576:	legsAngles[YAW] = headAngles[YAW] + adjust;
ADDRLP4 24+4
ADDRLP4 12+4
INDIRF4
ADDRLP4 36
INDIRF4
ADDF4
ASGNF4
line 577
;577:	torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust;
ADDRLP4 0+4
ADDRLP4 12+4
INDIRF4
ADDRLP4 36
INDIRF4
CNSTF4 1048576000
MULF4
ADDF4
ASGNF4
line 581
;578:
;579:
;580:	// torso
;581:	UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
ADDRLP4 0+4
INDIRF4
ARGF4
CNSTF4 1103626240
ARGF4
CNSTF4 1119092736
ARGF4
CNSTF4 1050253722
ARGF4
ADDRLP4 56
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
INDIRP4
CNSTI4 84
ADDP4
ARGP4
ADDRLP4 56
INDIRP4
CNSTI4 88
ADDP4
ARGP4
ADDRGP4 UI_SwingAngles
CALLV
pop
line 582
;582:	UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );
ADDRLP4 24+4
INDIRF4
ARGF4
CNSTF4 1109393408
ARGF4
CNSTF4 1119092736
ARGF4
CNSTF4 1050253722
ARGF4
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 60
INDIRP4
CNSTI4 28
ADDP4
ARGP4
ADDRLP4 60
INDIRP4
CNSTI4 32
ADDP4
ARGP4
ADDRGP4 UI_SwingAngles
CALLV
pop
line 584
;583:
;584:	torsoAngles[YAW] = pi->torso.yawAngle;
ADDRLP4 0+4
ADDRFP4 0
INDIRP4
CNSTI4 84
ADDP4
INDIRF4
ASGNF4
line 585
;585:	legsAngles[YAW] = pi->legs.yawAngle;
ADDRLP4 24+4
ADDRFP4 0
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ASGNF4
line 590
;586:
;587:	// --------- pitch -------------
;588:
;589:	// only show a fraction of the pitch angle in the torso
;590:	if ( headAngles[PITCH] > 180 ) {
ADDRLP4 12
INDIRF4
CNSTF4 1127481344
LEF4 $263
line 591
;591:		dest = (-360 + headAngles[PITCH]) * 0.75;
ADDRLP4 40
ADDRLP4 12
INDIRF4
CNSTF4 3283353600
ADDF4
CNSTF4 1061158912
MULF4
ASGNF4
line 592
;592:	} else {
ADDRGP4 $264
JUMPV
LABELV $263
line 593
;593:		dest = headAngles[PITCH] * 0.75;
ADDRLP4 40
ADDRLP4 12
INDIRF4
CNSTF4 1061158912
MULF4
ASGNF4
line 594
;594:	}
LABELV $264
line 595
;595:	UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching );
ADDRLP4 40
INDIRF4
ARGF4
CNSTF4 1097859072
ARGF4
CNSTF4 1106247680
ARGF4
CNSTF4 1036831949
ARGF4
ADDRLP4 64
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 64
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 64
INDIRP4
CNSTI4 96
ADDP4
ARGP4
ADDRGP4 UI_SwingAngles
CALLV
pop
line 596
;596:	torsoAngles[PITCH] = pi->torso.pitchAngle;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ASGNF4
line 599
;597:
;598:	// pull the angles back out of the hierarchial chain
;599:	AnglesSubtract( headAngles, torsoAngles, headAngles );
ADDRLP4 12
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 12
ARGP4
ADDRGP4 AnglesSubtract
CALLV
pop
line 600
;600:	AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
ADDRLP4 0
ARGP4
ADDRLP4 24
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 AnglesSubtract
CALLV
pop
line 601
;601:	AnglesToAxis( legsAngles, legs );
ADDRLP4 24
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 AnglesToAxis
CALLV
pop
line 602
;602:	AnglesToAxis( torsoAngles, torso );
ADDRLP4 0
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 AnglesToAxis
CALLV
pop
line 603
;603:	AnglesToAxis( headAngles, head );
ADDRLP4 12
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 AnglesToAxis
CALLV
pop
line 604
;604:}
LABELV $245
endproc UI_PlayerAngles 68 24
proc UI_PlayerFloatSprite 140 12
line 612
;605:
;606:
;607:/*
;608:===============
;609:UI_PlayerFloatSprite
;610:===============
;611:*/
;612:static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader ) {
line 615
;613:	refEntity_t		ent;
;614:
;615:	memset( &ent, 0, sizeof( ent ) );
ADDRLP4 0
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 616
;616:	VectorCopy( origin, ent.origin );
ADDRLP4 0+68
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 617
;617:	ent.origin[2] += 48;
ADDRLP4 0+68+8
ADDRLP4 0+68+8
INDIRF4
CNSTF4 1111490560
ADDF4
ASGNF4
line 618
;618:	ent.reType = RT_SPRITE;
ADDRLP4 0
CNSTI4 2
ASGNI4
line 619
;619:	ent.customShader = shader;
ADDRLP4 0+112
ADDRFP4 8
INDIRI4
ASGNI4
line 620
;620:	ent.radius = 10;
ADDRLP4 0+132
CNSTF4 1092616192
ASGNF4
line 621
;621:	ent.renderfx = 0;
ADDRLP4 0+4
CNSTI4 0
ASGNI4
line 622
;622:	trap_R_AddRefEntityToScene( &ent );
ADDRLP4 0
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 623
;623:}
LABELV $265
endproc UI_PlayerFloatSprite 140 12
export UI_MachinegunSpinAngle
proc UI_MachinegunSpinAngle 28 4
line 631
;624:
;625:
;626:/*
;627:======================
;628:UI_MachinegunSpinAngle
;629:======================
;630:*/
;631:float	UI_MachinegunSpinAngle( playerInfo_t *pi ) {
line 637
;632:	int		delta;
;633:	float	angle;
;634:	float	speed;
;635:	int		torsoAnim;
;636:
;637:	delta = dp_realtime - pi->barrelTime;
ADDRLP4 4
ADDRGP4 dp_realtime
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 1100
ADDP4
INDIRI4
SUBI4
ASGNI4
line 638
;638:	if ( pi->barrelSpinning ) {
ADDRFP4 0
INDIRP4
CNSTI4 1092
ADDP4
INDIRI4
CNSTI4 0
EQI4 $273
line 639
;639:		angle = pi->barrelAngle + delta * SPIN_SPEED;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 1096
ADDP4
INDIRF4
ADDRLP4 4
INDIRI4
CVIF4 4
CNSTF4 1063675494
MULF4
ADDF4
ASGNF4
line 640
;640:	} else {
ADDRGP4 $274
JUMPV
LABELV $273
line 641
;641:		if ( delta > COAST_TIME ) {
ADDRLP4 4
INDIRI4
CNSTI4 1000
LEI4 $275
line 642
;642:			delta = COAST_TIME;
ADDRLP4 4
CNSTI4 1000
ASGNI4
line 643
;643:		}
LABELV $275
line 645
;644:
;645:		speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
ADDRLP4 12
CNSTI4 1000
ADDRLP4 4
INDIRI4
SUBI4
CVIF4 4
CNSTF4 981668463
MULF4
CNSTF4 1063675494
ADDF4
CNSTF4 1056964608
MULF4
ASGNF4
line 646
;646:		angle = pi->barrelAngle + delta * speed;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 1096
ADDP4
INDIRF4
ADDRLP4 4
INDIRI4
CVIF4 4
ADDRLP4 12
INDIRF4
MULF4
ADDF4
ASGNF4
line 647
;647:	}
LABELV $274
line 649
;648:
;649:	torsoAnim = pi->torsoAnim  & ~ANIM_TOGGLEBIT;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1048
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 650
;650:	if( torsoAnim == TORSO_ATTACK2 ) {
ADDRLP4 0
INDIRI4
CNSTI4 8
NEI4 $277
line 651
;651:		torsoAnim = TORSO_ATTACK;
ADDRLP4 0
CNSTI4 7
ASGNI4
line 652
;652:	}
LABELV $277
line 653
;653:	if ( pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK) ) {
ADDRLP4 0
INDIRI4
CNSTI4 7
EQI4 $282
ADDRLP4 16
CNSTI4 1
ASGNI4
ADDRGP4 $283
JUMPV
LABELV $282
ADDRLP4 16
CNSTI4 0
ASGNI4
LABELV $283
ADDRFP4 0
INDIRP4
CNSTI4 1092
ADDP4
INDIRI4
ADDRLP4 16
INDIRI4
NEI4 $279
line 654
;654:		pi->barrelTime = dp_realtime;
ADDRFP4 0
INDIRP4
CNSTI4 1100
ADDP4
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 655
;655:		pi->barrelAngle = AngleMod( angle );
ADDRLP4 8
INDIRF4
ARGF4
ADDRLP4 20
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1096
ADDP4
ADDRLP4 20
INDIRF4
ASGNF4
line 656
;656:		pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK);
ADDRLP4 0
INDIRI4
CNSTI4 7
NEI4 $285
ADDRLP4 24
CNSTI4 1
ASGNI4
ADDRGP4 $286
JUMPV
LABELV $285
ADDRLP4 24
CNSTI4 0
ASGNI4
LABELV $286
ADDRFP4 0
INDIRP4
CNSTI4 1092
ADDP4
ADDRLP4 24
INDIRI4
ASGNI4
line 657
;657:	}
LABELV $279
line 659
;658:
;659:	return angle;
ADDRLP4 8
INDIRF4
RETF4
LABELV $272
endproc UI_MachinegunSpinAngle 28 4
data
align 4
LABELV $288
byte 4 3246391296
byte 4 3246391296
byte 4 3250585600
align 4
LABELV $289
byte 4 1098907648
byte 4 1098907648
byte 4 1107296256
export UI_DrawPlayer
code
proc UI_DrawPlayer 1300 28
line 668
;660:}
;661:
;662:
;663:/*
;664:===============
;665:UI_DrawPlayer
;666:===============
;667:*/
;668:void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) {
line 678
;669:	refdef_t		refdef;
;670:	refEntity_t		legs;
;671:	refEntity_t		torso;
;672:	refEntity_t		head;
;673:	refEntity_t		gun;
;674:	refEntity_t		barrel;
;675:	refEntity_t		flash;
;676:	vec3_t			origin;
;677:	int				renderfx;
;678:	vec3_t			mins = {-16, -16, -24};
ADDRLP4 1084
ADDRGP4 $288
INDIRB
ASGNB 12
line 679
;679:	vec3_t			maxs = {16, 16, 32};
ADDRLP4 1096
ADDRGP4 $289
INDIRB
ASGNB 12
line 683
;680:	float			len;
;681:	float			xx;
;682:
;683:	if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) {
ADDRLP4 1256
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1256
INDIRP4
INDIRI4
CNSTI4 0
EQI4 $294
ADDRLP4 1256
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
CNSTI4 0
EQI4 $294
ADDRLP4 1256
INDIRP4
CNSTI4 112
ADDP4
INDIRI4
CNSTI4 0
EQI4 $294
ADDRLP4 1256
INDIRP4
CNSTI4 124
ADDP4
INDIRI4
CNSTI4 0
NEI4 $290
LABELV $294
line 684
;684:		return;
ADDRGP4 $287
JUMPV
LABELV $290
line 687
;685:	}
;686:
;687:	dp_realtime = time;
ADDRGP4 dp_realtime
ADDRFP4 20
INDIRI4
ASGNI4
line 689
;688:
;689:	if ( pi->pendingWeapon != WP_PENDING && dp_realtime > pi->weaponTimer ) {
ADDRLP4 1260
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1260
INDIRP4
CNSTI4 1060
ADDP4
INDIRI4
CNSTI4 14
EQI4 $295
ADDRGP4 dp_realtime
INDIRI4
ADDRLP4 1260
INDIRP4
CNSTI4 1064
ADDP4
INDIRI4
LEI4 $295
line 690
;690:		pi->weapon = pi->pendingWeapon;
ADDRLP4 1264
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1264
INDIRP4
CNSTI4 1052
ADDP4
ADDRLP4 1264
INDIRP4
CNSTI4 1060
ADDP4
INDIRI4
ASGNI4
line 691
;691:		pi->lastWeapon = pi->pendingWeapon;
ADDRLP4 1268
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1268
INDIRP4
CNSTI4 1056
ADDP4
ADDRLP4 1268
INDIRP4
CNSTI4 1060
ADDP4
INDIRI4
ASGNI4
line 692
;692:		pi->pendingWeapon = WP_PENDING;
ADDRFP4 16
INDIRP4
CNSTI4 1060
ADDP4
CNSTI4 14
ASGNI4
line 693
;693:		pi->weaponTimer = 0;
ADDRFP4 16
INDIRP4
CNSTI4 1064
ADDP4
CNSTI4 0
ASGNI4
line 694
;694:		if( pi->currentWeapon != pi->weapon ) {
ADDRLP4 1272
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1272
INDIRP4
CNSTI4 1040
ADDP4
INDIRI4
ADDRLP4 1272
INDIRP4
CNSTI4 1052
ADDP4
INDIRI4
EQI4 $297
line 695
;695:			trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
ADDRGP4 weaponChangeSound
INDIRI4
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_S_StartLocalSound
CALLV
pop
line 696
;696:		}
LABELV $297
line 697
;697:	}
LABELV $295
line 699
;698:
;699:	memset( &refdef, 0, sizeof( refdef ) );
ADDRLP4 292
ARGP4
CNSTI4 0
ARGI4
CNSTI4 368
ARGI4
ADDRGP4 memset
CALLP4
pop
line 700
;700:	memset( &legs, 0, sizeof(legs) );
ADDRLP4 0
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 701
;701:	memset( &torso, 0, sizeof(torso) );
ADDRLP4 152
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 702
;702:	memset( &head, 0, sizeof(head) );
ADDRLP4 660
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 706
;703:
;704:	// calculate fov from virtual dimensions
;705:	// so it will be resolution-independent
;706:	refdef.fov_x = (int)(w / 640.0f * 90.0f);
ADDRLP4 292+16
ADDRFP4 8
INDIRF4
CNSTF4 1041235968
MULF4
CVFI4 4
CVIF4 4
ASGNF4
line 707
;707:	xx = w / tan( refdef.fov_x / 360 * M_PI );
ADDRLP4 292+16
INDIRF4
CNSTF4 1007614517
MULF4
ARGF4
ADDRLP4 1264
ADDRGP4 tan
CALLF4
ASGNF4
ADDRLP4 1252
ADDRFP4 8
INDIRF4
ADDRLP4 1264
INDIRF4
DIVF4
ASGNF4
line 708
;708:	refdef.fov_y = atan2( h, xx );
ADDRFP4 12
INDIRF4
ARGF4
ADDRLP4 1252
INDIRF4
ARGF4
ADDRLP4 1268
ADDRGP4 atan2
CALLF4
ASGNF4
ADDRLP4 292+20
ADDRLP4 1268
INDIRF4
ASGNF4
line 709
;709:	refdef.fov_y *= ( 360 / M_PI );
ADDRLP4 292+20
ADDRLP4 292+20
INDIRF4
CNSTF4 1122316001
MULF4
ASGNF4
line 711
;710:
;711:	UI_AdjustFrom640( &x, &y, &w, &h );
ADDRFP4 0
ARGP4
ADDRFP4 4
ARGP4
ADDRFP4 8
ARGP4
ADDRFP4 12
ARGP4
ADDRGP4 UI_AdjustFrom640
CALLV
pop
line 713
;712:
;713:	y -= jumpHeight;
ADDRFP4 4
ADDRFP4 4
INDIRF4
ADDRGP4 jumpHeight
INDIRF4
SUBF4
ASGNF4
line 715
;714:
;715:	refdef.rdflags = RDF_NOWORLDMODEL;
ADDRLP4 292+76
CNSTI4 1
ASGNI4
line 717
;716:
;717:	AxisClear( refdef.viewaxis );
ADDRLP4 292+36
ARGP4
ADDRGP4 AxisClear
CALLV
pop
line 719
;718:
;719:	refdef.x = x;
ADDRLP4 292
ADDRFP4 0
INDIRF4
CVFI4 4
ASGNI4
line 720
;720:	refdef.y = y;
ADDRLP4 292+4
ADDRFP4 4
INDIRF4
CVFI4 4
ASGNI4
line 721
;721:	refdef.width = w;
ADDRLP4 292+8
ADDRFP4 8
INDIRF4
CVFI4 4
ASGNI4
line 722
;722:	refdef.height = h;
ADDRLP4 292+12
ADDRFP4 12
INDIRF4
CVFI4 4
ASGNI4
line 725
;723:
;724:	// calculate distance so the player nearly fills the box
;725:	len = 0.7 * ( maxs[2] - mins[2] );		
ADDRLP4 1248
ADDRLP4 1096+8
INDIRF4
ADDRLP4 1084+8
INDIRF4
SUBF4
CNSTF4 1060320051
MULF4
ASGNF4
line 726
;726:	origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
ADDRLP4 292+16
INDIRF4
CNSTF4 1007614517
MULF4
ARGF4
ADDRLP4 1272
ADDRGP4 tan
CALLF4
ASGNF4
ADDRLP4 140
ADDRLP4 1248
INDIRF4
ADDRLP4 1272
INDIRF4
DIVF4
ASGNF4
line 727
;727:	origin[1] = 0.5 * ( mins[1] + maxs[1] );
ADDRLP4 140+4
ADDRLP4 1084+4
INDIRF4
ADDRLP4 1096+4
INDIRF4
ADDF4
CNSTF4 1056964608
MULF4
ASGNF4
line 728
;728:	origin[2] = -0.5 * ( mins[2] + maxs[2] );
ADDRLP4 140+8
ADDRLP4 1084+8
INDIRF4
ADDRLP4 1096+8
INDIRF4
ADDF4
CNSTF4 3204448256
MULF4
ASGNF4
line 730
;729:
;730:	refdef.time = dp_realtime;
ADDRLP4 292+72
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 732
;731:
;732:	trap_R_ClearScene();
ADDRGP4 trap_R_ClearScene
CALLV
pop
line 735
;733:
;734:	// get the rotation information
;735:	UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis );
ADDRFP4 16
INDIRP4
ARGP4
ADDRLP4 0+28
ARGP4
ADDRLP4 152+28
ARGP4
ADDRLP4 660+28
ARGP4
ADDRGP4 UI_PlayerAngles
CALLV
pop
line 738
;736:	
;737:	// get the animation state (after rotation, to allow feet shuffle)
;738:	UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
ADDRFP4 16
INDIRP4
ARGP4
ADDRLP4 0+96
ARGP4
ADDRLP4 0+80
ARGP4
ADDRLP4 0+100
ARGP4
ADDRLP4 152+96
ARGP4
ADDRLP4 152+80
ARGP4
ADDRLP4 152+100
ARGP4
ADDRGP4 UI_PlayerAnimation
CALLV
pop
line 741
;739:		 &torso.oldframe, &torso.frame, &torso.backlerp );
;740:
;741:	renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;
ADDRLP4 800
CNSTI4 192
ASGNI4
line 746
;742:
;743:	//
;744:	// add the legs
;745:	//
;746:	legs.hModel = pi->legsModel;
ADDRLP4 0+8
ADDRFP4 16
INDIRP4
INDIRI4
ASGNI4
line 747
;747:	legs.customSkin = pi->legsSkin;
ADDRLP4 0+108
ADDRFP4 16
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
line 749
;748:	// for colored skins
;749:	memset( legs.shaderRGBA, 255, sizeof( legs.shaderRGBA ) );
ADDRLP4 0+116
ARGP4
CNSTI4 255
ARGI4
CNSTI4 4
ARGI4
ADDRGP4 memset
CALLP4
pop
line 751
;750:
;751:	VectorCopy( origin, legs.origin );
ADDRLP4 0+68
ADDRLP4 140
INDIRB
ASGNB 12
line 753
;752:
;753:	VectorCopy( origin, legs.lightingOrigin );
ADDRLP4 0+12
ADDRLP4 140
INDIRB
ASGNB 12
line 754
;754:	legs.renderfx = renderfx;
ADDRLP4 0+4
ADDRLP4 800
INDIRI4
ASGNI4
line 755
;755:	VectorCopy (legs.origin, legs.oldorigin);
ADDRLP4 0+84
ADDRLP4 0+68
INDIRB
ASGNB 12
line 757
;756:
;757:	trap_R_AddRefEntityToScene( &legs );
ADDRLP4 0
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 759
;758:
;759:	if (!legs.hModel) {
ADDRLP4 0+8
INDIRI4
CNSTI4 0
NEI4 $336
line 760
;760:		return;
ADDRGP4 $287
JUMPV
LABELV $336
line 766
;761:	}
;762:
;763:	//
;764:	// add the torso
;765:	//
;766:	torso.hModel = pi->torsoModel;
ADDRLP4 152+8
ADDRFP4 16
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
ASGNI4
line 767
;767:	if (!torso.hModel) {
ADDRLP4 152+8
INDIRI4
CNSTI4 0
NEI4 $340
line 768
;768:		return;
ADDRGP4 $287
JUMPV
LABELV $340
line 771
;769:	}
;770:
;771:	torso.customSkin = pi->torsoSkin;
ADDRLP4 152+108
ADDRFP4 16
INDIRP4
CNSTI4 60
ADDP4
INDIRI4
ASGNI4
line 773
;772:	// for colored skins
;773:	memset( torso.shaderRGBA, 255, sizeof( torso.shaderRGBA ) );
ADDRLP4 152+116
ARGP4
CNSTI4 255
ARGI4
CNSTI4 4
ARGI4
ADDRGP4 memset
CALLP4
pop
line 775
;774:
;775:	VectorCopy( origin, torso.lightingOrigin );
ADDRLP4 152+12
ADDRLP4 140
INDIRB
ASGNB 12
line 777
;776:
;777:	UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso" );
ADDRLP4 152
ARGP4
ADDRLP4 0
ARGP4
ADDRFP4 16
INDIRP4
INDIRI4
ARGI4
ADDRGP4 $347
ARGP4
ADDRGP4 UI_PositionRotatedEntityOnTag
CALLV
pop
line 779
;778:
;779:	torso.renderfx = renderfx;
ADDRLP4 152+4
ADDRLP4 800
INDIRI4
ASGNI4
line 781
;780:
;781:	trap_R_AddRefEntityToScene( &torso );
ADDRLP4 152
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 786
;782:
;783:	//
;784:	// add the head
;785:	//
;786:	head.hModel = pi->headModel;
ADDRLP4 660+8
ADDRFP4 16
INDIRP4
CNSTI4 112
ADDP4
INDIRI4
ASGNI4
line 787
;787:	if (!head.hModel) {
ADDRLP4 660+8
INDIRI4
CNSTI4 0
NEI4 $350
line 788
;788:		return;
ADDRGP4 $287
JUMPV
LABELV $350
line 790
;789:	}
;790:	head.customSkin = pi->headSkin;
ADDRLP4 660+108
ADDRFP4 16
INDIRP4
CNSTI4 116
ADDP4
INDIRI4
ASGNI4
line 792
;791:	// for colored skins
;792:	memset( head.shaderRGBA, 255, sizeof( head.shaderRGBA ) );
ADDRLP4 660+116
ARGP4
CNSTI4 255
ARGI4
CNSTI4 4
ARGI4
ADDRGP4 memset
CALLP4
pop
line 794
;793:
;794:	VectorCopy( origin, head.lightingOrigin );
ADDRLP4 660+12
ADDRLP4 140
INDIRB
ASGNB 12
line 796
;795:
;796:	UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head" );
ADDRLP4 660
ARGP4
ADDRLP4 152
ARGP4
ADDRFP4 16
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
ARGI4
ADDRGP4 $357
ARGP4
ADDRGP4 UI_PositionRotatedEntityOnTag
CALLV
pop
line 798
;797:
;798:	head.renderfx = renderfx;
ADDRLP4 660+4
ADDRLP4 800
INDIRI4
ASGNI4
line 800
;799:
;800:	trap_R_AddRefEntityToScene( &head );
ADDRLP4 660
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 805
;801:
;802:	//
;803:	// add the gun
;804:	//
;805:	if ( pi->currentWeapon != WP_NONE ) {
ADDRFP4 16
INDIRP4
CNSTI4 1040
ADDP4
INDIRI4
CNSTI4 0
EQI4 $359
line 806
;806:		memset( &gun, 0, sizeof(gun) );
ADDRLP4 804
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 807
;807:		gun.hModel = pi->weaponModel;
ADDRLP4 804+8
ADDRFP4 16
INDIRP4
CNSTI4 988
ADDP4
INDIRI4
ASGNI4
line 808
;808:		VectorCopy( origin, gun.lightingOrigin );
ADDRLP4 804+12
ADDRLP4 140
INDIRB
ASGNB 12
line 809
;809:		UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon" );
ADDRLP4 804
ARGP4
ADDRLP4 152
ARGP4
ADDRFP4 16
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
ARGI4
ADDRGP4 $363
ARGP4
ADDRGP4 UI_PositionEntityOnTag
CALLV
pop
line 810
;810:		gun.renderfx = renderfx;
ADDRLP4 804+4
ADDRLP4 800
INDIRI4
ASGNI4
line 811
;811:		trap_R_AddRefEntityToScene( &gun );
ADDRLP4 804
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 812
;812:	}
LABELV $359
line 817
;813:
;814:	//
;815:	// add the spinning barrel
;816:	//
;817:	if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
ADDRLP4 1276
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1276
INDIRP4
CNSTI4 1104
ADDP4
INDIRI4
CNSTI4 2
EQI4 $368
ADDRLP4 1276
INDIRP4
CNSTI4 1104
ADDP4
INDIRI4
CNSTI4 1
EQI4 $368
ADDRLP4 1276
INDIRP4
CNSTI4 1104
ADDP4
INDIRI4
CNSTI4 9
NEI4 $365
LABELV $368
line 820
;818:		vec3_t	angles;
;819:
;820:		memset( &barrel, 0, sizeof(barrel) );
ADDRLP4 944
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 821
;821:		VectorCopy( origin, barrel.lightingOrigin );
ADDRLP4 944+12
ADDRLP4 140
INDIRB
ASGNB 12
line 822
;822:		barrel.renderfx = renderfx;
ADDRLP4 944+4
ADDRLP4 800
INDIRI4
ASGNI4
line 824
;823:
;824:		barrel.hModel = pi->barrelModel;
ADDRLP4 944+8
ADDRFP4 16
INDIRP4
CNSTI4 992
ADDP4
INDIRI4
ASGNI4
line 825
;825:		angles[YAW] = 0;
ADDRLP4 1280+4
CNSTF4 0
ASGNF4
line 826
;826:		angles[PITCH] = 0;
ADDRLP4 1280
CNSTF4 0
ASGNF4
line 827
;827:		angles[ROLL] = UI_MachinegunSpinAngle( pi );
ADDRFP4 16
INDIRP4
ARGP4
ADDRLP4 1292
ADDRGP4 UI_MachinegunSpinAngle
CALLF4
ASGNF4
ADDRLP4 1280+8
ADDRLP4 1292
INDIRF4
ASGNF4
line 828
;828:		if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
ADDRLP4 1296
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1296
INDIRP4
CNSTI4 1104
ADDP4
INDIRI4
CNSTI4 1
EQI4 $376
ADDRLP4 1296
INDIRP4
CNSTI4 1104
ADDP4
INDIRI4
CNSTI4 9
NEI4 $374
LABELV $376
line 829
;829:			angles[PITCH] = angles[ROLL];
ADDRLP4 1280
ADDRLP4 1280+8
INDIRF4
ASGNF4
line 830
;830:			angles[ROLL] = 0;
ADDRLP4 1280+8
CNSTF4 0
ASGNF4
line 831
;831:		}
LABELV $374
line 832
;832:		AnglesToAxis( angles, barrel.axis );
ADDRLP4 1280
ARGP4
ADDRLP4 944+28
ARGP4
ADDRGP4 AnglesToAxis
CALLV
pop
line 834
;833:
;834:		UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel" );
ADDRLP4 944
ARGP4
ADDRLP4 804
ARGP4
ADDRFP4 16
INDIRP4
CNSTI4 988
ADDP4
INDIRI4
ARGI4
ADDRGP4 $380
ARGP4
ADDRGP4 UI_PositionRotatedEntityOnTag
CALLV
pop
line 836
;835:
;836:		trap_R_AddRefEntityToScene( &barrel );
ADDRLP4 944
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 837
;837:	}
LABELV $365
line 842
;838:
;839:	//
;840:	// add muzzle flash
;841:	//
;842:	if ( dp_realtime <= pi->muzzleFlashTime && pi->currentWeapon != WP_NONE ) {
ADDRLP4 1280
ADDRFP4 16
INDIRP4
ASGNP4
ADDRGP4 dp_realtime
INDIRI4
ADDRLP4 1280
INDIRP4
CNSTI4 1012
ADDP4
INDIRI4
GTI4 $381
ADDRLP4 1280
INDIRP4
CNSTI4 1040
ADDP4
INDIRI4
CNSTI4 0
EQI4 $381
line 843
;843:		if ( pi->flashModel ) {
ADDRFP4 16
INDIRP4
CNSTI4 996
ADDP4
INDIRI4
CNSTI4 0
EQI4 $383
line 844
;844:			memset( &flash, 0, sizeof(flash) );
ADDRLP4 1108
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 845
;845:			flash.hModel = pi->flashModel;
ADDRLP4 1108+8
ADDRFP4 16
INDIRP4
CNSTI4 996
ADDP4
INDIRI4
ASGNI4
line 846
;846:			VectorCopy( origin, flash.lightingOrigin );
ADDRLP4 1108+12
ADDRLP4 140
INDIRB
ASGNB 12
line 847
;847:			UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash" );
ADDRLP4 1108
ARGP4
ADDRLP4 804
ARGP4
ADDRFP4 16
INDIRP4
CNSTI4 988
ADDP4
INDIRI4
ARGI4
ADDRGP4 $387
ARGP4
ADDRGP4 UI_PositionEntityOnTag
CALLV
pop
line 848
;848:			flash.renderfx = renderfx;
ADDRLP4 1108+4
ADDRLP4 800
INDIRI4
ASGNI4
line 849
;849:			trap_R_AddRefEntityToScene( &flash );
ADDRLP4 1108
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 850
;850:		}
LABELV $383
line 853
;851:
;852:		// make a dlight for the flash
;853:		if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) {
ADDRLP4 1284
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1284
INDIRP4
CNSTI4 1000
ADDP4
INDIRF4
CNSTF4 0
NEF4 $392
ADDRLP4 1284
INDIRP4
CNSTI4 1004
ADDP4
INDIRF4
CNSTF4 0
NEF4 $392
ADDRLP4 1284
INDIRP4
CNSTI4 1008
ADDP4
INDIRF4
CNSTF4 0
EQF4 $389
LABELV $392
line 854
;854:			trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0],
ADDRLP4 1288
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 1108+68
ARGP4
ADDRLP4 1288
INDIRI4
CNSTI4 31
BANDI4
CNSTI4 200
ADDI4
CVIF4 4
ARGF4
ADDRLP4 1292
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1292
INDIRP4
CNSTI4 1000
ADDP4
INDIRF4
ARGF4
ADDRLP4 1292
INDIRP4
CNSTI4 1004
ADDP4
INDIRF4
ARGF4
ADDRLP4 1292
INDIRP4
CNSTI4 1008
ADDP4
INDIRF4
ARGF4
ADDRGP4 trap_R_AddLightToScene
CALLV
pop
line 856
;855:				pi->flashDlightColor[1], pi->flashDlightColor[2] );
;856:		}
LABELV $389
line 857
;857:	}
LABELV $381
line 862
;858:
;859:	//
;860:	// add the chat icon
;861:	//
;862:	if ( pi->chat ) {
ADDRFP4 16
INDIRP4
CNSTI4 1084
ADDP4
INDIRI4
CNSTI4 0
EQI4 $394
line 863
;863:		UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) );
ADDRGP4 $396
ARGP4
ADDRLP4 1284
ADDRGP4 trap_R_RegisterShaderNoMip
CALLI4
ASGNI4
ADDRFP4 16
INDIRP4
ARGP4
ADDRLP4 140
ARGP4
ADDRLP4 1284
INDIRI4
ARGI4
ADDRGP4 UI_PlayerFloatSprite
CALLV
pop
line 864
;864:	}
LABELV $394
line 869
;865:
;866:	//
;867:	// add an accent light
;868:	//
;869:	origin[0] -= 100;	// + = behind, - = in front
ADDRLP4 140
ADDRLP4 140
INDIRF4
CNSTF4 1120403456
SUBF4
ASGNF4
line 870
;870:	origin[1] += 100;	// + = left, - = right
ADDRLP4 140+4
ADDRLP4 140+4
INDIRF4
CNSTF4 1120403456
ADDF4
ASGNF4
line 871
;871:	origin[2] += 100;	// + = above, - = below
ADDRLP4 140+8
ADDRLP4 140+8
INDIRF4
CNSTF4 1120403456
ADDF4
ASGNF4
line 872
;872:	trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 );
ADDRLP4 140
ARGP4
CNSTF4 1140457472
ARGF4
CNSTF4 1065353216
ARGF4
CNSTF4 1065353216
ARGF4
CNSTF4 1065353216
ARGF4
ADDRGP4 trap_R_AddLightToScene
CALLV
pop
line 874
;873:
;874:	origin[0] -= 100;
ADDRLP4 140
ADDRLP4 140
INDIRF4
CNSTF4 1120403456
SUBF4
ASGNF4
line 875
;875:	origin[1] -= 100;
ADDRLP4 140+4
ADDRLP4 140+4
INDIRF4
CNSTF4 1120403456
SUBF4
ASGNF4
line 876
;876:	origin[2] -= 100;
ADDRLP4 140+8
ADDRLP4 140+8
INDIRF4
CNSTF4 1120403456
SUBF4
ASGNF4
line 877
;877:	trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 );
ADDRLP4 140
ARGP4
CNSTF4 1140457472
ARGF4
CNSTF4 1065353216
ARGF4
CNSTF4 0
ARGF4
CNSTF4 0
ARGF4
ADDRGP4 trap_R_AddLightToScene
CALLV
pop
line 879
;878:
;879:	trap_R_RenderScene( &refdef );
ADDRLP4 292
ARGP4
ADDRGP4 trap_R_RenderScene
CALLV
pop
line 880
;880:}
LABELV $287
endproc UI_DrawPlayer 1300 28
proc UI_RegisterClientSkin 80 20
line 888
;881:
;882:
;883:/*
;884:==========================
;885:UI_RegisterClientSkin
;886:==========================
;887:*/
;888:static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName ) {
line 891
;889:	char		filename[MAX_QPATH];
;890:
;891:	Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $402
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLI4
pop
line 892
;892:	pi->legsSkin = trap_R_RegisterSkin( filename );
ADDRLP4 0
ARGP4
ADDRLP4 64
ADDRGP4 trap_R_RegisterSkin
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
ADDRLP4 64
INDIRI4
ASGNI4
line 894
;893:
;894:	Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $403
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLI4
pop
line 895
;895:	pi->torsoSkin = trap_R_RegisterSkin( filename );
ADDRLP4 0
ARGP4
ADDRLP4 68
ADDRGP4 trap_R_RegisterSkin
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 60
ADDP4
ADDRLP4 68
INDIRI4
ASGNI4
line 897
;896:
;897:	Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $404
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLI4
pop
line 898
;898:	pi->headSkin = trap_R_RegisterSkin( filename );
ADDRLP4 0
ARGP4
ADDRLP4 72
ADDRGP4 trap_R_RegisterSkin
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 116
ADDP4
ADDRLP4 72
INDIRI4
ASGNI4
line 900
;899:
;900:	if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) {
ADDRLP4 76
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 0
EQI4 $408
ADDRLP4 76
INDIRP4
CNSTI4 60
ADDP4
INDIRI4
CNSTI4 0
EQI4 $408
ADDRLP4 76
INDIRP4
CNSTI4 116
ADDP4
INDIRI4
CNSTI4 0
NEI4 $405
LABELV $408
line 901
;901:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $401
JUMPV
LABELV $405
line 904
;902:	}
;903:
;904:	return qtrue;
CNSTI4 1
RETI4
LABELV $401
endproc UI_RegisterClientSkin 80 20
proc UI_ParseAnimationFile 20068 12
line 913
;905:}
;906:
;907:
;908:/*
;909:======================
;910:UI_ParseAnimationFile
;911:======================
;912:*/
;913:static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animations ) {
line 923
;914:	char		*text_p, *prev;
;915:	int			len;
;916:	int			i;
;917:	char		*token;
;918:	float		fps;
;919:	int			skip;
;920:	char		text[20000];
;921:	fileHandle_t	f;
;922:
;923:	memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS );
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 868
ARGI4
ADDRGP4 memset
CALLP4
pop
line 926
;924:
;925:	// load the file
;926:	len = trap_FS_FOpenFile( filename, &f, FS_READ );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 28
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 20032
ADDRGP4 trap_FS_FOpenFile
CALLI4
ASGNI4
ADDRLP4 24
ADDRLP4 20032
INDIRI4
ASGNI4
line 927
;927:	if ( len <= 0 ) {
ADDRLP4 24
INDIRI4
CNSTI4 0
GTI4 $410
line 928
;928:		if ( f != FS_INVALID_HANDLE ) {
ADDRLP4 28
INDIRI4
CNSTI4 0
EQI4 $412
line 929
;929:			trap_FS_FCloseFile( f );
ADDRLP4 28
INDIRI4
ARGI4
ADDRGP4 trap_FS_FCloseFile
CALLV
pop
line 930
;930:		}
LABELV $412
line 931
;931:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $409
JUMPV
LABELV $410
line 933
;932:	}
;933:	if ( len >= ( sizeof( text ) - 1 ) ) {
ADDRLP4 24
INDIRI4
CVIU4 4
CNSTU4 19999
LTU4 $414
line 934
;934:		Com_Printf( "File %s too long\n", filename );
ADDRGP4 $416
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 935
;935:		trap_FS_FCloseFile( f );
ADDRLP4 28
INDIRI4
ARGI4
ADDRGP4 trap_FS_FCloseFile
CALLV
pop
line 936
;936:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $409
JUMPV
LABELV $414
line 938
;937:	}
;938:	trap_FS_Read( text, len, f );
ADDRLP4 32
ARGP4
ADDRLP4 24
INDIRI4
ARGI4
ADDRLP4 28
INDIRI4
ARGI4
ADDRGP4 trap_FS_Read
CALLV
pop
line 939
;939:	text[ len ] = '\0';
ADDRLP4 24
INDIRI4
ADDRLP4 32
ADDP4
CNSTI1 0
ASGNI1
line 940
;940:	trap_FS_FCloseFile( f );
ADDRLP4 28
INDIRI4
ARGI4
ADDRGP4 trap_FS_FCloseFile
CALLV
pop
line 943
;941:
;942:	// parse the text
;943:	text_p = text;
ADDRLP4 8
ADDRLP4 32
ASGNP4
line 944
;944:	skip = 0;	// quite the compiler warning
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRGP4 $418
JUMPV
LABELV $417
line 947
;945:
;946:	// read optional parameters
;947:	while ( 1 ) {
line 948
;948:		prev = text_p;	// so we can unget
ADDRLP4 16
ADDRLP4 8
INDIRP4
ASGNP4
line 949
;949:		token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20036
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20036
INDIRP4
ASGNP4
line 950
;950:		if ( !token[0] ) {
ADDRLP4 0
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $420
line 951
;951:			break;
ADDRGP4 $419
JUMPV
LABELV $420
line 953
;952:		}
;953:		if ( !Q_stricmp( token, "footsteps" ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 $424
ARGP4
ADDRLP4 20040
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 20040
INDIRI4
CNSTI4 0
NEI4 $422
line 954
;954:			token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20044
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20044
INDIRP4
ASGNP4
line 955
;955:			if ( !token[0] ) {
ADDRLP4 0
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $418
line 956
;956:				break;
ADDRGP4 $419
JUMPV
line 958
;957:			}
;958:			continue;
LABELV $422
line 959
;959:		} else if ( !Q_stricmp( token, "headoffset" ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 $429
ARGP4
ADDRLP4 20044
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 20044
INDIRI4
CNSTI4 0
NEI4 $427
line 960
;960:			for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $430
line 961
;961:				token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20048
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20048
INDIRP4
ASGNP4
line 962
;962:				if ( !token[0] ) {
ADDRLP4 0
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $434
line 963
;963:					break;
ADDRGP4 $418
JUMPV
LABELV $434
line 965
;964:				}
;965:			}
LABELV $431
line 960
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 3
LTI4 $430
line 966
;966:			continue;
ADDRGP4 $418
JUMPV
LABELV $427
line 967
;967:		} else if ( !Q_stricmp( token, "sex" ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 $438
ARGP4
ADDRLP4 20048
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 20048
INDIRI4
CNSTI4 0
NEI4 $436
line 968
;968:			token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20052
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20052
INDIRP4
ASGNP4
line 969
;969:			if ( !token[0] ) {
ADDRLP4 0
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $418
line 970
;970:				break;
ADDRGP4 $419
JUMPV
line 972
;971:			}
;972:			continue;
LABELV $436
line 976
;973:		}
;974:
;975:		// if it is a number, start parsing animations
;976:		if ( token[0] >= '0' && token[0] <= '9' ) {
ADDRLP4 20052
ADDRLP4 0
INDIRP4
INDIRI1
CVII4 1
ASGNI4
ADDRLP4 20052
INDIRI4
CNSTI4 48
LTI4 $441
ADDRLP4 20052
INDIRI4
CNSTI4 57
GTI4 $441
line 977
;977:			text_p = prev;	// unget the token
ADDRLP4 8
ADDRLP4 16
INDIRP4
ASGNP4
line 978
;978:			break;
ADDRGP4 $419
JUMPV
LABELV $441
line 981
;979:		}
;980:
;981:		Com_Printf( "unknown token '%s' in %s\n", token, filename );
ADDRGP4 $443
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 982
;982:	}
LABELV $418
line 947
ADDRGP4 $417
JUMPV
LABELV $419
line 985
;983:
;984:	// read information for each frame
;985:	for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $444
line 987
;986:
;987:		token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20036
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20036
INDIRP4
ASGNP4
line 988
;988:		if ( !token[0] ) {
ADDRLP4 0
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $448
line 989
;989:			if ( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) {
ADDRLP4 4
INDIRI4
CNSTI4 25
LTI4 $446
ADDRLP4 4
INDIRI4
CNSTI4 30
GTI4 $446
line 990
;990:				animations[i].firstFrame = animations[TORSO_GESTURE].firstFrame;
ADDRLP4 20044
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRLP4 20044
INDIRP4
ADDP4
ADDRLP4 20044
INDIRP4
CNSTI4 168
ADDP4
INDIRI4
ASGNI4
line 991
;991:				animations[i].frameLerp = animations[TORSO_GESTURE].frameLerp;
ADDRLP4 20048
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRLP4 20048
INDIRP4
ADDP4
CNSTI4 12
ADDP4
ADDRLP4 20048
INDIRP4
CNSTI4 180
ADDP4
INDIRI4
ASGNI4
line 992
;992:				animations[i].initialLerp = animations[TORSO_GESTURE].initialLerp;
ADDRLP4 20052
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRLP4 20052
INDIRP4
ADDP4
CNSTI4 16
ADDP4
ADDRLP4 20052
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
ASGNI4
line 993
;993:				animations[i].loopFrames = animations[TORSO_GESTURE].loopFrames;
ADDRLP4 20056
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRLP4 20056
INDIRP4
ADDP4
CNSTI4 8
ADDP4
ADDRLP4 20056
INDIRP4
CNSTI4 176
ADDP4
INDIRI4
ASGNI4
line 994
;994:				animations[i].numFrames = animations[TORSO_GESTURE].numFrames;
ADDRLP4 20060
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRLP4 20060
INDIRP4
ADDP4
CNSTI4 4
ADDP4
ADDRLP4 20060
INDIRP4
CNSTI4 172
ADDP4
INDIRI4
ASGNI4
line 995
;995:				animations[i].reversed = qfalse;
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRFP4 4
INDIRP4
ADDP4
CNSTI4 20
ADDP4
CNSTI4 0
ASGNI4
line 996
;996:				animations[i].flipflop = qfalse;
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRFP4 4
INDIRP4
ADDP4
CNSTI4 24
ADDP4
CNSTI4 0
ASGNI4
line 997
;997:				continue;
ADDRGP4 $445
JUMPV
line 999
;998:			}
;999:			break;
LABELV $448
line 1001
;1000:		}
;1001:		animations[i].firstFrame = atoi( token );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 20040
ADDRGP4 atoi
CALLI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRFP4 4
INDIRP4
ADDP4
ADDRLP4 20040
INDIRI4
ASGNI4
line 1003
;1002:		// leg only frames are adjusted to not count the upper body only frames
;1003:		if ( i == LEGS_WALKCR ) {
ADDRLP4 4
INDIRI4
CNSTI4 13
NEI4 $452
line 1004
;1004:			skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
ADDRLP4 20044
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 20
ADDRLP4 20044
INDIRP4
CNSTI4 364
ADDP4
INDIRI4
ADDRLP4 20044
INDIRP4
CNSTI4 168
ADDP4
INDIRI4
SUBI4
ASGNI4
line 1005
;1005:		}
LABELV $452
line 1006
;1006:		if ( i >= LEGS_WALKCR ) {
ADDRLP4 4
INDIRI4
CNSTI4 13
LTI4 $454
line 1007
;1007:			animations[i].firstFrame -= skip;
ADDRLP4 20044
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRFP4 4
INDIRP4
ADDP4
ASGNP4
ADDRLP4 20044
INDIRP4
ADDRLP4 20044
INDIRP4
INDIRI4
ADDRLP4 20
INDIRI4
SUBI4
ASGNI4
line 1008
;1008:		}
LABELV $454
line 1010
;1009:
;1010:		token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20044
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20044
INDIRP4
ASGNP4
line 1011
;1011:		if ( !token[0] ) {
ADDRLP4 0
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $456
line 1012
;1012:			break;
ADDRGP4 $446
JUMPV
LABELV $456
line 1014
;1013:		}
;1014:		animations[i].numFrames = atoi( token );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 20048
ADDRGP4 atoi
CALLI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRFP4 4
INDIRP4
ADDP4
CNSTI4 4
ADDP4
ADDRLP4 20048
INDIRI4
ASGNI4
line 1016
;1015:
;1016:		token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20052
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20052
INDIRP4
ASGNP4
line 1017
;1017:		if ( !token[0] ) {
ADDRLP4 0
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $458
line 1018
;1018:			break;
ADDRGP4 $446
JUMPV
LABELV $458
line 1020
;1019:		}
;1020:		animations[i].loopFrames = atoi( token );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 20056
ADDRGP4 atoi
CALLI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRFP4 4
INDIRP4
ADDP4
CNSTI4 8
ADDP4
ADDRLP4 20056
INDIRI4
ASGNI4
line 1022
;1021:
;1022:		token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20060
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20060
INDIRP4
ASGNP4
line 1023
;1023:		if ( !token[0] ) {
ADDRLP4 0
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $460
line 1024
;1024:			break;
ADDRGP4 $446
JUMPV
LABELV $460
line 1026
;1025:		}
;1026:		fps = atof( token );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 20064
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 12
ADDRLP4 20064
INDIRF4
ASGNF4
line 1027
;1027:		if ( fps == 0 ) {
ADDRLP4 12
INDIRF4
CNSTF4 0
NEF4 $462
line 1028
;1028:			fps = 1;
ADDRLP4 12
CNSTF4 1065353216
ASGNF4
line 1029
;1029:		}
LABELV $462
line 1030
;1030:		animations[i].frameLerp = 1000 / fps;
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRFP4 4
INDIRP4
ADDP4
CNSTI4 12
ADDP4
CNSTF4 1148846080
ADDRLP4 12
INDIRF4
DIVF4
CVFI4 4
ASGNI4
line 1031
;1031:		animations[i].initialLerp = 1000 / fps;
ADDRLP4 4
INDIRI4
CNSTI4 28
MULI4
ADDRFP4 4
INDIRP4
ADDP4
CNSTI4 16
ADDP4
CNSTF4 1148846080
ADDRLP4 12
INDIRF4
DIVF4
CVFI4 4
ASGNI4
line 1032
;1032:	}
LABELV $445
line 985
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 31
LTI4 $444
LABELV $446
line 1034
;1033:
;1034:	if ( i != MAX_ANIMATIONS ) {
ADDRLP4 4
INDIRI4
CNSTI4 31
EQI4 $464
line 1035
;1035:		Com_Printf( "Error parsing animation file: %s\n", filename );
ADDRGP4 $466
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1036
;1036:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $409
JUMPV
LABELV $464
line 1039
;1037:	}
;1038:
;1039:	return qtrue;
CNSTI4 1
RETI4
LABELV $409
endproc UI_ParseAnimationFile 20068 12
export UI_RegisterClientModelname
proc UI_RegisterClientModelname 220 16
line 1048
;1040:}
;1041:
;1042:
;1043:/*
;1044:==========================
;1045:UI_RegisterClientModelname
;1046:==========================
;1047:*/
;1048:qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName ) {
line 1054
;1049:	char		modelName[MAX_QPATH];
;1050:	char		skinName[MAX_QPATH];
;1051:	char		filename[MAX_QPATH];
;1052:	char		*slash;
;1053:
;1054:	pi->torsoModel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
CNSTI4 0
ASGNI4
line 1055
;1055:	pi->headModel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 112
ADDP4
CNSTI4 0
ASGNI4
line 1057
;1056:
;1057:	if ( !modelSkinName[0] ) {
ADDRFP4 4
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $468
line 1058
;1058:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $467
JUMPV
LABELV $468
line 1061
;1059:	}
;1060:
;1061:	Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) );
ADDRLP4 64
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1063
;1062:
;1063:	slash = strchr( modelName, '/' );
ADDRLP4 64
ARGP4
CNSTI4 47
ARGI4
ADDRLP4 196
ADDRGP4 strchr
CALLP4
ASGNP4
ADDRLP4 192
ADDRLP4 196
INDIRP4
ASGNP4
line 1064
;1064:	if ( !slash ) {
ADDRLP4 192
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $470
line 1066
;1065:		// modelName did not include a skin name
;1066:		Q_strncpyz( skinName, "default", sizeof( skinName ) );
ADDRLP4 128
ARGP4
ADDRGP4 $472
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1067
;1067:	} else {
ADDRGP4 $471
JUMPV
LABELV $470
line 1068
;1068:		Q_strncpyz( skinName, slash + 1, sizeof( skinName ) );
ADDRLP4 128
ARGP4
ADDRLP4 192
INDIRP4
CNSTI4 1
ADDP4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1070
;1069:		// truncate modelName
;1070:		*slash = '\0';
ADDRLP4 192
INDIRP4
CNSTI1 0
ASGNI1
line 1071
;1071:	}
LABELV $471
line 1075
;1072:
;1073:	// load cmodels before models so filecache works
;1074:
;1075:	Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $473
ARGP4
ADDRLP4 64
ARGP4
ADDRGP4 Com_sprintf
CALLI4
pop
line 1076
;1076:	pi->legsModel = trap_R_RegisterModel( filename );
ADDRLP4 0
ARGP4
ADDRLP4 200
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
ADDRLP4 200
INDIRI4
ASGNI4
line 1077
;1077:	if ( !pi->legsModel ) {
ADDRFP4 0
INDIRP4
INDIRI4
CNSTI4 0
NEI4 $474
line 1078
;1078:		Com_Printf( "Failed to load model file %s\n", filename );
ADDRGP4 $476
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1079
;1079:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $467
JUMPV
LABELV $474
line 1082
;1080:	}
;1081:
;1082:	Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $477
ARGP4
ADDRLP4 64
ARGP4
ADDRGP4 Com_sprintf
CALLI4
pop
line 1083
;1083:	pi->torsoModel = trap_R_RegisterModel( filename );
ADDRLP4 0
ARGP4
ADDRLP4 204
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
ADDRLP4 204
INDIRI4
ASGNI4
line 1084
;1084:	if ( !pi->torsoModel ) {
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
CNSTI4 0
NEI4 $478
line 1085
;1085:		Com_Printf( "Failed to load model file %s\n", filename );
ADDRGP4 $476
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1086
;1086:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $467
JUMPV
LABELV $478
line 1089
;1087:	}
;1088:
;1089:	Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $480
ARGP4
ADDRLP4 64
ARGP4
ADDRGP4 Com_sprintf
CALLI4
pop
line 1090
;1090:	pi->headModel = trap_R_RegisterModel( filename );
ADDRLP4 0
ARGP4
ADDRLP4 208
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 112
ADDP4
ADDRLP4 208
INDIRI4
ASGNI4
line 1091
;1091:	if ( !pi->headModel ) {
ADDRFP4 0
INDIRP4
CNSTI4 112
ADDP4
INDIRI4
CNSTI4 0
NEI4 $481
line 1092
;1092:		Com_Printf( "Failed to load model file %s\n", filename );
ADDRGP4 $476
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1093
;1093:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $467
JUMPV
LABELV $481
line 1097
;1094:	}
;1095:
;1096:	// if any skins failed to load, fall back to default
;1097:	if ( !UI_RegisterClientSkin( pi, modelName, skinName ) ) {
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 64
ARGP4
ADDRLP4 128
ARGP4
ADDRLP4 212
ADDRGP4 UI_RegisterClientSkin
CALLI4
ASGNI4
ADDRLP4 212
INDIRI4
CNSTI4 0
NEI4 $483
line 1098
;1098:		if ( !UI_RegisterClientSkin( pi, modelName, "default" ) ) {
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 64
ARGP4
ADDRGP4 $472
ARGP4
ADDRLP4 216
ADDRGP4 UI_RegisterClientSkin
CALLI4
ASGNI4
ADDRLP4 216
INDIRI4
CNSTI4 0
NEI4 $485
line 1099
;1099:			Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
ADDRGP4 $487
ARGP4
ADDRLP4 64
ARGP4
ADDRLP4 128
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1100
;1100:			return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $467
JUMPV
LABELV $485
line 1102
;1101:		}
;1102:	}
LABELV $483
line 1105
;1103:
;1104:	// load the animations
;1105:	Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $488
ARGP4
ADDRLP4 64
ARGP4
ADDRGP4 Com_sprintf
CALLI4
pop
line 1106
;1106:	if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
ADDRLP4 0
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 120
ADDP4
ARGP4
ADDRLP4 216
ADDRGP4 UI_ParseAnimationFile
CALLI4
ASGNI4
ADDRLP4 216
INDIRI4
CNSTI4 0
NEI4 $489
line 1107
;1107:		Com_Printf( "Failed to load animation file %s\n", filename );
ADDRGP4 $491
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1108
;1108:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $467
JUMPV
LABELV $489
line 1111
;1109:	}
;1110:
;1111:	return qtrue;
CNSTI4 1
RETI4
LABELV $467
endproc UI_RegisterClientModelname 220 16
export UI_PlayerInfo_SetModel
proc UI_PlayerInfo_SetModel 12 12
line 1120
;1112:}
;1113:
;1114:
;1115:/*
;1116:===============
;1117:UI_PlayerInfo_SetModel
;1118:===============
;1119:*/
;1120:void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ) {
line 1121
;1121:	memset( pi, 0, sizeof(*pi) );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 1108
ARGI4
ADDRGP4 memset
CALLP4
pop
line 1122
;1122:	UI_RegisterClientModelname( pi, model );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 UI_RegisterClientModelname
CALLI4
pop
line 1123
;1123:	pi->weapon = WP_MACHINEGUN;
ADDRFP4 0
INDIRP4
CNSTI4 1052
ADDP4
CNSTI4 2
ASGNI4
line 1124
;1124:	pi->currentWeapon = pi->weapon;
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 1040
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 1052
ADDP4
INDIRI4
ASGNI4
line 1125
;1125:	pi->lastWeapon = pi->weapon;
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 1056
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 1052
ADDP4
INDIRI4
ASGNI4
line 1126
;1126:	pi->pendingWeapon = WP_PENDING;
ADDRFP4 0
INDIRP4
CNSTI4 1060
ADDP4
CNSTI4 14
ASGNI4
line 1127
;1127:	pi->weaponTimer = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1064
ADDP4
CNSTI4 0
ASGNI4
line 1128
;1128:	pi->chat = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 1084
ADDP4
CNSTI4 0
ASGNI4
line 1129
;1129:	pi->newModel = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 1088
ADDP4
CNSTI4 1
ASGNI4
line 1130
;1130:	UI_PlayerInfo_SetWeapon( pi, pi->weapon );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 1052
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_PlayerInfo_SetWeapon
CALLV
pop
line 1131
;1131:}
LABELV $492
endproc UI_PlayerInfo_SetModel 12 12
export UI_PlayerInfo_SetInfo
proc UI_PlayerInfo_SetInfo 28 8
line 1139
;1132:
;1133:
;1134:/*
;1135:===============
;1136:UI_PlayerInfo_SetInfo
;1137:===============
;1138:*/
;1139:void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) {
line 1143
;1140:	int			currentAnim;
;1141:	weapon_t	weaponNum;
;1142:
;1143:	pi->chat = chat;
ADDRFP4 0
INDIRP4
CNSTI4 1084
ADDP4
ADDRFP4 24
INDIRI4
ASGNI4
line 1146
;1144:
;1145:	// view angles
;1146:	VectorCopy( viewAngles, pi->viewAngles );
ADDRFP4 0
INDIRP4
CNSTI4 1016
ADDP4
ADDRFP4 12
INDIRP4
INDIRB
ASGNB 12
line 1149
;1147:
;1148:	// move angles
;1149:	VectorCopy( moveAngles, pi->moveAngles );
ADDRFP4 0
INDIRP4
CNSTI4 1028
ADDP4
ADDRFP4 16
INDIRP4
INDIRB
ASGNB 12
line 1151
;1150:
;1151:	if ( pi->newModel ) {
ADDRFP4 0
INDIRP4
CNSTI4 1088
ADDP4
INDIRI4
CNSTI4 0
EQI4 $494
line 1152
;1152:		pi->newModel = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 1088
ADDP4
CNSTI4 0
ASGNI4
line 1154
;1153:
;1154:		jumpHeight = 0;
ADDRGP4 jumpHeight
CNSTF4 0
ASGNF4
line 1155
;1155:		pi->pendingLegsAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1068
ADDP4
CNSTI4 0
ASGNI4
line 1156
;1156:		UI_ForceLegsAnim( pi, legsAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 UI_ForceLegsAnim
CALLV
pop
line 1157
;1157:		pi->legs.yawAngle = viewAngles[YAW];
ADDRFP4 0
INDIRP4
CNSTI4 28
ADDP4
ADDRFP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ASGNF4
line 1158
;1158:		pi->legs.yawing = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
CNSTI4 0
ASGNI4
line 1160
;1159:
;1160:		pi->pendingTorsoAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1076
ADDP4
CNSTI4 0
ASGNI4
line 1161
;1161:		UI_ForceTorsoAnim( pi, torsoAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 1162
;1162:		pi->torso.yawAngle = viewAngles[YAW];
ADDRFP4 0
INDIRP4
CNSTI4 84
ADDP4
ADDRFP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ASGNF4
line 1163
;1163:		pi->torso.yawing = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 0
ASGNI4
line 1165
;1164:
;1165:		if ( weaponNumber != WP_PENDING ) {
ADDRFP4 20
INDIRI4
CNSTI4 14
EQI4 $493
line 1166
;1166:			pi->weapon = weaponNumber;
ADDRFP4 0
INDIRP4
CNSTI4 1052
ADDP4
ADDRFP4 20
INDIRI4
ASGNI4
line 1167
;1167:			pi->currentWeapon = weaponNumber;
ADDRFP4 0
INDIRP4
CNSTI4 1040
ADDP4
ADDRFP4 20
INDIRI4
ASGNI4
line 1168
;1168:			pi->lastWeapon = weaponNumber;
ADDRFP4 0
INDIRP4
CNSTI4 1056
ADDP4
ADDRFP4 20
INDIRI4
ASGNI4
line 1169
;1169:			pi->pendingWeapon = WP_PENDING;
ADDRFP4 0
INDIRP4
CNSTI4 1060
ADDP4
CNSTI4 14
ASGNI4
line 1170
;1170:			pi->weaponTimer = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1064
ADDP4
CNSTI4 0
ASGNI4
line 1171
;1171:			UI_PlayerInfo_SetWeapon( pi, pi->weapon );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 1052
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_PlayerInfo_SetWeapon
CALLV
pop
line 1172
;1172:		}
line 1174
;1173:
;1174:		return;
ADDRGP4 $493
JUMPV
LABELV $494
line 1178
;1175:	}
;1176:
;1177:	// weapon
;1178:	if ( weaponNumber == WP_PENDING ) {
ADDRFP4 20
INDIRI4
CNSTI4 14
NEI4 $498
line 1179
;1179:		pi->pendingWeapon = WP_PENDING;
ADDRFP4 0
INDIRP4
CNSTI4 1060
ADDP4
CNSTI4 14
ASGNI4
line 1180
;1180:		pi->weaponTimer = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1064
ADDP4
CNSTI4 0
ASGNI4
line 1181
;1181:	}
ADDRGP4 $499
JUMPV
LABELV $498
line 1182
;1182:	else if ( weaponNumber != WP_NONE ) {
ADDRFP4 20
INDIRI4
CNSTI4 0
EQI4 $500
line 1183
;1183:		pi->pendingWeapon = weaponNumber;
ADDRFP4 0
INDIRP4
CNSTI4 1060
ADDP4
ADDRFP4 20
INDIRI4
ASGNI4
line 1184
;1184:		pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY;
ADDRFP4 0
INDIRP4
CNSTI4 1064
ADDP4
ADDRGP4 dp_realtime
INDIRI4
CNSTI4 250
ADDI4
ASGNI4
line 1185
;1185:	}
LABELV $500
LABELV $499
line 1186
;1186:	weaponNum = pi->lastWeapon;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 1056
ADDP4
INDIRI4
ASGNI4
line 1187
;1187:	pi->weapon = weaponNum;
ADDRFP4 0
INDIRP4
CNSTI4 1052
ADDP4
ADDRLP4 4
INDIRI4
ASGNI4
line 1189
;1188:
;1189:	if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) {
ADDRFP4 8
INDIRI4
CNSTI4 0
EQI4 $504
ADDRFP4 4
INDIRI4
CNSTI4 0
NEI4 $502
LABELV $504
line 1190
;1190:		torsoAnim = legsAnim = BOTH_DEATH1;
ADDRLP4 8
CNSTI4 0
ASGNI4
ADDRFP4 4
ADDRLP4 8
INDIRI4
ASGNI4
ADDRFP4 8
ADDRLP4 8
INDIRI4
ASGNI4
line 1191
;1191:		pi->weapon = pi->currentWeapon = WP_NONE;
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 16
CNSTI4 0
ASGNI4
ADDRLP4 12
INDIRP4
CNSTI4 1040
ADDP4
ADDRLP4 16
INDIRI4
ASGNI4
ADDRLP4 12
INDIRP4
CNSTI4 1052
ADDP4
ADDRLP4 16
INDIRI4
ASGNI4
line 1192
;1192:		UI_PlayerInfo_SetWeapon( pi, pi->weapon );
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
ARGP4
ADDRLP4 20
INDIRP4
CNSTI4 1052
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_PlayerInfo_SetWeapon
CALLV
pop
line 1194
;1193:
;1194:		jumpHeight = 0;
ADDRGP4 jumpHeight
CNSTF4 0
ASGNF4
line 1195
;1195:		pi->pendingLegsAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1068
ADDP4
CNSTI4 0
ASGNI4
line 1196
;1196:		UI_ForceLegsAnim( pi, legsAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 UI_ForceLegsAnim
CALLV
pop
line 1198
;1197:
;1198:		pi->pendingTorsoAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1076
ADDP4
CNSTI4 0
ASGNI4
line 1199
;1199:		UI_ForceTorsoAnim( pi, torsoAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 1201
;1200:
;1201:		return;
ADDRGP4 $493
JUMPV
LABELV $502
line 1205
;1202:	}
;1203:
;1204:	// leg animation
;1205:	currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1044
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 1206
;1206:	if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) {
ADDRFP4 4
INDIRI4
CNSTI4 18
EQI4 $505
ADDRLP4 0
INDIRI4
CNSTI4 18
EQI4 $507
ADDRLP4 0
INDIRI4
CNSTI4 19
NEI4 $505
LABELV $507
line 1207
;1207:		pi->pendingLegsAnim = legsAnim;
ADDRFP4 0
INDIRP4
CNSTI4 1068
ADDP4
ADDRFP4 4
INDIRI4
ASGNI4
line 1208
;1208:	}
ADDRGP4 $506
JUMPV
LABELV $505
line 1209
;1209:	else if ( legsAnim != currentAnim ) {
ADDRFP4 4
INDIRI4
ADDRLP4 0
INDIRI4
EQI4 $508
line 1210
;1210:		jumpHeight = 0;
ADDRGP4 jumpHeight
CNSTF4 0
ASGNF4
line 1211
;1211:		pi->pendingLegsAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1068
ADDP4
CNSTI4 0
ASGNI4
line 1212
;1212:		UI_ForceLegsAnim( pi, legsAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 UI_ForceLegsAnim
CALLV
pop
line 1213
;1213:	}
LABELV $508
LABELV $506
line 1216
;1214:
;1215:	// torso animation
;1216:	if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) {
ADDRLP4 12
ADDRFP4 8
INDIRI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 11
EQI4 $512
ADDRLP4 12
INDIRI4
CNSTI4 12
NEI4 $510
LABELV $512
line 1217
;1217:		if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $515
ADDRLP4 4
INDIRI4
CNSTI4 1
NEI4 $513
LABELV $515
line 1218
;1218:			torsoAnim = TORSO_STAND2;
ADDRFP4 8
CNSTI4 12
ASGNI4
line 1219
;1219:		}
ADDRGP4 $514
JUMPV
LABELV $513
line 1220
;1220:		else {
line 1221
;1221:			torsoAnim = TORSO_STAND;
ADDRFP4 8
CNSTI4 11
ASGNI4
line 1222
;1222:		}
LABELV $514
line 1223
;1223:	}
LABELV $510
line 1225
;1224:
;1225:	if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) {
ADDRLP4 16
ADDRFP4 8
INDIRI4
ASGNI4
ADDRLP4 16
INDIRI4
CNSTI4 7
EQI4 $518
ADDRLP4 16
INDIRI4
CNSTI4 8
NEI4 $516
LABELV $518
line 1226
;1226:		if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $521
ADDRLP4 4
INDIRI4
CNSTI4 1
NEI4 $519
LABELV $521
line 1227
;1227:			torsoAnim = TORSO_ATTACK2;
ADDRFP4 8
CNSTI4 8
ASGNI4
line 1228
;1228:		}
ADDRGP4 $520
JUMPV
LABELV $519
line 1229
;1229:		else {
line 1230
;1230:			torsoAnim = TORSO_ATTACK;
ADDRFP4 8
CNSTI4 7
ASGNI4
line 1231
;1231:		}
LABELV $520
line 1232
;1232:		pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH;
ADDRFP4 0
INDIRP4
CNSTI4 1012
ADDP4
ADDRGP4 dp_realtime
INDIRI4
CNSTI4 20
ADDI4
ASGNI4
line 1234
;1233:		//FIXME play firing sound here
;1234:	}
LABELV $516
line 1236
;1235:
;1236:	currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1048
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 1238
;1237:
;1238:	if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) {
ADDRLP4 4
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 1040
ADDP4
INDIRI4
NEI4 $525
ADDRLP4 0
INDIRI4
CNSTI4 10
EQI4 $525
ADDRLP4 0
INDIRI4
CNSTI4 9
NEI4 $522
LABELV $525
line 1239
;1239:		pi->pendingTorsoAnim = torsoAnim;
ADDRFP4 0
INDIRP4
CNSTI4 1076
ADDP4
ADDRFP4 8
INDIRI4
ASGNI4
line 1240
;1240:	}
ADDRGP4 $523
JUMPV
LABELV $522
line 1241
;1241:	else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) {
ADDRLP4 0
INDIRI4
CNSTI4 6
EQI4 $528
ADDRLP4 0
INDIRI4
CNSTI4 7
NEI4 $526
LABELV $528
ADDRFP4 8
INDIRI4
ADDRLP4 0
INDIRI4
EQI4 $526
line 1242
;1242:		pi->pendingTorsoAnim = torsoAnim;
ADDRFP4 0
INDIRP4
CNSTI4 1076
ADDP4
ADDRFP4 8
INDIRI4
ASGNI4
line 1243
;1243:	}
ADDRGP4 $527
JUMPV
LABELV $526
line 1244
;1244:	else if ( torsoAnim != currentAnim ) {
ADDRFP4 8
INDIRI4
ADDRLP4 0
INDIRI4
EQI4 $529
line 1245
;1245:		pi->pendingTorsoAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1076
ADDP4
CNSTI4 0
ASGNI4
line 1246
;1246:		UI_ForceTorsoAnim( pi, torsoAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 1247
;1247:	}
LABELV $529
LABELV $527
LABELV $523
line 1248
;1248:}
LABELV $493
endproc UI_PlayerInfo_SetInfo 28 8
bss
align 4
LABELV jumpHeight
skip 4
align 4
LABELV dp_realtime
skip 4
import UI_RankStatusMenu
import RankStatus_Cache
import UI_SignupMenu
import Signup_Cache
import UI_LoginMenu
import Login_Cache
import UI_RankingsMenu
import Rankings_Cache
import Rankings_DrawPassword
import Rankings_DrawName
import Rankings_DrawText
import UI_InitGameinfo
import UI_SPUnlockMedals_f
import UI_SPUnlock_f
import UI_GetAwardLevel
import UI_LogAwardData
import UI_NewGame
import UI_GetCurrentGame
import UI_CanShowTierVideo
import UI_ShowTierVideo
import UI_TierCompleted
import UI_SetBestScore
import UI_GetBestScore
import UI_GetNumBots
import UI_GetBotInfoByName
import UI_GetBotInfoByNumber
import UI_GetNumSPTiers
import UI_GetNumSPArenas
import UI_GetNumArenas
import UI_GetSpecialArenaInfo
import UI_GetArenaInfoByMap
import UI_GetArenaInfoByNumber
import UI_NetworkOptionsMenu
import UI_NetworkOptionsMenu_Cache
import UI_SoundOptionsMenu
import UI_SoundOptionsMenu_Cache
import UI_DisplayOptionsMenu
import UI_DisplayOptionsMenu_Cache
import UI_SaveConfigMenu
import UI_SaveConfigMenu_Cache
import UI_LoadConfigMenu
import UI_LoadConfig_Cache
import UI_TeamOrdersMenu_Cache
import UI_TeamOrdersMenu_f
import UI_TeamOrdersMenu
import UI_RemoveBotsMenu
import UI_RemoveBots_Cache
import UI_AddBotsMenu
import UI_AddBots_Cache
import trap_SetPbClStatus
import trap_VerifyCDKey
import trap_SetCDKey
import trap_GetCDKey
import trap_MemoryRemaining
import trap_LAN_GetPingInfo
import trap_LAN_GetPing
import trap_LAN_ClearPing
import trap_LAN_ServerStatus
import trap_LAN_LoadCachedServers
import trap_LAN_SaveCachedServers
import trap_LAN_GetPingQueueCount
import trap_LAN_GetServerInfo
import trap_LAN_GetServerAddressString
import trap_LAN_GetServerCount
import trap_GetConfigString
import trap_GetGlconfig
import trap_GetClientState
import trap_GetClipboardData
import trap_Key_SetCatcher
import trap_Key_GetCatcher
import trap_Key_ClearStates
import trap_Key_SetOverstrikeMode
import trap_Key_GetOverstrikeMode
import trap_Key_IsDown
import trap_Key_SetBinding
import trap_Key_GetBindingBuf
import trap_Key_KeynumToStringBuf
import trap_S_RegisterSound
import trap_S_StartLocalSound
import trap_CM_LerpTag
import trap_UpdateScreen
import trap_R_DrawStretchPic
import trap_R_SetColor
import trap_R_RenderScene
import trap_R_AddLightToScene
import trap_R_AddPolyToScene
import trap_R_AddRefEntityToScene
import trap_R_ClearScene
import trap_R_RegisterShaderNoMip
import trap_R_RegisterSkin
import trap_R_RegisterModel
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_Cmd_ExecuteText
import trap_Argv
import trap_Argc
import trap_Cvar_InfoStringBuffer
import trap_Cvar_Create
import trap_Cvar_Reset
import trap_Cvar_SetValue
import trap_Cvar_VariableStringBuffer
import trap_Cvar_VariableValue
import trap_Cvar_Set
import trap_Cvar_Update
import trap_Cvar_Register
import trap_Milliseconds
import trap_Error
import trap_Print
import UI_SPSkillMenu_Cache
import UI_SPSkillMenu
import UI_SPPostgameMenu_f
import UI_SPPostgameMenu_Cache
import UI_SPArena_Start
import UI_SPLevelMenu_ReInit
import UI_SPLevelMenu_f
import UI_SPLevelMenu
import UI_SPLevelMenu_Cache
import uis
import m_entersound
import UI_StartDemoLoop
import UI_Cvar_VariableString
import UI_Argv
import UI_ForceMenuOff
import UI_PopMenu
import UI_PushMenu
import UI_SetActiveMenu
import UI_IsFullscreen
import UI_DrawTextBox
import UI_AdjustFrom640
import UI_CursorInRect
import UI_DrawChar
import UI_DrawString
import UI_ProportionalStringWidth
import UI_DrawProportionalString_AutoWrapped
import UI_DrawProportionalString
import UI_ProportionalSizeScale
import UI_DrawBannerString
import UI_LerpColor
import UI_SetColor
import UI_UpdateScreen
import UI_DrawRect
import UI_FillRect
import UI_DrawHandlePic
import UI_DrawNamedPic
import UI_ClampCvar
import UI_ConsoleCommand
import UI_Refresh
import UI_MouseEvent
import UI_KeyEvent
import UI_Shutdown
import UI_Init
import DriverInfo_Cache
import GraphicsOptions_Cache
import UI_GraphicsOptionsMenu
import ServerInfo_Cache
import UI_ServerInfoMenu
import UI_BotSelectMenu_Cache
import UI_BotSelectMenu
import ServerOptions_Cache
import StartServer_Cache
import UI_StartServerMenu
import ArenaServers_Cache
import UI_ArenaServersMenu
import SpecifyServer_Cache
import UI_SpecifyServerMenu
import SpecifyLeague_Cache
import UI_SpecifyLeagueMenu
import Preferences_Cache
import UI_PreferencesMenu
import PlayerSettings_Cache
import UI_PlayerSettingsMenu
import PlayerModel_Cache
import UI_PlayerModelMenu
import UI_CDKeyMenu_f
import UI_CDKeyMenu_Cache
import UI_CDKeyMenu
import UI_ModsMenu_Cache
import UI_ModsMenu
import UI_CinematicsMenu_Cache
import UI_CinematicsMenu_f
import UI_CinematicsMenu
import Demos_Cache
import UI_DemosMenu
import Controls_Cache
import UI_ControlsMenu
import UI_DrawConnectScreen
import TeamMain_Cache
import UI_TeamMainMenu
import UI_SetupMenu
import UI_SetupMenu_Cache
import UI_Message
import UI_ConfirmMenu_Style
import UI_ConfirmMenu
import ConfirmMenu_Cache
import UI_InGameMenu
import InGame_Cache
import UI_CreditMenu
import UI_UpdateCvars
import UI_RegisterCvars
import UI_MainMenu
import MainMenu_Cache
import MenuField_Key
import MenuField_Draw
import MenuField_Init
import MField_Draw
import MField_CharEvent
import MField_KeyDownEvent
import MField_Clear
import UI_VideoCheck
import ui_medalSounds
import ui_medalPicNames
import ui_medalNames
import text_color_highlight
import text_color_normal
import text_color_disabled
import listbar_color
import list_color
import name_color
import color_dim
import color_red
import color_orange
import color_blue
import color_yellow
import color_white
import color_black
import menu_dim_color
import menu_black_color
import menu_red_color
import menu_highlight_color
import menu_dark_color
import menu_grayed_color
import menu_text_color
import weaponChangeSound
import menu_null_sound
import menu_buzz_sound
import menu_out_sound
import menu_move_sound
import menu_in_sound
import ScrollList_Key
import ScrollList_Draw
import Bitmap_Draw
import Bitmap_Init
import Menu_DefaultKey
import Menu_SetCursorToItem
import Menu_SetCursor
import Menu_ActivateItem
import Menu_ItemAtCursor
import Menu_Draw
import Menu_AdjustCursor
import Menu_AddItem
import Menu_Focus
import Menu_Cache
import ui_cdkeychecked
import ui_cdkey
import ui_server16
import ui_server15
import ui_server14
import ui_server13
import ui_server12
import ui_server11
import ui_server10
import ui_server9
import ui_server8
import ui_server7
import ui_server6
import ui_server5
import ui_server4
import ui_server3
import ui_server2
import ui_server1
import ui_marks
import ui_drawCrosshairNames
import ui_drawCrosshair
import ui_brassTime
import ui_browserShowEmpty
import ui_browserShowFull
import ui_browserSortKey
import ui_browserGameType
import ui_browserMaster
import ui_spSelection
import ui_spSkill
import ui_spVideos
import ui_spAwards
import ui_spScores5
import ui_spScores4
import ui_spScores3
import ui_spScores2
import ui_spScores1
import ui_botsFile
import ui_arenasFile
import ui_ctf_friendly
import ui_ctf_timelimit
import ui_ctf_capturelimit
import ui_team_friendly
import ui_team_timelimit
import ui_team_fraglimit
import ui_tourney_timelimit
import ui_tourney_fraglimit
import ui_ffa_timelimit
import ui_ffa_fraglimit
import BigEndian
import replace1
import Q_stradd
import Q_strcpy
import BG_StripColor
import BG_CleanName
import DecodedString
import EncodedString
import strtok
import Q_stristr
import BG_sprintf
import BG_PlayerTouchesItem
import BG_PlayerStateToEntityStateExtraPolate
import BG_PlayerStateToEntityState
import BG_TouchJumpPad
import BG_AddPredictableEventToPlayerstate
import BG_EvaluateTrajectoryDelta
import BG_EvaluateTrajectory
import BG_CanItemBeGrabbed
import BG_FindItemForHoldable
import BG_FindItemForPowerup
import BG_FindItemForWeapon
import BG_FindItem
import bg_numItems
import bg_itemlist
import Pmove
import PM_UpdateViewAngles
import gt
import Com_Printf
import Com_Error
import Info_NextPair
import Info_ValidateKeyValue
import Info_Validate
import Info_SetValueForKey_Big
import Info_SetValueForKey
import Info_ValueForKey
import va
import Q_CleanStr
import Q_PrintStrlen
import Q_strcat
import Q_strncpyz
import Q_strrchr
import Q_strupr
import Q_strlwr
import Q_stricmpn
import Q_strncmp
import Q_stricmp
import Q_isalpha
import Q_isupper
import Q_islower
import Q_isprint
import locase
import Com_sprintf
import Parse3DMatrix
import Parse2DMatrix
import Parse1DMatrix
import SkipRestOfLine
import SkipBracedSection
import COM_MatchToken
import Com_Split
import COM_ParseSep
import Com_InitSeparators
import SkipTillSeparators
import COM_ParseWarning
import COM_ParseError
import COM_Compress
import COM_ParseExt
import COM_Parse
import COM_GetCurrentParseLine
import COM_BeginParseSession
import COM_DefaultExtension
import COM_StripExtension
import COM_SkipPath
import Com_Clamp
import PerpendicularVector
import AngleVectors
import MatrixMultiply
import MakeNormalVectors
import RotateAroundDirection
import RotatePointAroundVector
import ProjectPointOnPlane
import PlaneFromPoints
import AngleDelta
import AngleNormalize180
import AngleNormalize360
import AnglesSubtract
import AngleSubtract
import LerpAngle
import AngleMod
import BoxOnPlaneSide
import SetPlaneSignbits
import AxisCopy
import AxisClear
import AnglesToAxis
import vectoangles
import Q_crandom
import Q_random
import Q_rand
import Q_acos
import Q_log2
import VectorRotate
import Vector4Scale
import VectorNormalize2
import VectorNormalize
import CrossProduct
import VectorInverse
import VectorNormalizeFast
import DistanceSquared
import Distance
import VectorLengthSquared
import VectorLength
import VectorCompare
import AddPointToBounds
import ClearBounds
import RadiusFromBounds
import NormalizeColor
import ColorBytes4
import ColorBytes3
import _VectorMA
import _VectorScale
import _VectorCopy
import _VectorAdd
import _VectorSubtract
import _DotProduct
import ByteToDir
import DirToByte
import ClampShort
import ClampChar
import Q_rsqrt
import Q_fabs
import axisDefault
import vec3_origin
import g_color_table
import colorDkGrey
import colorMdGrey
import colorLtGrey
import colorWhite
import colorCyan
import colorMagenta
import colorYellow
import colorBlue
import colorGreen
import colorRed
import colorBlack
import bytedirs
import Hunk_Alloc
import acos
import fabs
import abs
import tan
import atan2
import cos
import sin
import sqrt
import floor
import ceil
import memcpy
import memset
import memmove
import Q_sscanf
import ED_vsprintf
import atoi
import atof
import toupper
import tolower
import strncpy
import strstr
import strchr
import strcmp
import strcpy
import strcat
import strlen
import rand
import srand
import qsort
lit
align 1
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byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 111
byte 1 32
byte 1 108
byte 1 111
byte 1 97
byte 1 100
byte 1 32
byte 1 97
byte 1 110
byte 1 105
byte 1 109
byte 1 97
byte 1 116
byte 1 105
byte 1 111
byte 1 110
byte 1 32
byte 1 102
byte 1 105
byte 1 108
byte 1 101
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $488
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 97
byte 1 110
byte 1 105
byte 1 109
byte 1 97
byte 1 116
byte 1 105
byte 1 111
byte 1 110
byte 1 46
byte 1 99
byte 1 102
byte 1 103
byte 1 0
align 1
LABELV $487
byte 1 70
byte 1 97
byte 1 105
byte 1 108
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 111
byte 1 32
byte 1 108
byte 1 111
byte 1 97
byte 1 100
byte 1 32
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 32
byte 1 102
byte 1 105
byte 1 108
byte 1 101
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $480
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 104
byte 1 101
byte 1 97
byte 1 100
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
align 1
LABELV $477
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 117
byte 1 112
byte 1 112
byte 1 101
byte 1 114
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
align 1
LABELV $476
byte 1 70
byte 1 97
byte 1 105
byte 1 108
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 111
byte 1 32
byte 1 108
byte 1 111
byte 1 97
byte 1 100
byte 1 32
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 32
byte 1 102
byte 1 105
byte 1 108
byte 1 101
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $473
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 108
byte 1 111
byte 1 119
byte 1 101
byte 1 114
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
align 1
LABELV $472
byte 1 100
byte 1 101
byte 1 102
byte 1 97
byte 1 117
byte 1 108
byte 1 116
byte 1 0
align 1
LABELV $466
byte 1 69
byte 1 114
byte 1 114
byte 1 111
byte 1 114
byte 1 32
byte 1 112
byte 1 97
byte 1 114
byte 1 115
byte 1 105
byte 1 110
byte 1 103
byte 1 32
byte 1 97
byte 1 110
byte 1 105
byte 1 109
byte 1 97
byte 1 116
byte 1 105
byte 1 111
byte 1 110
byte 1 32
byte 1 102
byte 1 105
byte 1 108
byte 1 101
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $443
byte 1 117
byte 1 110
byte 1 107
byte 1 110
byte 1 111
byte 1 119
byte 1 110
byte 1 32
byte 1 116
byte 1 111
byte 1 107
byte 1 101
byte 1 110
byte 1 32
byte 1 39
byte 1 37
byte 1 115
byte 1 39
byte 1 32
byte 1 105
byte 1 110
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $438
byte 1 115
byte 1 101
byte 1 120
byte 1 0
align 1
LABELV $429
byte 1 104
byte 1 101
byte 1 97
byte 1 100
byte 1 111
byte 1 102
byte 1 102
byte 1 115
byte 1 101
byte 1 116
byte 1 0
align 1
LABELV $424
byte 1 102
byte 1 111
byte 1 111
byte 1 116
byte 1 115
byte 1 116
byte 1 101
byte 1 112
byte 1 115
byte 1 0
align 1
LABELV $416
byte 1 70
byte 1 105
byte 1 108
byte 1 101
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 116
byte 1 111
byte 1 111
byte 1 32
byte 1 108
byte 1 111
byte 1 110
byte 1 103
byte 1 10
byte 1 0
align 1
LABELV $404
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 104
byte 1 101
byte 1 97
byte 1 100
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $403
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 117
byte 1 112
byte 1 112
byte 1 101
byte 1 114
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $402
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 108
byte 1 111
byte 1 119
byte 1 101
byte 1 114
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $396
byte 1 115
byte 1 112
byte 1 114
byte 1 105
byte 1 116
byte 1 101
byte 1 115
byte 1 47
byte 1 98
byte 1 97
byte 1 108
byte 1 108
byte 1 111
byte 1 111
byte 1 110
byte 1 51
byte 1 0
align 1
LABELV $387
byte 1 116
byte 1 97
byte 1 103
byte 1 95
byte 1 102
byte 1 108
byte 1 97
byte 1 115
byte 1 104
byte 1 0
align 1
LABELV $380
byte 1 116
byte 1 97
byte 1 103
byte 1 95
byte 1 98
byte 1 97
byte 1 114
byte 1 114
byte 1 101
byte 1 108
byte 1 0
align 1
LABELV $363
byte 1 116
byte 1 97
byte 1 103
byte 1 95
byte 1 119
byte 1 101
byte 1 97
byte 1 112
byte 1 111
byte 1 110
byte 1 0
align 1
LABELV $357
byte 1 116
byte 1 97
byte 1 103
byte 1 95
byte 1 104
byte 1 101
byte 1 97
byte 1 100
byte 1 0
align 1
LABELV $347
byte 1 116
byte 1 97
byte 1 103
byte 1 95
byte 1 116
byte 1 111
byte 1 114
byte 1 115
byte 1 111
byte 1 0
align 1
LABELV $165
byte 1 66
byte 1 97
byte 1 100
byte 1 32
byte 1 97
byte 1 110
byte 1 105
byte 1 109
byte 1 97
byte 1 116
byte 1 105
byte 1 111
byte 1 110
byte 1 32
byte 1 110
byte 1 117
byte 1 109
byte 1 98
byte 1 101
byte 1 114
byte 1 58
byte 1 32
byte 1 37
byte 1 105
byte 1 0
align 1
LABELV $93
byte 1 95
byte 1 102
byte 1 108
byte 1 97
byte 1 115
byte 1 104
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
align 1
LABELV $92
byte 1 95
byte 1 98
byte 1 97
byte 1 114
byte 1 114
byte 1 101
byte 1 108
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
