g_items.asm
themuffinator_dm-game/build/win32-qvm/vm/game/g_items.asm
export SpawnTime
code
proc SpawnTime 32 0
file "..\..\..\..\code\game\g_items.c"
line 41
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:#include "g_local.h"
;4:
;5:/*
;6:
;7:  Items are any object that a player can touch to gain some effect.
;8:
;9:  Pickup will return the number of seconds until they should respawn.
;10:
;11:  all items should pop when dropped in lava or slime
;12:
;13:  Respawnable items don't actually go away when picked up, they are
;14:  just made invisible and untouchable.  This allows them to ride
;15:  movers and respawn apropriately.
;16:*/
;17:
;18:// initial spawn times after warmup
;19:// in vq3 most of the items appears in one frame but we will delay that a bit
;20:// to reduce peak bandwidth and get some nice transition effects
;21:#define	SPAWN_WEAPONS		333
;22:#define	SPAWN_ARMOR			1200
;23:#define	SPAWN_HEALTH		900
;24:#define	SPAWN_AMMO			600
;25:#define	SPAWN_HOLDABLE		2500
;26:#define	SPAWN_MEGAHEALTH	10000
;27:#define	SPAWN_POWERUP		45000
;28:
;29:// periodic respawn times
;30:// g_weaponRespawn.integer || g_weaponTeamRespawn.integer
;31:#define	RESPAWN_ARMOR		25000
;32:#define	RESPAWN_HEALTH		35000
;33:#define	RESPAWN_AMMO		40000
;34:#define	RESPAWN_HOLDABLE	60000
;35:#define	RESPAWN_MEGAHEALTH	35000 //120000
;36:#define	RESPAWN_POWERUP		120000
;37:
;38://======================================================================
;39:
;40:int SpawnTime( gentity_t *ent, qboolean firstSpawn ) 
;41:{
line 42
;42:	if ( !ent->item )
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $56
line 43
;43:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $55
JUMPV
LABELV $56
line 45
;44:
;45:	switch( ent->item->giType ) {
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 1
LTI4 $58
ADDRLP4 0
INDIRI4
CNSTI4 10
GTI4 $58
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $96-4
ADDP4
INDIRP4
JUMPV
data
align 4
LABELV $96
address $70
address $74
address $78
address $92
address $58
address $58
address $87
address $91
address $58
address $61
code
LABELV $61
line 47
;46:	case IT_WEAPON:
;47:		if ( firstSpawn )
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $62
line 48
;48:			return SPAWN_WEAPONS;
CNSTI4 333
RETI4
ADDRGP4 $55
JUMPV
LABELV $62
line 49
;49:		if ( GTx( g_gametype.integer, GTF_TEAMS | GTF_TDM ) )
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 36
MULI4
ADDRGP4 gt+20
ADDP4
INDIRI4
CNSTI4 640
BANDI4
CNSTI4 0
EQI4 $64
line 50
;50:			return g_weaponTeamRespawn.value * 1000;
ADDRGP4 g_weaponTeamRespawn+8
INDIRF4
CNSTF4 1148846080
MULF4
CVFI4 4
RETI4
ADDRGP4 $55
JUMPV
LABELV $64
line 52
;51:		else
;52:			return g_weaponRespawn.value * 1000 ;
ADDRGP4 g_weaponRespawn+8
INDIRF4
CNSTF4 1148846080
MULF4
CVFI4 4
RETI4
ADDRGP4 $55
JUMPV
LABELV $70
line 55
;53:
;54:	case IT_AMMO:
;55:		return firstSpawn ? SPAWN_AMMO : RESPAWN_AMMO;
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $72
ADDRLP4 8
CNSTI4 600
ASGNI4
ADDRGP4 $73
JUMPV
LABELV $72
ADDRLP4 8
CNSTI4 40000
ASGNI4
LABELV $73
ADDRLP4 8
INDIRI4
RETI4
ADDRGP4 $55
JUMPV
LABELV $74
line 58
;56:
;57:	case IT_ARMOR:
;58:		return firstSpawn ? SPAWN_ARMOR : RESPAWN_ARMOR;
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $76
ADDRLP4 12
CNSTI4 1200
ASGNI4
ADDRGP4 $77
JUMPV
LABELV $76
ADDRLP4 12
CNSTI4 25000
ASGNI4
LABELV $77
ADDRLP4 12
INDIRI4
RETI4
ADDRGP4 $55
JUMPV
LABELV $78
line 61
;59:
;60:	case IT_HEALTH:
;61:		if ( ent->item->quantity == 100 ) // mega health respawns slow
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 100
NEI4 $79
line 62
;62:			return firstSpawn ? SPAWN_MEGAHEALTH : RESPAWN_MEGAHEALTH;
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $82
ADDRLP4 16
CNSTI4 10000
ASGNI4
ADDRGP4 $83
JUMPV
LABELV $82
ADDRLP4 16
CNSTI4 35000
ASGNI4
LABELV $83
ADDRLP4 16
INDIRI4
RETI4
ADDRGP4 $55
JUMPV
LABELV $79
line 64
;63:		else
;64:			return firstSpawn ? SPAWN_HEALTH : RESPAWN_HEALTH;
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $85
ADDRLP4 20
CNSTI4 900
ASGNI4
ADDRGP4 $86
JUMPV
LABELV $85
ADDRLP4 20
CNSTI4 35000
ASGNI4
LABELV $86
ADDRLP4 20
INDIRI4
RETI4
ADDRGP4 $55
JUMPV
LABELV $87
line 67
;65:
;66:	case IT_POWERUP:
;67:		return firstSpawn ? SPAWN_POWERUP : RESPAWN_POWERUP;
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $89
ADDRLP4 24
CNSTI4 45000
ASGNI4
ADDRGP4 $90
JUMPV
LABELV $89
ADDRLP4 24
CNSTI4 120000
ASGNI4
LABELV $90
ADDRLP4 24
INDIRI4
RETI4
ADDRGP4 $55
JUMPV
LABELV $91
line 70
;68:
;69:	case IT_RUNE:
;70:		return -1;
CNSTI4 -1
RETI4
ADDRGP4 $55
JUMPV
line 71
;71:		break;
LABELV $92
line 74
;72:
;73:	case IT_HOLDABLE:
;74:		return firstSpawn ? SPAWN_HOLDABLE : RESPAWN_HOLDABLE;
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $94
ADDRLP4 28
CNSTI4 2500
ASGNI4
ADDRGP4 $95
JUMPV
LABELV $94
ADDRLP4 28
CNSTI4 60000
ASGNI4
LABELV $95
ADDRLP4 28
INDIRI4
RETI4
ADDRGP4 $55
JUMPV
LABELV $58
line 77
;75:
;76:	default: // IT_BAD and others
;77:		return 0;
CNSTI4 0
RETI4
LABELV $55
endproc SpawnTime 32 0
export Pickup_Powerup
proc Pickup_Powerup 116 28
line 82
;78:	}
;79:} 
;80:
;81:
;82:int Pickup_Powerup( gentity_t *ent, gentity_t *other ) {
line 87
;83:	int			quantity;
;84:	int			i;
;85:	gclient_t	*client;
;86:
;87:	if ( !other->client->ps.powerups[ent->item->giTag] ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
CNSTI4 0
NEI4 $99
line 89
;88:		// round timing to seconds to make multiple powerup timers count in sync
;89:		other->client->ps.powerups[ent->item->giTag] = level.time - ( level.time % 1000 );
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
MODI4
SUBI4
ASGNI4
line 90
;90:	}
LABELV $99
line 92
;91:
;92:	if ( ent->count ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $103
line 93
;93:		quantity = ent->count;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 94
;94:	} else {
ADDRGP4 $104
JUMPV
LABELV $103
line 95
;95:		quantity = ent->item->quantity;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
line 96
;96:	}
LABELV $104
line 98
;97:
;98:	other->client->ps.powerups[ent->item->giTag] += quantity * 1000;
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
ADDRLP4 8
INDIRI4
CNSTI4 1000
MULI4
ADDI4
ASGNI4
line 101
;99:
;100:	// give any nearby players a "denied" anti-reward
;101:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $108
JUMPV
LABELV $105
line 107
;102:		vec3_t		delta;
;103:		float		len;
;104:		vec3_t		forward;
;105:		trace_t		tr;
;106:
;107:		client = &level.clients[i];
ADDRLP4 0
ADDRLP4 4
INDIRI4
CNSTI4 1636
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 108
;108:		if ( client == other->client ) {
ADDRLP4 0
INDIRP4
CVPU4 4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
NEU4 $110
line 109
;109:			continue;
ADDRGP4 $106
JUMPV
LABELV $110
line 111
;110:		}
;111:		if ( client->pers.connected != CON_CONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $112
line 112
;112:			continue;
ADDRGP4 $106
JUMPV
LABELV $112
line 114
;113:		}
;114:		if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CNSTI4 0
GTI4 $114
line 115
;115:			continue;
ADDRGP4 $106
JUMPV
LABELV $114
line 120
;116:		}
;117:
;118:		// if same team in team game, no sound
;119:		// cannot use OnSameTeam as it expects to g_entities, not clients
;120:		if ( GTx( g_gametype.integer, GTF_TEAMS ) && other->client->sess.sessionTeam == client->sess.sessionTeam  ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 36
MULI4
ADDRGP4 gt+20
ADDP4
INDIRI4
CNSTI4 128
BANDI4
CNSTI4 0
EQI4 $116
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
NEI4 $116
line 121
;121:			continue;
ADDRGP4 $106
JUMPV
LABELV $116
line 125
;122:		}
;123:
;124:		// if too far away, no sound
;125:		VectorSubtract( ent->s.pos.trBase, client->ps.origin, delta );
ADDRLP4 100
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 16
ADDRLP4 100
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 16+4
ADDRLP4 100
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 16+8
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
SUBF4
ASGNF4
line 126
;126:		len = VectorNormalize( delta );
ADDRLP4 16
ARGP4
ADDRLP4 108
ADDRGP4 VectorNormalize
CALLF4
ASGNF4
ADDRLP4 40
ADDRLP4 108
INDIRF4
ASGNF4
line 127
;127:		if ( len > 192 ) {
ADDRLP4 40
INDIRF4
CNSTF4 1128267776
LEF4 $122
line 128
;128:			continue;
ADDRGP4 $106
JUMPV
LABELV $122
line 132
;129:		}
;130:
;131:		// if not facing, no sound
;132:		AngleVectors( client->ps.viewangles, forward, NULL, NULL );
ADDRLP4 0
INDIRP4
CNSTI4 152
ADDP4
ARGP4
ADDRLP4 28
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 133
;133:		if ( DotProduct( delta, forward ) < 0.4 ) {
ADDRLP4 16
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ADDRLP4 16+4
INDIRF4
ADDRLP4 28+4
INDIRF4
MULF4
ADDF4
ADDRLP4 16+8
INDIRF4
ADDRLP4 28+8
INDIRF4
MULF4
ADDF4
CNSTF4 1053609165
GEF4 $124
line 134
;134:			continue;
ADDRGP4 $106
JUMPV
LABELV $124
line 138
;135:		}
;136:
;137:		// if not line of sight, no sound
;138:		trap_Trace( &tr, client->ps.origin, NULL, NULL, ent->s.pos.trBase, ENTITYNUM_NONE, CONTENTS_SOLID );
ADDRLP4 44
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 139
;139:		if ( tr.fraction != 1.0 ) {
ADDRLP4 44+8
INDIRF4
CNSTF4 1065353216
EQF4 $130
line 140
;140:			continue;
ADDRGP4 $106
JUMPV
LABELV $130
line 144
;141:		}
;142:
;143:		// anti-reward
;144:		client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_DENIEDREWARD;
ADDRLP4 112
ADDRLP4 0
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 112
INDIRP4
ADDRLP4 112
INDIRP4
INDIRI4
CNSTI4 1
BXORI4
ASGNI4
line 145
;145:	}
LABELV $106
line 101
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $108
ADDRLP4 4
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $105
line 147
;146:
;147:	return SpawnTime( ent, qfalse ); // return RESPAWN_POWERUP;
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 16
ADDRGP4 SpawnTime
CALLI4
ASGNI4
ADDRLP4 16
INDIRI4
RETI4
LABELV $98
endproc Pickup_Powerup 116 28
export Pickup_PersistantPowerup
proc Pickup_PersistantPowerup 1104 12
line 153
;148:}
;149:
;150:
;151://======================================================================
;152:
;153:int Pickup_PersistantPowerup( gentity_t *ent, gentity_t *other ) {
line 159
;154:	int		clientNum;
;155:	char	userinfo[MAX_INFO_STRING];
;156:	float	handicap;
;157:	int		max;
;158:
;159:	other->client->ps.stats[STAT_PERSISTANT_POWERUP] = ent->item - bg_itemlist;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CVPU4 4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
ASGNI4
line 160
;160:	other->client->persistantPowerup = ent;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 780
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 162
;161:
;162:	switch( ent->item->giTag ) {
ADDRLP4 1036
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
ASGNI4
ADDRLP4 1036
INDIRI4
CNSTI4 10
LTI4 $134
ADDRLP4 1036
INDIRI4
CNSTI4 13
GTI4 $134
ADDRLP4 1036
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $157-40
ADDP4
INDIRP4
JUMPV
data
align 4
LABELV $157
address $142
address $137
address $146
address $150
code
LABELV $137
line 164
;163:	case PW_GUARD:
;164:		clientNum = other->client->ps.clientNum;
ADDRLP4 1028
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 165
;165:		trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRLP4 1028
INDIRI4
ARGI4
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 166
;166:		handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 4
ARGP4
ADDRGP4 $138
ARGP4
ADDRLP4 1044
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1044
INDIRP4
ARGP4
ADDRLP4 1048
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 1048
INDIRF4
ASGNF4
line 167
;167:		if( handicap<=0.0f || handicap>100.0f) {
ADDRLP4 1052
ADDRLP4 0
INDIRF4
ASGNF4
ADDRLP4 1052
INDIRF4
CNSTF4 0
LEF4 $141
ADDRLP4 1052
INDIRF4
CNSTF4 1120403456
LEF4 $139
LABELV $141
line 168
;168:			handicap = 100.0f;
ADDRLP4 0
CNSTF4 1120403456
ASGNF4
line 169
;169:		}
LABELV $139
line 170
;170:		max = (int)(2 *  handicap);
ADDRLP4 1032
ADDRLP4 0
INDIRF4
CNSTF4 1073741824
MULF4
CVFI4 4
ASGNI4
line 172
;171:
;172:		other->health = max;
ADDRFP4 4
INDIRP4
CNSTI4 732
ADDP4
ADDRLP4 1032
INDIRI4
ASGNI4
line 173
;173:		other->client->ps.stats[STAT_HEALTH] = max;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 184
ADDP4
ADDRLP4 1032
INDIRI4
ASGNI4
line 174
;174:		other->client->ps.stats[STAT_MAX_HEALTH] = max;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
ADDRLP4 1032
INDIRI4
ASGNI4
line 175
;175:		other->client->ps.stats[STAT_ARMOR] = max;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
ADDRLP4 1032
INDIRI4
ASGNI4
line 176
;176:		other->client->pers.maxHealth = max;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 544
ADDP4
ADDRLP4 1032
INDIRI4
ASGNI4
line 178
;177:
;178:		break;
ADDRGP4 $135
JUMPV
LABELV $142
line 181
;179:
;180:	case PW_SCOUT:
;181:		clientNum = other->client->ps.clientNum;
ADDRLP4 1028
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 182
;182:		trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRLP4 1028
INDIRI4
ARGI4
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 183
;183:		handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 4
ARGP4
ADDRGP4 $138
ARGP4
ADDRLP4 1056
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1056
INDIRP4
ARGP4
ADDRLP4 1060
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 1060
INDIRF4
ASGNF4
line 184
;184:		if( handicap<=0.0f || handicap>100.0f) {
ADDRLP4 1064
ADDRLP4 0
INDIRF4
ASGNF4
ADDRLP4 1064
INDIRF4
CNSTF4 0
LEF4 $145
ADDRLP4 1064
INDIRF4
CNSTF4 1120403456
LEF4 $143
LABELV $145
line 185
;185:			handicap = 100.0f;
ADDRLP4 0
CNSTF4 1120403456
ASGNF4
line 186
;186:		}
LABELV $143
line 187
;187:		other->client->pers.maxHealth = handicap;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 544
ADDP4
ADDRLP4 0
INDIRF4
CVFI4 4
ASGNI4
line 188
;188:		other->client->ps.stats[STAT_ARMOR] = 0;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
CNSTI4 0
ASGNI4
line 189
;189:		break;
ADDRGP4 $135
JUMPV
LABELV $146
line 192
;190:
;191:	case PW_DOUBLER:
;192:		clientNum = other->client->ps.clientNum;
ADDRLP4 1028
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 193
;193:		trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRLP4 1028
INDIRI4
ARGI4
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 194
;194:		handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 4
ARGP4
ADDRGP4 $138
ARGP4
ADDRLP4 1068
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1068
INDIRP4
ARGP4
ADDRLP4 1072
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 1072
INDIRF4
ASGNF4
line 195
;195:		if( handicap<=0.0f || handicap>100.0f) {
ADDRLP4 1076
ADDRLP4 0
INDIRF4
ASGNF4
ADDRLP4 1076
INDIRF4
CNSTF4 0
LEF4 $149
ADDRLP4 1076
INDIRF4
CNSTF4 1120403456
LEF4 $147
LABELV $149
line 196
;196:			handicap = 100.0f;
ADDRLP4 0
CNSTF4 1120403456
ASGNF4
line 197
;197:		}
LABELV $147
line 198
;198:		other->client->pers.maxHealth = handicap;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 544
ADDP4
ADDRLP4 0
INDIRF4
CVFI4 4
ASGNI4
line 199
;199:		break;
ADDRGP4 $135
JUMPV
LABELV $150
line 201
;200:	case PW_AMMOREGEN:
;201:		clientNum = other->client->ps.clientNum;
ADDRLP4 1028
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 202
;202:		trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRLP4 1028
INDIRI4
ARGI4
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 203
;203:		handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 4
ARGP4
ADDRGP4 $138
ARGP4
ADDRLP4 1080
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1080
INDIRP4
ARGP4
ADDRLP4 1084
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 1084
INDIRF4
ASGNF4
line 204
;204:		if( handicap<=0.0f || handicap>100.0f) {
ADDRLP4 1088
ADDRLP4 0
INDIRF4
ASGNF4
ADDRLP4 1088
INDIRF4
CNSTF4 0
LEF4 $153
ADDRLP4 1088
INDIRF4
CNSTF4 1120403456
LEF4 $151
LABELV $153
line 205
;205:			handicap = 100.0f;
ADDRLP4 0
CNSTF4 1120403456
ASGNF4
line 206
;206:		}
LABELV $151
line 207
;207:		other->client->pers.maxHealth = handicap;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 544
ADDP4
ADDRLP4 0
INDIRF4
CVFI4 4
ASGNI4
line 208
;208:		memset(other->client->ammoTimes, 0, sizeof(other->client->ammoTimes));
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 788
ADDP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 56
ARGI4
ADDRGP4 memset
CALLP4
pop
line 209
;209:		break;
ADDRGP4 $135
JUMPV
LABELV $134
line 211
;210:	default:
;211:		clientNum = other->client->ps.clientNum;
ADDRLP4 1028
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 212
;212:		trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRLP4 1028
INDIRI4
ARGI4
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 213
;213:		handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 4
ARGP4
ADDRGP4 $138
ARGP4
ADDRLP4 1092
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1092
INDIRP4
ARGP4
ADDRLP4 1096
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 1096
INDIRF4
ASGNF4
line 214
;214:		if( handicap<=0.0f || handicap>100.0f) {
ADDRLP4 1100
ADDRLP4 0
INDIRF4
ASGNF4
ADDRLP4 1100
INDIRF4
CNSTF4 0
LEF4 $156
ADDRLP4 1100
INDIRF4
CNSTF4 1120403456
LEF4 $154
LABELV $156
line 215
;215:			handicap = 100.0f;
ADDRLP4 0
CNSTF4 1120403456
ASGNF4
line 216
;216:		}
LABELV $154
line 217
;217:		other->client->pers.maxHealth = handicap;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 544
ADDP4
ADDRLP4 0
INDIRF4
CVFI4 4
ASGNI4
line 218
;218:		break;
LABELV $135
line 221
;219:	}
;220:
;221:	return SpawnTime( ent, qfalse ); // return -1;
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 1044
ADDRGP4 SpawnTime
CALLI4
ASGNI4
ADDRLP4 1044
INDIRI4
RETI4
LABELV $133
endproc Pickup_PersistantPowerup 1104 12
export Pickup_Holdable
proc Pickup_Holdable 4 8
line 226
;222:}
;223:
;224://======================================================================
;225:
;226:int Pickup_Holdable( gentity_t *ent, gentity_t *other ) {
line 228
;227:
;228:	other->client->ps.stats[STAT_HOLDABLE_ITEM] = ent->item - bg_itemlist;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 188
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CVPU4 4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
ASGNI4
line 230
;229:
;230:	if ( ent->item->giTag == HI_KAMIKAZE ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 3
NEI4 $160
line 231
;231:		other->client->ps.eFlags |= EF_KAMIKAZE;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 512
BORI4
ASGNI4
line 232
;232:	}
LABELV $160
line 234
;233:
;234:	return SpawnTime( ent, qfalse ); // return RESPAWN_HOLDABLE;
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 0
ADDRGP4 SpawnTime
CALLI4
ASGNI4
ADDRLP4 0
INDIRI4
RETI4
LABELV $159
endproc Pickup_Holdable 4 8
proc Add_Ammo 4 0
line 242
;235:}
;236:
;237:
;238://======================================================================
;239:
;240:
;241:static void Add_Ammo( gentity_t *ent, int weapon, int count )
;242:{
line 243
;243:	ent->client->ps.ammo[weapon] += count;
ADDRLP4 0
ADDRFP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRFP4 8
INDIRI4
ADDI4
ASGNI4
line 244
;244:	if ( ent->client->ps.ammo[weapon] > AMMO_HARD_LIMIT ) {
ADDRFP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
CNSTI4 200
LEI4 $163
line 245
;245:		ent->client->ps.ammo[weapon] = AMMO_HARD_LIMIT;
ADDRFP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
CNSTI4 200
ASGNI4
line 246
;246:	}
LABELV $163
line 247
;247:}
LABELV $162
endproc Add_Ammo 4 0
proc Pickup_Ammo 8 12
line 251
;248:
;249:
;250:static int Pickup_Ammo( gentity_t *ent, gentity_t *other )
;251:{
line 254
;252:	int		quantity;
;253:
;254:	if ( ent->count ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $166
line 255
;255:		quantity = ent->count;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 256
;256:	} else {
ADDRGP4 $167
JUMPV
LABELV $166
line 257
;257:		quantity = ent->item->quantity;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
line 258
;258:	}
LABELV $167
line 260
;259:
;260:	Add_Ammo( other, ent->item->giTag, quantity );
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
ARGI4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 Add_Ammo
CALLV
pop
line 262
;261:
;262:	return SpawnTime( ent, qfalse ); // return RESPAWN_AMMO;
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 4
ADDRGP4 SpawnTime
CALLI4
ASGNI4
ADDRLP4 4
INDIRI4
RETI4
LABELV $165
endproc Pickup_Ammo 8 12
proc Pickup_Weapon 12 12
line 268
;263:}
;264:
;265://======================================================================
;266:
;267:
;268:static int Pickup_Weapon( gentity_t *ent, gentity_t *other ) {
line 271
;269:	int		quantity;
;270:
;271:	if ( ent->count < 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
GEI4 $169
line 272
;272:		quantity = 0; // None for you, sir!
ADDRLP4 0
CNSTI4 0
ASGNI4
line 273
;273:	} else {
ADDRGP4 $170
JUMPV
LABELV $169
line 274
;274:		if ( ent->count ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $171
line 275
;275:			quantity = ent->count;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 276
;276:		} else {
ADDRGP4 $172
JUMPV
LABELV $171
line 277
;277:			quantity = ent->item->quantity;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
line 278
;278:		}
LABELV $172
line 281
;279:
;280:		// dropped items and teamplay weapons always have full ammo
;281:		if ( ! (ent->flags & FL_DROPPED_ITEM) && g_gametype.integer != GT_TDM ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
NEI4 $173
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
EQI4 $173
line 284
;282:			// respawning rules
;283:			// drop the quantity if the already have over the minimum
;284:			if ( other->client->ps.ammo[ ent->item->giTag ] < quantity ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
ADDRLP4 0
INDIRI4
GEI4 $176
line 285
;285:				quantity = quantity - other->client->ps.ammo[ ent->item->giTag ];
ADDRLP4 0
ADDRLP4 0
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
SUBI4
ASGNI4
line 286
;286:			} else {
ADDRGP4 $177
JUMPV
LABELV $176
line 287
;287:				quantity = 1;		// only add a single shot
ADDRLP4 0
CNSTI4 1
ASGNI4
line 288
;288:			}
LABELV $177
line 289
;289:		}
LABELV $173
line 290
;290:	}
LABELV $170
line 293
;291:
;292:	// add the weapon
;293:	other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag );
ADDRLP4 4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 196
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 1
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
LSHI4
BORI4
ASGNI4
line 295
;294:
;295:	Add_Ammo( other, ent->item->giTag, quantity );
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
ARGI4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 Add_Ammo
CALLV
pop
line 297
;296:
;297:	if (ent->item->giTag == WP_GRAPPLING_HOOK)
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 10
NEI4 $178
line 298
;298:		other->client->ps.ammo[ent->item->giTag] = -1; // unlimited ammo
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
CNSTI4 -1
ASGNI4
LABELV $178
line 306
;299:
;300:	// team deathmatch has slow weapon respawns
;301:	//if ( GTx( g_gametype.integer, GTF_TEAMS | GTF_TDM ) ) {
;302:	//	return g_weaponTeamRespawn.integer;
;303:	//} else {
;304:	//	return g_weaponRespawn.integer;
;305:	//}
;306:	return SpawnTime( ent, qfalse );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 8
ADDRGP4 SpawnTime
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
RETI4
LABELV $168
endproc Pickup_Weapon 12 12
proc Pickup_Health 28 8
line 312
;307:}
;308:
;309:
;310://======================================================================
;311:
;312:static int Pickup_Health( gentity_t *ent, gentity_t *other ) {
line 317
;313:	int			max;
;314:	int			quantity;
;315:
;316:	// small and mega healths will go over the max
;317:	if( other->client && bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
ADDRLP4 8
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $181
ADDRLP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 52
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 11
NEI4 $181
line 318
;318:		max = other->client->ps.stats[STAT_MAX_HEALTH];
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
ASGNI4
line 319
;319:	} else if ( ent->item->quantity != 5 && ent->item->quantity != 100 ) {
ADDRGP4 $182
JUMPV
LABELV $181
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 5
EQI4 $184
ADDRLP4 12
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 100
EQI4 $184
line 320
;320:		max = other->client->ps.stats[STAT_MAX_HEALTH];
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
ASGNI4
line 321
;321:	} else {
ADDRGP4 $185
JUMPV
LABELV $184
line 322
;322:		max = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CNSTI4 1
LSHI4
ASGNI4
line 323
;323:	}
LABELV $185
LABELV $182
line 325
;324:
;325:	if ( ent->count ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $186
line 326
;326:		quantity = ent->count;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 327
;327:	} else {
ADDRGP4 $187
JUMPV
LABELV $186
line 328
;328:		quantity = ent->item->quantity;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
line 329
;329:	}
LABELV $187
line 331
;330:
;331:	other->health += quantity;
ADDRLP4 16
ADDRFP4 4
INDIRP4
CNSTI4 732
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
ADDRLP4 4
INDIRI4
ADDI4
ASGNI4
line 333
;332:
;333:	if (other->health > max ) {
ADDRFP4 4
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 0
INDIRI4
LEI4 $188
line 334
;334:		other->health = max;
ADDRFP4 4
INDIRP4
CNSTI4 732
ADDP4
ADDRLP4 0
INDIRI4
ASGNI4
line 335
;335:	}
LABELV $188
line 336
;336:	other->client->ps.stats[STAT_HEALTH] = other->health;
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 184
ADDP4
ADDRLP4 20
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ASGNI4
line 343
;337:
;338:	//if ( ent->item->quantity == 100 ) { // mega health respawns slow
;339:	//	return RESPAWN_MEGAHEALTH;
;340:	//} else {
;341:	//	return RESPAWN_HEALTH;
;342:	//}
;343:	return SpawnTime( ent, qfalse );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 24
ADDRGP4 SpawnTime
CALLI4
ASGNI4
ADDRLP4 24
INDIRI4
RETI4
LABELV $180
endproc Pickup_Health 28 8
export Pickup_Armor
proc Pickup_Armor 16 8
line 349
;344:}
;345:
;346:
;347://======================================================================
;348:
;349:int Pickup_Armor( gentity_t *ent, gentity_t *other ) {
line 352
;350:	int		upperBound;
;351:
;352:	other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
ADDRLP4 4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ADDI4
ASGNI4
line 354
;353:
;354:	if( other->client && bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
ADDRLP4 8
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $191
ADDRLP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 52
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 11
NEI4 $191
line 355
;355:		upperBound = other->client->ps.stats[STAT_MAX_HEALTH];
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
ASGNI4
line 356
;356:	}
ADDRGP4 $192
JUMPV
LABELV $191
line 357
;357:	else {
line 358
;358:		upperBound = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CNSTI4 1
LSHI4
ASGNI4
line 359
;359:	}
LABELV $192
line 361
;360:
;361:	if ( other->client->ps.stats[STAT_ARMOR] > upperBound ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
INDIRI4
ADDRLP4 0
INDIRI4
LEI4 $194
line 362
;362:		other->client->ps.stats[STAT_ARMOR] = upperBound;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
ADDRLP4 0
INDIRI4
ASGNI4
line 363
;363:	}
LABELV $194
line 365
;364:
;365:	return SpawnTime( ent, qfalse ); // return RESPAWN_ARMOR;
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 12
ADDRGP4 SpawnTime
CALLI4
ASGNI4
ADDRLP4 12
INDIRI4
RETI4
LABELV $190
endproc Pickup_Armor 16 8
export RespawnItem
proc RespawnItem 24 12
line 375
;366:}
;367:
;368://======================================================================
;369:
;370:/*
;371:===============
;372:RespawnItem
;373:===============
;374:*/
;375:void RespawnItem( gentity_t *ent ) {
line 377
;376:	
;377:	if ( !ent ) {
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $197
line 378
;378:		return;
ADDRGP4 $196
JUMPV
LABELV $197
line 382
;379:	}
;380:	
;381:	// randomly select from teamed entities
;382:	if ( ent->team ) {
ADDRFP4 0
INDIRP4
CNSTI4 656
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $199
line 387
;383:		gentity_t *master;
;384:		int	count;
;385:		int choice;
;386:
;387:		if ( !ent->teammaster ) {
ADDRFP4 0
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $201
line 388
;388:			G_Error( "RespawnItem: bad teammaster" );
ADDRGP4 $203
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 389
;389:		}
LABELV $201
line 391
;390:
;391:		master = ent->teammaster;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
ASGNP4
line 393
;392:
;393:		for ( count = 0, ent = master; ent; ent = ent->teamchain, count++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRFP4 0
ADDRLP4 8
INDIRP4
ASGNP4
ADDRGP4 $207
JUMPV
LABELV $204
line 395
;394:			// reset spawn timers on all teamed entities
;395:			ent->nextthink = 0;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
CNSTI4 0
ASGNI4
line 396
;396:		}
LABELV $205
line 393
ADDRFP4 0
ADDRFP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $207
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $204
line 398
;397:
;398:		choice = rand() % count;
ADDRLP4 12
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 4
ADDRLP4 12
INDIRI4
ADDRLP4 0
INDIRI4
MODI4
ASGNI4
line 400
;399:
;400:		for ( count = 0, ent = master; ent && count < choice; ent = ent->teamchain, count++ )
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRFP4 0
ADDRLP4 8
INDIRP4
ASGNP4
ADDRGP4 $211
JUMPV
LABELV $208
line 401
;401:			;
LABELV $209
line 400
ADDRFP4 0
ADDRFP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $211
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $212
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRI4
LTI4 $208
LABELV $212
line 402
;402:	}
LABELV $199
line 404
;403:
;404:	if ( !ent ) {
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $213
line 405
;405:		return;
ADDRGP4 $196
JUMPV
LABELV $213
line 408
;406:	}
;407:
;408:	ent->r.contents = CONTENTS_TRIGGER;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 409
;409:	ent->s.eFlags &= ~EF_NODRAW;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 410
;410:	ent->r.svFlags &= ~SVF_NOCLIENT;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 -2
BANDI4
ASGNI4
line 411
;411:	trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 413
;412:
;413:	if ( ent->item->giType == IT_POWERUP ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 7
NEI4 $215
line 418
;414:		// play powerup spawn sound to all clients
;415:		gentity_t	*te;
;416:
;417:		// if the powerup respawn sound should Not be global
;418:		if ( ent->speed ) {
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
EQF4 $217
line 419
;419:			te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 45
ARGI4
ADDRLP4 12
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 12
INDIRP4
ASGNP4
line 420
;420:		} else {
ADDRGP4 $218
JUMPV
LABELV $217
line 421
;421:			te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 46
ARGI4
ADDRLP4 12
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 12
INDIRP4
ASGNP4
line 422
;422:		}
LABELV $218
line 423
;423:		te->s.eventParm = G_SoundIndex( "sound/items/poweruprespawn.wav" );
ADDRGP4 $219
ARGP4
ADDRLP4 12
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRLP4 8
INDIRP4
CNSTI4 184
ADDP4
ADDRLP4 12
INDIRI4
ASGNI4
line 424
;424:		te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 16
ADDRLP4 8
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 425
;425:	}
LABELV $215
line 427
;426:
;427:	if ( ent->item->giType == IT_HOLDABLE && ent->item->giTag == HI_KAMIKAZE ) {
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 4
NEI4 $220
ADDRLP4 8
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 3
NEI4 $220
line 432
;428:		// play powerup spawn sound to all clients
;429:		gentity_t	*te;
;430:
;431:		// if the powerup respawn sound should Not be global
;432:		if (ent->speed) {
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
EQF4 $222
line 433
;433:			te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 45
ARGI4
ADDRLP4 16
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 12
ADDRLP4 16
INDIRP4
ASGNP4
line 434
;434:		}
ADDRGP4 $223
JUMPV
LABELV $222
line 435
;435:		else {
line 436
;436:			te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 46
ARGI4
ADDRLP4 16
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 12
ADDRLP4 16
INDIRP4
ASGNP4
line 437
;437:		}
LABELV $223
line 438
;438:		te->s.eventParm = G_SoundIndex( "sound/items/kamikazerespawn.wav" );
ADDRGP4 $224
ARGP4
ADDRLP4 16
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRLP4 12
INDIRP4
CNSTI4 184
ADDP4
ADDRLP4 16
INDIRI4
ASGNI4
line 439
;439:		te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 20
ADDRLP4 12
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 440
;440:	}
LABELV $220
line 443
;441:
;442:	// play the normal respawn sound only to nearby clients
;443:	G_AddEvent( ent, EV_ITEM_RESPAWN, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 40
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 445
;444:
;445:	ent->nextthink = 0;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
CNSTI4 0
ASGNI4
line 446
;446:}
LABELV $196
endproc RespawnItem 24 12
export Touch_Item
proc Touch_Item 56 12
line 454
;447:
;448:
;449:/*
;450:===============
;451:Touch_Item
;452:===============
;453:*/
;454:void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
line 458
;455:	int			respawn;
;456:	qboolean	predict;
;457:
;458:	if (!other->client)
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $226
line 459
;459:		return;
ADDRGP4 $225
JUMPV
LABELV $226
line 460
;460:	if (other->health < 1)
ADDRFP4 4
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 1
GEI4 $228
line 461
;461:		return;		// dead people can't pickup
ADDRGP4 $225
JUMPV
LABELV $228
line 464
;462:
;463:	// the same pickup rules are used for client side and server side
;464:	if ( !BG_CanItemBeGrabbed( g_gametype.integer, &ent->s, &other->client->ps ) ) {
ADDRGP4 g_gametype+12
INDIRI4
ARGI4
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ARGP4
ADDRLP4 8
ADDRGP4 BG_CanItemBeGrabbed
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 0
NEI4 $230
line 465
;465:		return;
ADDRGP4 $225
JUMPV
LABELV $230
line 468
;466:	}
;467:
;468:	G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname );
ADDRGP4 $233
ARGP4
ADDRFP4 4
INDIRP4
INDIRI4
ARGI4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
INDIRP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 470
;469:
;470:	predict = other->client->pers.predictItemPickup;
ADDRLP4 4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 504
ADDP4
INDIRI4
ASGNI4
line 473
;471:
;472:	// call the item-specific pickup function
;473:	switch( ent->item->giType ) {
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 1
LTI4 $225
ADDRLP4 12
INDIRI4
CNSTI4 10
GTI4 $225
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $247-4
ADDP4
INDIRP4
JUMPV
data
align 4
LABELV $247
address $238
address $239
address $240
address $246
address $225
address $225
address $241
address $244
address $245
address $237
code
LABELV $237
line 475
;474:	case IT_WEAPON:
;475:		respawn = Pickup_Weapon(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 20
ADDRGP4 Pickup_Weapon
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 20
INDIRI4
ASGNI4
line 476
;476:		break;
ADDRGP4 $235
JUMPV
LABELV $238
line 478
;477:	case IT_AMMO:
;478:		respawn = Pickup_Ammo(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 24
ADDRGP4 Pickup_Ammo
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 24
INDIRI4
ASGNI4
line 479
;479:		break;
ADDRGP4 $235
JUMPV
LABELV $239
line 481
;480:	case IT_ARMOR:
;481:		respawn = Pickup_Armor(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 28
ADDRGP4 Pickup_Armor
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 28
INDIRI4
ASGNI4
line 482
;482:		break;
ADDRGP4 $235
JUMPV
LABELV $240
line 484
;483:	case IT_HEALTH:
;484:		respawn = Pickup_Health(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 32
ADDRGP4 Pickup_Health
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 32
INDIRI4
ASGNI4
line 485
;485:		break;
ADDRGP4 $235
JUMPV
LABELV $241
line 487
;486:	case IT_POWERUP:
;487:		respawn = Pickup_Powerup(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 36
ADDRGP4 Pickup_Powerup
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 36
INDIRI4
ASGNI4
line 489
;488:		// allow prediction for some powerups
;489:		if ( ent->item->giTag >= PW_QUAD && ent->item->giTag <= PW_FLIGHT )
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 40
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 1
LTI4 $242
ADDRLP4 40
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 6
GTI4 $242
line 490
;490:			predict = qtrue;
ADDRLP4 4
CNSTI4 1
ASGNI4
ADDRGP4 $235
JUMPV
LABELV $242
line 492
;491:		else
;492:			predict = qfalse;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 493
;493:		break;
ADDRGP4 $235
JUMPV
LABELV $244
line 495
;494:	case IT_RUNE:
;495:		respawn = Pickup_PersistantPowerup(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 44
ADDRGP4 Pickup_PersistantPowerup
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 44
INDIRI4
ASGNI4
line 496
;496:		break;
ADDRGP4 $235
JUMPV
LABELV $245
line 498
;497:	case IT_TEAM:
;498:		respawn = Pickup_Team(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 48
ADDRGP4 Pickup_Team
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 48
INDIRI4
ASGNI4
line 499
;499:		break;
ADDRGP4 $235
JUMPV
LABELV $246
line 501
;500:	case IT_HOLDABLE:
;501:		respawn = Pickup_Holdable(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 52
ADDRGP4 Pickup_Holdable
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 52
INDIRI4
ASGNI4
line 502
;502:		break;
line 504
;503:	default:
;504:		return;
LABELV $235
line 507
;505:	}
;506:
;507:	if ( !respawn ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
NEI4 $249
line 508
;508:		return;
ADDRGP4 $225
JUMPV
LABELV $249
line 512
;509:	}
;510:
;511:	// play the normal pickup sound
;512:	if ( predict ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $251
line 513
;513:		G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 19
ARGI4
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddPredictableEvent
CALLV
pop
line 514
;514:	} else {
ADDRGP4 $252
JUMPV
LABELV $251
line 515
;515:		G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 19
ARGI4
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 516
;516:	}
LABELV $252
line 519
;517:
;518:	// powerup pickups are global broadcasts
;519:	if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) {
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 7
EQI4 $255
ADDRLP4 20
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 9
NEI4 $253
LABELV $255
line 521
;520:		// if we want the global sound to play
;521:		if (!ent->speed) {
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
NEF4 $256
line 524
;522:			gentity_t	*te;
;523:
;524:			te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 20
ARGI4
ADDRLP4 28
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 24
ADDRLP4 28
INDIRP4
ASGNP4
line 525
;525:			te->s.eventParm = ent->s.modelindex;
ADDRLP4 24
INDIRP4
CNSTI4 184
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
INDIRI4
ASGNI4
line 526
;526:			te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 32
ADDRLP4 24
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 527
;527:		} else {
ADDRGP4 $257
JUMPV
LABELV $256
line 530
;528:			gentity_t	*te;
;529:
;530:			te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 20
ARGI4
ADDRLP4 28
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 24
ADDRLP4 28
INDIRP4
ASGNP4
line 531
;531:			te->s.eventParm = ent->s.modelindex;
ADDRLP4 24
INDIRP4
CNSTI4 184
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
INDIRI4
ASGNI4
line 533
;532:			// only send this temp entity to a single client
;533:			te->r.svFlags |= SVF_SINGLECLIENT;
ADDRLP4 32
ADDRLP4 24
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 256
BORI4
ASGNI4
line 534
;534:			te->r.singleClient = other->s.number;
ADDRLP4 24
INDIRP4
CNSTI4 428
ADDP4
ADDRFP4 4
INDIRP4
INDIRI4
ASGNI4
line 535
;535:		}
LABELV $257
line 536
;536:	}
LABELV $253
line 539
;537:
;538:	// fire item targets
;539:	G_UseTargets (ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 G_UseTargets
CALLV
pop
line 542
;540:
;541:	// wait of -1 will not respawn
;542:	if ( ent->wait == -1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
CNSTF4 3212836864
NEF4 $258
line 543
;543:		ent->r.svFlags |= SVF_NOCLIENT;
ADDRLP4 24
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 1
BORI4
ASGNI4
line 544
;544:		ent->s.eFlags |= EF_NODRAW;
ADDRLP4 28
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 128
BORI4
ASGNI4
line 545
;545:		ent->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 546
;546:		ent->unlinkAfterEvent = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 560
ADDP4
CNSTI4 1
ASGNI4
line 547
;547:		return;
ADDRGP4 $225
JUMPV
LABELV $258
line 551
;548:	}
;549:
;550:	// non zero wait overrides respawn time
;551:	if ( ent->wait ) {
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
CNSTF4 0
EQF4 $260
line 552
;552:		respawn = ent->wait;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
CVFI4 4
ASGNI4
line 553
;553:		respawn *= 1000;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1000
MULI4
ASGNI4
line 554
;554:	}
LABELV $260
line 557
;555:
;556:	// random can be used to vary the respawn time
;557:	if ( ent->random ) {
ADDRFP4 0
INDIRP4
CNSTI4 808
ADDP4
INDIRF4
CNSTF4 0
EQF4 $262
line 558
;558:		respawn += (crandom() * ent->random) * 1000;
ADDRLP4 24
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRI4
CVIF4 4
ADDRLP4 24
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 939524352
MULF4
CNSTF4 1056964608
SUBF4
CNSTF4 1073741824
MULF4
ADDRFP4 0
INDIRP4
CNSTI4 808
ADDP4
INDIRF4
MULF4
CNSTF4 1148846080
MULF4
ADDF4
CVFI4 4
ASGNI4
line 559
;559:		if ( respawn < 1000 ) {
ADDRLP4 0
INDIRI4
CNSTI4 1000
GEI4 $264
line 560
;560:			respawn = 1000;
ADDRLP4 0
CNSTI4 1000
ASGNI4
line 561
;561:		}
LABELV $264
line 562
;562:	}
LABELV $262
line 565
;563:
;564:	// dropped items will not respawn
;565:	if ( ent->flags & FL_DROPPED_ITEM ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
EQI4 $266
line 566
;566:		ent->freeAfterEvent = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 556
ADDP4
CNSTI4 1
ASGNI4
line 567
;567:	}
LABELV $266
line 572
;568:
;569:	// picked up items still stay around, they just don't
;570:	// draw anything.  This allows respawnable items
;571:	// to be placed on movers.
;572:	ent->r.svFlags |= SVF_NOCLIENT;
ADDRLP4 24
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 1
BORI4
ASGNI4
line 573
;573:	ent->s.eFlags |= EF_NODRAW;
ADDRLP4 28
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 128
BORI4
ASGNI4
line 574
;574:	ent->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 580
;575:
;576:	// ZOID
;577:	// A negative respawn times means to never respawn this item (but don't 
;578:	// delete it).  This is used by items that are respawned by third party 
;579:	// events such as ctf flags
;580:	if ( respawn <= 0 ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
GTI4 $268
line 581
;581:		ent->nextthink = 0;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
CNSTI4 0
ASGNI4
line 582
;582:		ent->think = 0;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
CNSTP4 0
ASGNP4
line 583
;583:	} else {
ADDRGP4 $269
JUMPV
LABELV $268
line 584
;584:		ent->nextthink = level.time + respawn;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRI4
ADDI4
ASGNI4
line 585
;585:		ent->think = RespawnItem;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 RespawnItem
ASGNP4
line 586
;586:	}
LABELV $269
line 588
;587:
;588:	trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 589
;589:}
LABELV $225
endproc Touch_Item 56 12
export LaunchItem
proc LaunchItem 12 8
line 601
;590:
;591:
;592://======================================================================
;593:
;594:/*
;595:================
;596:LaunchItem
;597:
;598:Spawns an item and tosses it forward
;599:================
;600:*/
;601:gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ) {
line 604
;602:	gentity_t	*dropped;
;603:
;604:	dropped = G_Spawn();
ADDRLP4 4
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 606
;605:
;606:	dropped->s.eType = ET_ITEM;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 2
ASGNI4
line 607
;607:	dropped->s.modelindex = item - bg_itemlist;	// store item number in modelindex
ADDRLP4 0
INDIRP4
CNSTI4 160
ADDP4
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
ASGNI4
line 608
;608:	dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item
ADDRLP4 0
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 1
ASGNI4
line 611
;609:
;610:	// item scale-down
;611:	dropped->s.time = level.time;
ADDRLP4 0
INDIRP4
CNSTI4 84
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 613
;612:
;613:	dropped->classname = item->classname;
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRFP4 0
INDIRP4
INDIRP4
ASGNP4
line 614
;614:	dropped->item = item;
ADDRLP4 0
INDIRP4
CNSTI4 812
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 615
;615:	VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS);
ADDRLP4 0
INDIRP4
CNSTI4 436
ADDP4
CNSTF4 3245342720
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 440
ADDP4
CNSTF4 3245342720
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 444
ADDP4
CNSTF4 3245342720
ASGNF4
line 616
;616:	VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
ADDRLP4 0
INDIRP4
CNSTI4 448
ADDP4
CNSTF4 1097859072
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 452
ADDP4
CNSTF4 1097859072
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 456
ADDP4
CNSTF4 1097859072
ASGNF4
line 617
;617:	dropped->r.contents = CONTENTS_TRIGGER;
ADDRLP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 619
;618:
;619:	dropped->touch = Touch_Item;
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
ADDRGP4 Touch_Item
ASGNP4
line 621
;620:
;621:	G_SetOrigin( dropped, origin );
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 622
;622:	dropped->s.pos.trType = TR_GRAVITY;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 5
ASGNI4
line 623
;623:	dropped->s.pos.trTime = level.time;
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 624
;624:	VectorCopy( velocity, dropped->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 8
INDIRP4
INDIRB
ASGNB 12
line 626
;625:
;626:	dropped->s.eFlags |= EF_BOUNCE_HALF;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 627
;627:	if ( (g_gametype.integer == GT_CTF || g_gametype.integer == GT_ONEFLAG) && item->giType == IT_TEAM ) { // Special case for CTF flags
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
EQI4 $278
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $274
LABELV $278
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 9
NEI4 $274
line 628
;628:		dropped->think = Team_DroppedFlagThink;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 Team_DroppedFlagThink
ASGNP4
line 629
;629:		dropped->nextthink = level.time + 30000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 30000
ADDI4
ASGNI4
line 630
;630:		Team_CheckDroppedItem( dropped );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 Team_CheckDroppedItem
CALLV
pop
line 631
;631:	} else { // auto-remove after 30 seconds
ADDRGP4 $275
JUMPV
LABELV $274
line 632
;632:		dropped->think = G_FreeEntity;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_FreeEntity
ASGNP4
line 633
;633:		dropped->nextthink = level.time + 30000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 30000
ADDI4
ASGNI4
line 634
;634:	}
LABELV $275
line 636
;635:
;636:	dropped->flags = FL_DROPPED_ITEM;
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
CNSTI4 4096
ASGNI4
line 638
;637:
;638:	trap_LinkEntity (dropped);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 640
;639:
;640:	return dropped;
ADDRLP4 0
INDIRP4
RETP4
LABELV $271
endproc LaunchItem 12 8
export Drop_Item
proc Drop_Item 32 16
line 650
;641:}
;642:
;643:/*
;644:================
;645:Drop_Item
;646:
;647:Spawns an item and tosses it forward
;648:================
;649:*/
;650:gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ) {
line 654
;651:	vec3_t	velocity;
;652:	vec3_t	angles;
;653:
;654:	VectorCopy( ent->s.apos.trBase, angles );
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 60
ADDP4
INDIRB
ASGNB 12
line 655
;655:	angles[YAW] += angle;
ADDRLP4 12+4
ADDRLP4 12+4
INDIRF4
ADDRFP4 8
INDIRF4
ADDF4
ASGNF4
line 656
;656:	angles[PITCH] = 0;	// always forward
ADDRLP4 12
CNSTF4 0
ASGNF4
line 658
;657:
;658:	AngleVectors( angles, velocity, NULL, NULL );
ADDRLP4 12
ARGP4
ADDRLP4 0
ARGP4
CNSTP4 0
ARGP4
CNSTP4 0
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 659
;659:	VectorScale( velocity, 150, velocity );
ADDRLP4 0
ADDRLP4 0
INDIRF4
CNSTF4 1125515264
MULF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
CNSTF4 1125515264
MULF4
ASGNF4
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
CNSTF4 1125515264
MULF4
ASGNF4
line 660
;660:	velocity[2] += 200 + crandom() * 50;
ADDRLP4 24
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
ADDRLP4 24
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 939524352
MULF4
CNSTF4 1056964608
SUBF4
CNSTF4 1120403456
MULF4
CNSTF4 1128792064
ADDF4
ADDF4
ASGNF4
line 662
;661:	
;662:	return LaunchItem( item, ent->s.pos.trBase, velocity );
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 28
ADDRGP4 LaunchItem
CALLP4
ASGNP4
ADDRLP4 28
INDIRP4
RETP4
LABELV $281
endproc Drop_Item 32 16
export Use_Item
proc Use_Item 0 4
line 673
;663:}
;664:
;665:
;666:/*
;667:================
;668:Use_Item
;669:
;670:Respawn the item
;671:================
;672:*/
;673:void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
line 674
;674:	RespawnItem( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 RespawnItem
CALLV
pop
line 675
;675:}
LABELV $288
endproc Use_Item 0 4
export FinishSpawningItem
proc FinishSpawningItem 84 28
line 687
;676:
;677://======================================================================
;678:
;679:/*
;680:================
;681:FinishSpawningItem
;682:
;683:Traces down to find where an item should rest, instead of letting them
;684:free fall from their spawn points
;685:================
;686:*/
;687:void FinishSpawningItem( gentity_t *ent ) {
line 691
;688:	trace_t		tr;
;689:	vec3_t		dest;
;690:
;691:	VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS );
ADDRFP4 0
INDIRP4
CNSTI4 436
ADDP4
CNSTF4 3245342720
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 440
ADDP4
CNSTF4 3245342720
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 444
ADDP4
CNSTF4 3245342720
ASGNF4
line 692
;692:	VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
ADDRFP4 0
INDIRP4
CNSTI4 448
ADDP4
CNSTF4 1097859072
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 452
ADDP4
CNSTF4 1097859072
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 456
ADDP4
CNSTF4 1097859072
ASGNF4
line 694
;693:
;694:	ent->s.eType = ET_ITEM;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 2
ASGNI4
line 695
;695:	ent->s.modelindex = ent->item - bg_itemlist;		// store item number in modelindex
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
CNSTI4 160
ADDP4
ADDRLP4 68
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CVPU4 4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
ASGNI4
line 696
;696:	ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item
ADDRFP4 0
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 0
ASGNI4
line 698
;697:
;698:	ent->r.contents = CONTENTS_TRIGGER;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 699
;699:	ent->touch = Touch_Item;
ADDRFP4 0
INDIRP4
CNSTI4 704
ADDP4
ADDRGP4 Touch_Item
ASGNP4
line 701
;700:	// using an item causes it to respawn
;701:	ent->use = Use_Item;
ADDRFP4 0
INDIRP4
CNSTI4 708
ADDP4
ADDRGP4 Use_Item
ASGNP4
line 704
;702:
;703:	// for pickup prediction
;704:	if ( ent->count ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $290
line 705
;705:		ent->s.time2 = ent->count;
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 88
ADDP4
ADDRLP4 72
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 706
;706:	} else if ( ent->item ) {
ADDRGP4 $291
JUMPV
LABELV $290
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $292
line 707
;707:		ent->s.time2 = ent->item->quantity;	
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 88
ADDP4
ADDRLP4 72
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
line 708
;708:	}
LABELV $292
LABELV $291
line 710
;709:
;710:	if ( ent->spawnflags & 1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $294
line 712
;711:		// suspended
;712:		G_SetOrigin( ent, ent->s.origin );
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
ARGP4
ADDRLP4 72
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 713
;713:	} else {
ADDRGP4 $295
JUMPV
LABELV $294
line 715
;714:		// drop to floor
;715:		VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
ADDRLP4 72
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ASGNF4
ADDRLP4 56+4
ADDRLP4 72
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
ASGNF4
ADDRLP4 56+8
ADDRFP4 0
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
CNSTF4 1166016512
SUBF4
ASGNF4
line 716
;716:		trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
ADDRLP4 0
ARGP4
ADDRLP4 76
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 436
ADDP4
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 448
ADDP4
ARGP4
ADDRLP4 56
ARGP4
ADDRLP4 76
INDIRP4
INDIRI4
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 717
;717:		if ( tr.startsolid ) {
ADDRLP4 0+4
INDIRI4
CNSTI4 0
EQI4 $298
line 718
;718:			G_Printf ("FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
ADDRFP4 0
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 80
ADDRGP4 vtos
CALLP4
ASGNP4
ADDRGP4 $301
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRLP4 80
INDIRP4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 719
;719:			G_FreeEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 720
;720:			return;
ADDRGP4 $289
JUMPV
LABELV $298
line 724
;721:		}
;722:
;723:		// allow to ride movers
;724:		ent->s.groundEntityNum = tr.entityNum;
ADDRFP4 0
INDIRP4
CNSTI4 148
ADDP4
ADDRLP4 0+52
INDIRI4
ASGNI4
line 726
;725:
;726:		G_SetOrigin( ent, tr.endpos );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0+12
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 727
;727:	}
LABELV $295
line 730
;728:
;729:	// team slaves and targeted items aren't present at start
;730:	if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) {
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
NEI4 $306
ADDRLP4 72
INDIRP4
CNSTI4 652
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $304
LABELV $306
line 731
;731:		ent->s.eFlags |= EF_NODRAW;
ADDRLP4 76
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
CNSTI4 128
BORI4
ASGNI4
line 732
;732:		ent->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 733
;733:		return;
ADDRGP4 $289
JUMPV
LABELV $304
line 736
;734:	}
;735:
;736:	trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 737
;737:}
LABELV $289
endproc FinishSpawningItem 84 28
export G_CheckTeamItems
proc G_CheckTeamItems 28 12
line 747
;738:
;739:
;740:qboolean	itemRegistered[MAX_ITEMS];
;741:
;742:/*
;743:==================
;744:G_CheckTeamItems
;745:==================
;746:*/
;747:void G_CheckTeamItems( void ) {
line 750
;748:
;749:	// Set up team stuff
;750:	Team_InitGame();
ADDRGP4 Team_InitGame
CALLV
pop
line 752
;751:
;752:	if ( g_gametype.integer == GT_CTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
NEI4 $308
line 756
;753:		gitem_t	*item;
;754:
;755:		// check for the two flags
;756:		item = BG_FindItem( "Red Flag" );
ADDRGP4 $311
ARGP4
ADDRLP4 4
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 757
;757:		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
ADDRLP4 8
ADDRLP4 0
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 8
INDIRU4
CNSTU4 0
EQU4 $314
ADDRLP4 8
INDIRU4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
NEI4 $312
LABELV $314
line 758
;758:			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n" );
ADDRGP4 $315
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 759
;759:		}
LABELV $312
line 760
;760:		item = BG_FindItem( "Blue Flag" );
ADDRGP4 $316
ARGP4
ADDRLP4 12
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 12
INDIRP4
ASGNP4
line 761
;761:		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
ADDRLP4 16
ADDRLP4 0
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 16
INDIRU4
CNSTU4 0
EQU4 $319
ADDRLP4 16
INDIRU4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
NEI4 $317
LABELV $319
line 762
;762:			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n" );
ADDRGP4 $320
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 763
;763:		}
LABELV $317
line 764
;764:	}
LABELV $308
line 766
;765:
;766:	if ( g_gametype.integer == GT_ONEFLAG ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $321
line 770
;767:		gitem_t	*item;
;768:
;769:		// check for all three flags
;770:		item = BG_FindItem( "Red Flag" );
ADDRGP4 $311
ARGP4
ADDRLP4 4
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 771
;771:		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
ADDRLP4 8
ADDRLP4 0
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 8
INDIRU4
CNSTU4 0
EQU4 $326
ADDRLP4 8
INDIRU4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
NEI4 $324
LABELV $326
line 772
;772:			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n" );
ADDRGP4 $315
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 773
;773:		}
LABELV $324
line 774
;774:		item = BG_FindItem( "Blue Flag" );
ADDRGP4 $316
ARGP4
ADDRLP4 12
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 12
INDIRP4
ASGNP4
line 775
;775:		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
ADDRLP4 16
ADDRLP4 0
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 16
INDIRU4
CNSTU4 0
EQU4 $329
ADDRLP4 16
INDIRU4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
NEI4 $327
LABELV $329
line 776
;776:			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n" );
ADDRGP4 $320
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 777
;777:		}
LABELV $327
line 778
;778:		item = BG_FindItem( "Neutral Flag" );
ADDRGP4 $330
ARGP4
ADDRLP4 20
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20
INDIRP4
ASGNP4
line 779
;779:		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
ADDRLP4 24
ADDRLP4 0
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 24
INDIRU4
CNSTU4 0
EQU4 $333
ADDRLP4 24
INDIRU4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
NEI4 $331
LABELV $333
line 780
;780:			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map\n" );
ADDRGP4 $334
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 781
;781:		}
LABELV $331
line 782
;782:	}
LABELV $321
line 784
;783:
;784:	if ( g_gametype.integer == GT_OVERLOAD ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
NEI4 $335
line 788
;785:		gentity_t	*ent;
;786:
;787:		// check for the two obelisks
;788:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
line 789
;789:		ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $338
ARGP4
ADDRLP4 4
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 790
;790:		if( !ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $339
line 791
;791:			G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map\n" );
ADDRGP4 $341
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 792
;792:		}
LABELV $339
line 794
;793:
;794:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
line 795
;795:		ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $342
ARGP4
ADDRLP4 8
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 796
;796:		if( !ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $343
line 797
;797:			G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map\n" );
ADDRGP4 $345
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 798
;798:		}
LABELV $343
line 799
;799:	}
LABELV $335
line 801
;800:
;801:	if ( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $346
line 805
;802:		gentity_t	*ent;
;803:
;804:		// check for all three obelisks
;805:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
line 806
;806:		ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $338
ARGP4
ADDRLP4 4
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 807
;807:		if( !ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $349
line 808
;808:			G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map\n" );
ADDRGP4 $341
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 809
;809:		}
LABELV $349
line 811
;810:
;811:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
line 812
;812:		ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $342
ARGP4
ADDRLP4 8
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 813
;813:		if( !ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $351
line 814
;814:			G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map\n" );
ADDRGP4 $345
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 815
;815:		}
LABELV $351
line 817
;816:
;817:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
line 818
;818:		ent = G_Find( ent, FOFS(classname), "team_neutralobelisk" );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $353
ARGP4
ADDRLP4 12
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 12
INDIRP4
ASGNP4
line 819
;819:		if( !ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $354
line 820
;820:			G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map\n" );
ADDRGP4 $356
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 821
;821:		}
LABELV $354
line 822
;822:	}
LABELV $346
line 824
;823:
;824:}
LABELV $307
endproc G_CheckTeamItems 28 12
export ClearRegisteredItems
proc ClearRegisteredItems 16 12
line 831
;825:
;826:/*
;827:==============
;828:ClearRegisteredItems
;829:==============
;830:*/
;831:void ClearRegisteredItems( void ) {
line 832
;832:	memset( itemRegistered, 0, sizeof( itemRegistered ) );
ADDRGP4 itemRegistered
ARGP4
CNSTI4 0
ARGI4
CNSTI4 1024
ARGI4
ADDRGP4 memset
CALLP4
pop
line 835
;833:
;834:	// players always start with the base weapon
;835:	RegisterItem( BG_FindItemForWeapon( WP_MACHINEGUN ) );
CNSTI4 2
ARGI4
ADDRLP4 0
ADDRGP4 BG_FindItemForWeapon
CALLP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 RegisterItem
CALLV
pop
line 836
;836:	RegisterItem( BG_FindItemForWeapon( WP_GAUNTLET ) );
CNSTI4 1
ARGI4
ADDRLP4 4
ADDRGP4 BG_FindItemForWeapon
CALLP4
ASGNP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 RegisterItem
CALLV
pop
line 837
;837:	if ( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $358
line 838
;838:		RegisterItem( BG_FindItem( "Red Cube" ) );
ADDRGP4 $361
ARGP4
ADDRLP4 8
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRGP4 RegisterItem
CALLV
pop
line 839
;839:		RegisterItem( BG_FindItem( "Blue Cube" ) );
ADDRGP4 $362
ARGP4
ADDRLP4 12
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 12
INDIRP4
ARGP4
ADDRGP4 RegisterItem
CALLV
pop
line 840
;840:	}
LABELV $358
line 841
;841:}
LABELV $357
endproc ClearRegisteredItems 16 12
export RegisterItem
proc RegisterItem 0 4
line 850
;842:
;843:/*
;844:===============
;845:RegisterItem
;846:
;847:The item will be added to the precache list
;848:===============
;849:*/
;850:void RegisterItem( gitem_t *item ) {
line 851
;851:	if ( !item ) {
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $364
line 852
;852:		G_Error( "RegisterItem: NULL" );
ADDRGP4 $366
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 853
;853:	}
LABELV $364
line 854
;854:	itemRegistered[ item - bg_itemlist ] = qtrue;
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
CNSTI4 1
ASGNI4
line 855
;855:}
LABELV $363
endproc RegisterItem 0 4
export SaveRegisteredItems
proc SaveRegisteredItems 268 8
line 866
;856:
;857:
;858:/*
;859:===============
;860:SaveRegisteredItems
;861:
;862:Write the needed items to a config string
;863:so the client will know which ones to precache
;864:===============
;865:*/
;866:void SaveRegisteredItems( void ) {
line 871
;867:	char	string[MAX_ITEMS+1];
;868:	int		i;
;869:	int		count;
;870:
;871:	count = 0;
ADDRLP4 264
CNSTI4 0
ASGNI4
line 872
;872:	for ( i = 0 ; i < bg_numItems ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $371
JUMPV
LABELV $368
line 873
;873:		if ( itemRegistered[i] ) {
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
EQI4 $372
line 874
;874:			count++;
ADDRLP4 264
ADDRLP4 264
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 875
;875:			string[i] = '1';
ADDRLP4 0
INDIRI4
ADDRLP4 4
ADDP4
CNSTI1 49
ASGNI1
line 876
;876:		} else {
ADDRGP4 $373
JUMPV
LABELV $372
line 877
;877:			string[i] = '0';
ADDRLP4 0
INDIRI4
ADDRLP4 4
ADDP4
CNSTI1 48
ASGNI1
line 878
;878:		}
LABELV $373
line 879
;879:	}
LABELV $369
line 872
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $371
ADDRLP4 0
INDIRI4
ADDRGP4 bg_numItems
INDIRI4
LTI4 $368
line 880
;880:	string[ bg_numItems ] = 0;
ADDRGP4 bg_numItems
INDIRI4
ADDRLP4 4
ADDP4
CNSTI1 0
ASGNI1
line 882
;881:
;882:	G_Printf( "%i items registered\n", count );
ADDRGP4 $374
ARGP4
ADDRLP4 264
INDIRI4
ARGI4
ADDRGP4 G_Printf
CALLV
pop
line 883
;883:	trap_SetConfigstring(CS_ITEMS, string);
CNSTI4 27
ARGI4
ADDRLP4 4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 884
;884:}
LABELV $367
endproc SaveRegisteredItems 268 8
export G_ItemDisabled
proc G_ItemDisabled 132 16
line 891
;885:
;886:/*
;887:============
;888:G_ItemDisabled
;889:============
;890:*/
;891:int G_ItemDisabled( gitem_t *item ) {
line 895
;892:
;893:	char name[128];
;894:
;895:	Com_sprintf(name, sizeof(name), "disable_%s", item->classname);
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRGP4 $376
ARGP4
ADDRFP4 0
INDIRP4
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLI4
pop
line 896
;896:	return trap_Cvar_VariableIntegerValue( name );
ADDRLP4 0
ARGP4
ADDRLP4 128
ADDRGP4 trap_Cvar_VariableIntegerValue
CALLI4
ASGNI4
ADDRLP4 128
INDIRI4
RETI4
LABELV $375
endproc G_ItemDisabled 132 16
export G_SpawnItem
proc G_SpawnItem 8 12
line 909
;897:}
;898:
;899:/*
;900:============
;901:G_SpawnItem
;902:
;903:Sets the clipping size and plants the object on the floor.
;904:
;905:Items can't be immediately dropped to floor, because they might
;906:be on an entity that hasn't spawned yet.
;907:============
;908:*/
;909:void G_SpawnItem( gentity_t *ent, gitem_t *item ) {
line 911
;910:
;911:	G_SpawnFloat( "random", "0", &ent->random );
ADDRGP4 $378
ARGP4
ADDRGP4 $379
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 808
ADDP4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 912
;912:	G_SpawnFloat( "wait", "0", &ent->wait );
ADDRGP4 $380
ARGP4
ADDRGP4 $379
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 914
;913:
;914:	RegisterItem( item );
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 RegisterItem
CALLV
pop
line 916
;915:
;916:	if ( G_ItemDisabled( item ) ) {
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 0
ADDRGP4 G_ItemDisabled
CALLI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $381
line 917
;917:		ent->tag = TAG_DONTSPAWN;
ADDRFP4 0
INDIRP4
CNSTI4 820
ADDP4
CNSTI4 1
ASGNI4
line 918
;918:		return;
ADDRGP4 $377
JUMPV
LABELV $381
line 921
;919:	}
;920:
;921:	ent->item = item;
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
ADDRFP4 4
INDIRP4
ASGNP4
line 924
;922:	// some movers spawn on the second frame, so delay item
;923:	// spawns until the third frame so they can ride trains
;924:	ent->nextthink = level.time + FRAMETIME * 2;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 200
ADDI4
ASGNI4
line 925
;925:	ent->think = FinishSpawningItem;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 FinishSpawningItem
ASGNP4
line 927
;926:
;927:	ent->physicsBounce = 0.50;		// items are bouncy
ADDRFP4 0
INDIRP4
CNSTI4 568
ADDP4
CNSTF4 1056964608
ASGNF4
line 929
;928:
;929:	if ( item->giType == IT_POWERUP ) {
ADDRFP4 4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 7
NEI4 $384
line 930
;930:		G_SoundIndex( "sound/items/poweruprespawn.wav" );
ADDRGP4 $219
ARGP4
ADDRGP4 G_SoundIndex
CALLI4
pop
line 931
;931:		G_SpawnFloat( "noglobalsound", "0", &ent->speed);
ADDRGP4 $386
ARGP4
ADDRGP4 $379
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 932
;932:	}
LABELV $384
line 934
;933:
;934:	if ( item->giType == IT_RUNE ) {
ADDRFP4 4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 8
NEI4 $387
line 935
;935:		ent->s.generic1 = ent->spawnflags;
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 204
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ASGNI4
line 936
;936:	}
LABELV $387
line 937
;937:}
LABELV $377
endproc G_SpawnItem 8 12
export G_BounceItem
proc G_BounceItem 52 12
line 946
;938:
;939:
;940:/*
;941:================
;942:G_BounceItem
;943:
;944:================
;945:*/
;946:void G_BounceItem( gentity_t *ent, trace_t *trace ) {
line 952
;947:	vec3_t	velocity;
;948:	float	dot;
;949:	int		hitTime;
;950:
;951:	// reflect the velocity on the trace plane
;952:	hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
ADDRLP4 16
ADDRGP4 level+36
INDIRI4
CVIF4 4
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+36
INDIRI4
SUBI4
CVIF4 4
ADDRFP4 4
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
MULF4
ADDF4
CVFI4 4
ASGNI4
line 953
;953:	BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRLP4 16
INDIRI4
ARGI4
ADDRLP4 0
ARGP4
ADDRGP4 BG_EvaluateTrajectoryDelta
CALLV
pop
line 954
;954:	dot = DotProduct( velocity, trace->plane.normal );
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 0
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
MULF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
MULF4
ADDF4
ADDRLP4 0+8
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
line 955
;955:	VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 12
INDIRF4
CNSTF4 3221225472
MULF4
MULF4
ADDF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0+4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 12
INDIRF4
CNSTF4 3221225472
MULF4
MULF4
ADDF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0+8
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 12
INDIRF4
CNSTF4 3221225472
MULF4
MULF4
ADDF4
ASGNF4
line 958
;956:
;957:	// cut the velocity to keep from bouncing forever
;958:	VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 24
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
CNSTI4 568
ADDP4
INDIRF4
MULF4
ASGNF4
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 28
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
ADDRLP4 28
INDIRP4
CNSTI4 568
ADDP4
INDIRF4
MULF4
ASGNF4
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 32
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
ADDRLP4 32
INDIRP4
CNSTI4 568
ADDP4
INDIRF4
MULF4
ASGNF4
line 961
;959:
;960:	// check for stop
;961:	if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) {
ADDRFP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
CNSTF4 0
LEF4 $397
ADDRFP4 0
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
CNSTF4 1109393408
GEF4 $397
line 962
;962:		trace->endpos[2] += 1.0;	// make sure it is off ground
ADDRLP4 36
ADDRFP4 4
INDIRP4
CNSTI4 20
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRF4
CNSTF4 1065353216
ADDF4
ASGNF4
line 963
;963:		SnapVector( trace->endpos );
ADDRLP4 40
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 40
INDIRP4
CNSTI4 12
ADDP4
ADDRLP4 40
INDIRP4
CNSTI4 12
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 44
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 44
INDIRP4
CNSTI4 16
ADDP4
ADDRLP4 44
INDIRP4
CNSTI4 16
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 48
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 48
INDIRP4
CNSTI4 20
ADDP4
ADDRLP4 48
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 964
;964:		G_SetOrigin( ent, trace->endpos );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 965
;965:		ent->s.groundEntityNum = trace->entityNum;
ADDRFP4 0
INDIRP4
CNSTI4 148
ADDP4
ADDRFP4 4
INDIRP4
CNSTI4 52
ADDP4
INDIRI4
ASGNI4
line 966
;966:		return;
ADDRGP4 $389
JUMPV
LABELV $397
line 969
;967:	}
;968:
;969:	VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
ADDRLP4 36
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 36
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 36
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 40
INDIRP4
CNSTI4 492
ADDP4
ADDRLP4 40
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 44
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
INDIRP4
CNSTI4 496
ADDP4
ADDRLP4 44
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDF4
ASGNF4
line 970
;970:	VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
ADDRLP4 48
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 48
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 48
INDIRP4
CNSTI4 488
ADDP4
INDIRB
ASGNB 12
line 971
;971:	ent->s.pos.trTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 972
;972:}
LABELV $389
endproc G_BounceItem 52 12
export G_RunItem
proc G_RunItem 88 28
line 981
;973:
;974:
;975:/*
;976:================
;977:G_RunItem
;978:
;979:================
;980:*/
;981:void G_RunItem( gentity_t *ent ) {
line 988
;982:	vec3_t		origin;
;983:	trace_t		tr;
;984:	int			contents;
;985:	int			mask;
;986:
;987:	// if its groundentity has been set to ENTITYNUM_NONE, it may have been pushed off an edge
;988:	if ( ent->s.groundEntityNum == ENTITYNUM_NONE ) {
ADDRFP4 0
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 1023
NEI4 $401
line 989
;989:		if ( ent->s.pos.trType != TR_GRAVITY ) {
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 5
EQI4 $403
line 990
;990:			ent->s.pos.trType = TR_GRAVITY;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 5
ASGNI4
line 991
;991:			ent->s.pos.trTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 992
;992:		}
LABELV $403
line 993
;993:	}
LABELV $401
line 995
;994:
;995:	if ( ent->s.pos.trType == TR_STATIONARY ) {
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 0
NEI4 $406
line 997
;996:		// check think function
;997:		G_RunThink( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunThink
CALLV
pop
line 998
;998:		return;
ADDRGP4 $400
JUMPV
LABELV $406
line 1002
;999:	}
;1000:
;1001:	// get current position
;1002:	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 56
ARGP4
ADDRGP4 BG_EvaluateTrajectory
CALLV
pop
line 1005
;1003:
;1004:	// trace a line from the previous position to the current position
;1005:	if ( ent->clipmask ) {
ADDRFP4 0
INDIRP4
CNSTI4 572
ADDP4
INDIRI4
CNSTI4 0
EQI4 $409
line 1006
;1006:		mask = ent->clipmask;
ADDRLP4 72
ADDRFP4 0
INDIRP4
CNSTI4 572
ADDP4
INDIRI4
ASGNI4
line 1007
;1007:	} else {
ADDRGP4 $410
JUMPV
LABELV $409
line 1008
;1008:		mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID;
ADDRLP4 72
CNSTI4 65537
ASGNI4
line 1009
;1009:	}
LABELV $410
line 1010
;1010:	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, 
ADDRLP4 0
ARGP4
ADDRLP4 76
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 436
ADDP4
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 448
ADDP4
ARGP4
ADDRLP4 56
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 512
ADDP4
INDIRI4
ARGI4
ADDRLP4 72
INDIRI4
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1013
;1011:		ent->r.ownerNum, mask );
;1012:
;1013:	VectorCopy( tr.endpos, ent->r.currentOrigin );
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 0+12
INDIRB
ASGNB 12
line 1015
;1014:
;1015:	if ( tr.startsolid ) {
ADDRLP4 0+4
INDIRI4
CNSTI4 0
EQI4 $412
line 1016
;1016:		tr.fraction = 0;
ADDRLP4 0+8
CNSTF4 0
ASGNF4
line 1017
;1017:	}
LABELV $412
line 1019
;1018:
;1019:	trap_LinkEntity( ent );	// FIXME: avoid this for stationary?
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 1022
;1020:
;1021:	// check think function
;1022:	G_RunThink( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunThink
CALLV
pop
line 1024
;1023:
;1024:	if ( tr.fraction == 1 ) {
ADDRLP4 0+8
INDIRF4
CNSTF4 1065353216
NEF4 $416
line 1025
;1025:		return;
ADDRGP4 $400
JUMPV
LABELV $416
line 1029
;1026:	}
;1027:
;1028:	// if it is in a nodrop volume, remove it
;1029:	contents = trap_PointContents( ent->r.currentOrigin, -1 );
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 -1
ARGI4
ADDRLP4 80
ADDRGP4 trap_PointContents
CALLI4
ASGNI4
ADDRLP4 68
ADDRLP4 80
INDIRI4
ASGNI4
line 1030
;1030:	if ( contents & CONTENTS_NODROP ) {
ADDRLP4 68
INDIRI4
CVIU4 4
CNSTU4 2147483648
BANDU4
CNSTU4 0
EQU4 $419
line 1031
;1031:		if (ent->item && ent->item->giType == IT_TEAM) {
ADDRLP4 84
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 84
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $421
ADDRLP4 84
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 9
NEI4 $421
line 1032
;1032:			Team_FreeEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Team_FreeEntity
CALLV
pop
line 1033
;1033:		} else {
ADDRGP4 $400
JUMPV
LABELV $421
line 1034
;1034:			G_FreeEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 1035
;1035:		}
line 1036
;1036:		return;
ADDRGP4 $400
JUMPV
LABELV $419
line 1039
;1037:	}
;1038:
;1039:	G_BounceItem( ent, &tr );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 G_BounceItem
CALLV
pop
line 1040
;1040:}
LABELV $400
endproc G_RunItem 88 28
bss
export itemRegistered
align 4
LABELV itemRegistered
skip 1024
import svf_self_portal2
import trap_SnapVector
import trap_GeneticParentsAndChildSelection
import trap_BotResetWeaponState
import trap_BotFreeWeaponState
import trap_BotAllocWeaponState
import trap_BotLoadWeaponWeights
import trap_BotGetWeaponInfo
import trap_BotChooseBestFightWeapon
import trap_BotAddAvoidSpot
import trap_BotInitMoveState
import trap_BotFreeMoveState
import trap_BotAllocMoveState
import trap_BotPredictVisiblePosition
import trap_BotMovementViewTarget
import trap_BotReachabilityArea
import trap_BotResetLastAvoidReach
import trap_BotResetAvoidReach
import trap_BotMoveInDirection
import trap_BotMoveToGoal
import trap_BotResetMoveState
import trap_BotFreeGoalState
import trap_BotAllocGoalState
import trap_BotMutateGoalFuzzyLogic
import trap_BotSaveGoalFuzzyLogic
import trap_BotInterbreedGoalFuzzyLogic
import trap_BotFreeItemWeights
import trap_BotLoadItemWeights
import trap_BotUpdateEntityItems
import trap_BotInitLevelItems
import trap_BotSetAvoidGoalTime
import trap_BotAvoidGoalTime
import trap_BotGetLevelItemGoal
import trap_BotGetMapLocationGoal
import trap_BotGetNextCampSpotGoal
import trap_BotItemGoalInVisButNotVisible
import trap_BotTouchingGoal
import trap_BotChooseNBGItem
import trap_BotChooseLTGItem
import trap_BotGetSecondGoal
import trap_BotGetTopGoal
import trap_BotGoalName
import trap_BotDumpGoalStack
import trap_BotDumpAvoidGoals
import trap_BotEmptyGoalStack
import trap_BotPopGoal
import trap_BotPushGoal
import trap_BotResetAvoidGoals
import trap_BotRemoveFromAvoidGoals
import trap_BotResetGoalState
import trap_BotSetChatName
import trap_BotSetChatGender
import trap_BotLoadChatFile
import trap_BotReplaceSynonyms
import trap_UnifyWhiteSpaces
import trap_BotMatchVariable
import trap_BotFindMatch
import trap_StringContains
import trap_BotGetChatMessage
import trap_BotEnterChat
import trap_BotChatLength
import trap_BotReplyChat
import trap_BotNumInitialChats
import trap_BotInitialChat
import trap_BotNumConsoleMessages
import trap_BotNextConsoleMessage
import trap_BotRemoveConsoleMessage
import trap_BotQueueConsoleMessage
import trap_BotFreeChatState
import trap_BotAllocChatState
import trap_Characteristic_String
import trap_Characteristic_BInteger
import trap_Characteristic_Integer
import trap_Characteristic_BFloat
import trap_Characteristic_Float
import trap_BotFreeCharacter
import trap_BotLoadCharacter
import trap_EA_ResetInput
import trap_EA_GetInput
import trap_EA_EndRegular
import trap_EA_View
import trap_EA_Move
import trap_EA_DelayedJump
import trap_EA_Jump
import trap_EA_SelectWeapon
import trap_EA_MoveRight
import trap_EA_MoveLeft
import trap_EA_MoveBack
import trap_EA_MoveForward
import trap_EA_MoveDown
import trap_EA_MoveUp
import trap_EA_Crouch
import trap_EA_Respawn
import trap_EA_Use
import trap_EA_Attack
import trap_EA_Talk
import trap_EA_Gesture
import trap_EA_Action
import trap_EA_Command
import trap_EA_SayTeam
import trap_EA_Say
import trap_AAS_PredictClientMovement
import trap_AAS_Swimming
import trap_AAS_AlternativeRouteGoals
import trap_AAS_PredictRoute
import trap_AAS_EnableRoutingArea
import trap_AAS_AreaTravelTimeToGoalArea
import trap_AAS_AreaReachability
import trap_AAS_IntForBSPEpairKey
import trap_AAS_FloatForBSPEpairKey
import trap_AAS_VectorForBSPEpairKey
import trap_AAS_ValueForBSPEpairKey
import trap_AAS_NextBSPEntity
import trap_AAS_PointContents
import trap_AAS_TraceAreas
import trap_AAS_PointReachabilityAreaIndex
import trap_AAS_PointAreaNum
import trap_AAS_Time
import trap_AAS_PresenceTypeBoundingBox
import trap_AAS_Initialized
import trap_AAS_EntityInfo
import trap_AAS_AreaInfo
import trap_AAS_BBoxAreas
import trap_BotUserCommand
import trap_BotGetServerCommand
import trap_BotGetSnapshotEntity
import trap_BotLibTest
import trap_BotLibUpdateEntity
import trap_BotLibLoadMap
import trap_BotLibStartFrame
import trap_BotLibDefine
import trap_BotLibVarGet
import trap_BotLibVarSet
import trap_BotLibShutdown
import trap_BotLibSetup
import trap_DebugPolygonDelete
import trap_DebugPolygonCreate
import trap_GetEntityToken
import trap_GetUsercmd
import trap_BotFreeClient
import trap_BotAllocateClient
import trap_EntityContact
import trap_EntitiesInBox
import trap_UnlinkEntity
import trap_LinkEntity
import trap_AreasConnected
import trap_AdjustAreaPortalState
import trap_InPVSIgnorePortals
import trap_InPVS
import trap_PointContents
import trap_TraceCapsule
import trap_Trace
import trap_SetBrushModel
import trap_GetServerinfo
import trap_SetUserinfo
import trap_GetUserinfo
import trap_GetConfigstring
import trap_SetConfigstring
import trap_SendServerCommand
import trap_DropClient
import trap_LocateGameData
import trap_Cvar_VariableStringBuffer
import trap_Cvar_VariableValue
import trap_Cvar_VariableIntegerValue
import trap_Cvar_Set
import trap_Cvar_Update
import trap_Cvar_Register
import trap_SendConsoleCommand
import trap_FS_Seek
import trap_FS_GetFileList
import trap_FS_FCloseFile
import trap_FS_Write
import trap_FS_Read
import trap_FS_FOpenFile
import trap_Args
import trap_Argv
import trap_Argc
import trap_RealTime
import trap_Milliseconds
import trap_Error
import trap_Print
import g_proxMineTimeout
import g_singlePlayer
import g_enableBreath
import g_enableDust
import g_predictPVS
import g_unlagged
import g_rotation
import pmove_msec
import pmove_fixed
import g_smoothClients
import g_blueteam
import g_redteam
import g_cubeTimeout
import g_obeliskRespawnDelay
import g_obeliskRegenAmount
import g_obeliskRegenPeriod
import g_obeliskHealth
import g_filterBan
import g_banIPs
import g_teamForceBalance
import g_autoJoin
import g_allowVote
import g_blood
import g_warmup
import g_motd
import g_synchronousClients
import g_weaponTeamRespawn
import g_weaponRespawn
import g_debugDamage
import g_debugAlloc
import g_debugMove
import g_inactivity
import g_forcerespawn
import g_quadfactor
import g_knockback
import g_speed
import g_gravity
import g_needpass
import g_password
import g_friendlyFire
import g_capturelimit
import g_timelimit
import g_fraglimit
import g_dmflags
import g_restarted
import g_maxGameClients
import g_cheats
import g_dedicated
import sv_fps
import g_mapname
import g_gametype
import g_entities
import level
import AddTeamScore
import Pickup_Team
import CheckTeamStatus
import TeamplayInfoMessage
import Team_GetLocationMsg
import Team_GetLocation
import SelectCTFSpawnPoint
import Team_FreeEntity
import Team_ReturnFlag
import Team_InitGame
import Team_CheckHurtCarrier
import Team_FragBonuses
import Team_DroppedFlagThink
import TeamColorString
import OtherTeamName
import TeamName
import OtherTeam
import G_MapExist
import G_LoadMap
import ParseMapRotation
import BotTestAAS
import BotAIStartFrame
import BotAIShutdownClient
import BotAISetupClient
import BotAILoadMap
import BotAIShutdown
import BotAISetup
import BotInterbreedEndMatch
import Svcmd_BotList_f
import Svcmd_AddBot_f
import G_BotConnect
import G_RemoveQueuedBotBegin
import G_CheckBotSpawn
import G_GetBotInfoByName
import G_GetBotInfoByNumber
import G_InitBots
import G_PredictPlayerMove
import G_UnTimeShiftClient
import G_UndoTimeShiftFor
import G_DoTimeShiftFor
import G_UnTimeShiftAllClients
import G_TimeShiftAllClients
import G_StoreHistory
import G_ResetHistory
import Svcmd_AbortPodium_f
import SpawnModelsOnVictoryPads
import UpdateTournamentInfo
import G_ClearClientSessionData
import G_WriteClientSessionData
import G_ReadClientSessionData
import G_InitSessionData
import G_WriteSessionData
import G_InitWorldSession
import Svcmd_GameMem_f
import G_InitMemory
import G_Alloc
import Team_ResetFlags
import CheckObeliskAttack
import Team_CheckDroppedItem
import OnSameTeam
import G_RunClient
import ClientEndFrame
import ClientThink
import ClientCommand
import ClientBegin
import ClientDisconnect
import ClientUserinfoChanged
import ClientConnect
import G_BroadcastServerCommand
import G_Error
import G_Printf
import G_LogPrintf
import G_RunThink
import CheckTeamLeader
import SetLeader
import FindIntermissionPoint
import MoveClientToIntermission
import DeathmatchScoreboardMessage
import G_StartKamikaze
import FireWeapon
import G_FilterPacket
import G_ProcessIPBans
import ConsoleCommand
import SpotWouldTelefrag
import CalculateRanks
import AddScore
import player_die
import ClientSpawn
import InitBodyQue
import BeginIntermission
import respawn
import CopyToBodyQue
import SelectSpawnPoint
import SetClientViewAngle
import PickTeam
import TeamLeader
import TeamConnectedCount
import TeamCount
import Weapon_HookThink
import Weapon_HookFree
import CheckGauntletAttack
import SnapVectorTowards
import CalcMuzzlePoint
import LogAccuracyHit
import DropPortalDestination
import DropPortalSource
import TeleportPlayer
import trigger_teleporter_touch
import Touch_DoorTrigger
import G_RunMover
import fire_prox
import fire_nail
import fire_grapple
import fire_bfg
import fire_rocket
import fire_grenade
import fire_plasma
import fire_blaster
import G_RunMissile
import TossClientCubes
import TossClientPersistantPowerups
import TossClientItems
import body_die
import G_InvulnerabilityEffect
import G_RadiusDamage
import G_Damage
import CanDamage
import BuildShaderStateConfig
import AddRemap
import G_SetOrigin
import G_AddEvent
import G_AddPredictableEvent
import vectoyaw
import vtos
import tv
import G_TouchSolids
import G_TouchTriggers
import G_EntitiesFree
import G_FreeEntity
import G_Sound
import G_TempEntity
import G_Spawn
import G_InitGentity
import G_SetMovedir
import G_UseTargets
import G_PickTarget
import G_Find
import G_KillBox
import G_TeamCommand
import G_SoundIndex
import G_ModelIndex
import ArmorIndex
import Think_Weapon
import SetRespawn
import PrecacheItem
import UseHoldableItem
import G_RevertVote
import Cmd_FollowCycle_f
import SetTeam
import BroadcastTeamChange
import StopFollowing
import Cmd_Score_f
import G_NewString
import G_SpawnEntitiesFromString
import G_SpawnVector
import G_SpawnInt
import G_SpawnFloat
import G_SpawnString
import BigEndian
import replace1
import Q_stradd
import Q_strcpy
import BG_StripColor
import BG_CleanName
import DecodedString
import EncodedString
import strtok
import Q_stristr
import BG_sprintf
import BG_PlayerTouchesItem
import BG_PlayerStateToEntityStateExtraPolate
import BG_PlayerStateToEntityState
import BG_TouchJumpPad
import BG_AddPredictableEventToPlayerstate
import BG_EvaluateTrajectoryDelta
import BG_EvaluateTrajectory
import BG_CanItemBeGrabbed
import BG_FindItemForHoldable
import BG_FindItemForPowerup
import BG_FindItemForWeapon
import BG_FindItem
import bg_numItems
import bg_itemlist
import Pmove
import PM_UpdateViewAngles
import gt
import Com_Printf
import Com_Error
import Info_NextPair
import Info_ValidateKeyValue
import Info_Validate
import Info_SetValueForKey_Big
import Info_SetValueForKey
import Info_ValueForKey
import va
import Q_CleanStr
import Q_PrintStrlen
import Q_strcat
import Q_strncpyz
import Q_strrchr
import Q_strupr
import Q_strlwr
import Q_stricmpn
import Q_strncmp
import Q_stricmp
import Q_isalpha
import Q_isupper
import Q_islower
import Q_isprint
import locase
import Com_sprintf
import Parse3DMatrix
import Parse2DMatrix
import Parse1DMatrix
import SkipRestOfLine
import SkipBracedSection
import COM_MatchToken
import Com_Split
import COM_ParseSep
import Com_InitSeparators
import SkipTillSeparators
import COM_ParseWarning
import COM_ParseError
import COM_Compress
import COM_ParseExt
import COM_Parse
import COM_GetCurrentParseLine
import COM_BeginParseSession
import COM_DefaultExtension
import COM_StripExtension
import COM_SkipPath
import Com_Clamp
import PerpendicularVector
import AngleVectors
import MatrixMultiply
import MakeNormalVectors
import RotateAroundDirection
import RotatePointAroundVector
import ProjectPointOnPlane
import PlaneFromPoints
import AngleDelta
import AngleNormalize180
import AngleNormalize360
import AnglesSubtract
import AngleSubtract
import LerpAngle
import AngleMod
import BoxOnPlaneSide
import SetPlaneSignbits
import AxisCopy
import AxisClear
import AnglesToAxis
import vectoangles
import Q_crandom
import Q_random
import Q_rand
import Q_acos
import Q_log2
import VectorRotate
import Vector4Scale
import VectorNormalize2
import VectorNormalize
import CrossProduct
import VectorInverse
import VectorNormalizeFast
import DistanceSquared
import Distance
import VectorLengthSquared
import VectorLength
import VectorCompare
import AddPointToBounds
import ClearBounds
import RadiusFromBounds
import NormalizeColor
import ColorBytes4
import ColorBytes3
import _VectorMA
import _VectorScale
import _VectorCopy
import _VectorAdd
import _VectorSubtract
import _DotProduct
import ByteToDir
import DirToByte
import ClampShort
import ClampChar
import Q_rsqrt
import Q_fabs
import axisDefault
import vec3_origin
import g_color_table
import colorDkGrey
import colorMdGrey
import colorLtGrey
import colorWhite
import colorCyan
import colorMagenta
import colorYellow
import colorBlue
import colorGreen
import colorRed
import colorBlack
import bytedirs
import Hunk_Alloc
import acos
import fabs
import abs
import tan
import atan2
import cos
import sin
import sqrt
import floor
import ceil
import memcpy
import memset
import memmove
import Q_sscanf
import ED_vsprintf
import atoi
import atof
import toupper
import tolower
import strncpy
import strstr
import strchr
import strcmp
import strcpy
import strcat
import strlen
import rand
import srand
import qsort
lit
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byte 1 111
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align 1
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align 1
LABELV $219
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byte 1 100
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byte 1 116
byte 1 101
byte 1 109
byte 1 115
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byte 1 112
byte 1 114
byte 1 101
byte 1 115
byte 1 112
byte 1 97
byte 1 119
byte 1 110
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byte 1 118
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align 1
LABELV $203
byte 1 82
byte 1 101
byte 1 115
byte 1 112
byte 1 97
byte 1 119
byte 1 110
byte 1 73
byte 1 116
byte 1 101
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byte 1 58
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byte 1 116
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byte 1 109
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byte 1 97
byte 1 115
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byte 1 101
byte 1 114
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align 1
LABELV $138
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byte 1 0
