g_missile.asm
themuffinator_dm-game/build/win32-qvm/vm/game/g_missile.asm
export G_BounceMissile
code
proc G_BounceMissile 40 12
file "..\..\..\..\code\game\g_missile.c"
line 13
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:#include "g_local.h"
;4:
;5:#define	MISSILE_PRESTEP_TIME	50
;6:
;7:/*
;8:================
;9:G_BounceMissile
;10:
;11:================
;12:*/
;13:void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
line 19
;14:	vec3_t	velocity;
;15:	float	dot;
;16:	int		hitTime;
;17:
;18:	// reflect the velocity on the trace plane
;19:	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 20
;20:	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 21
;21:	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 22
;22:	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 24
;23:
;24:	if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 32
BANDI4
CNSTI4 0
EQI4 $63
line 25
;25:		VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 24
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
CNSTF4 1059481190
MULF4
ASGNF4
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 28
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
CNSTF4 1059481190
MULF4
ASGNF4
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 32
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
CNSTF4 1059481190
MULF4
ASGNF4
line 27
;26:		// check for stop
;27:		if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
ADDRFP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
CNSTF4 1045220557
LEF4 $65
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
ARGP4
ADDRLP4 36
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 36
INDIRF4
CNSTF4 1109393408
GEF4 $65
line 28
;28:			G_SetOrigin( ent, trace->endpos );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 29
;29:			ent->s.time = level.time / 4;
ADDRFP4 0
INDIRP4
CNSTI4 84
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 4
DIVI4
ASGNI4
line 30
;30:			return;
ADDRGP4 $55
JUMPV
LABELV $65
line 32
;31:		}
;32:	}
LABELV $63
line 34
;33:
;34:	VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 24
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
CNSTI4 492
ADDP4
ADDRLP4 28
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 496
ADDP4
ADDRLP4 32
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDF4
ASGNF4
line 35
;35:	VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
ADDRLP4 36
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 36
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 36
INDIRP4
CNSTI4 488
ADDP4
INDIRB
ASGNB 12
line 36
;36:	ent->s.pos.trTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 37
;37:}
LABELV $55
endproc G_BounceMissile 40 12
export G_ExplodeMissile
proc G_ExplodeMissile 44 24
line 47
;38:
;39:
;40:/*
;41:================
;42:G_ExplodeMissile
;43:
;44:Explode a missile without an impact
;45:================
;46:*/
;47:void G_ExplodeMissile( gentity_t *ent ) {
line 51
;48:	vec3_t		dir;
;49:	vec3_t		origin;
;50:
;51:	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 0
ARGP4
ADDRGP4 BG_EvaluateTrajectory
CALLV
pop
line 52
;52:	SnapVector( origin );
ADDRLP4 0
ADDRLP4 0
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 53
;53:	G_SetOrigin( ent, origin );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 56
;54:
;55:	// we don't have a valid direction, so just point straight up
;56:	dir[0] = dir[1] = 0;
ADDRLP4 24
CNSTF4 0
ASGNF4
ADDRLP4 12+4
ADDRLP4 24
INDIRF4
ASGNF4
ADDRLP4 12
ADDRLP4 24
INDIRF4
ASGNF4
line 57
;57:	dir[2] = 1;
ADDRLP4 12+8
CNSTF4 1065353216
ASGNF4
line 59
;58:
;59:	ent->s.eType = ET_GENERAL;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 0
ASGNI4
line 60
;60:	G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
ADDRLP4 12
ARGP4
ADDRLP4 28
ADDRGP4 DirToByte
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 51
ARGI4
ADDRLP4 28
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 62
;61:
;62:	ent->freeAfterEvent = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 556
ADDP4
CNSTI4 1
ASGNI4
line 65
;63:
;64:	// splash damage
;65:	if ( ent->splashDamage ) {
ADDRFP4 0
INDIRP4
CNSTI4 744
ADDP4
INDIRI4
CNSTI4 0
EQI4 $77
line 66
;66:		if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRLP4 32
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
ARGP4
ADDRLP4 32
INDIRP4
CNSTI4 744
ADDP4
INDIRI4
CVIF4 4
ARGF4
ADDRLP4 32
INDIRP4
CNSTI4 748
ADDP4
INDIRI4
CVIF4 4
ARGF4
ADDRLP4 32
INDIRP4
ARGP4
ADDRLP4 32
INDIRP4
CNSTI4 756
ADDP4
INDIRI4
ARGI4
ADDRLP4 36
ADDRGP4 G_RadiusDamage
CALLI4
ASGNI4
ADDRLP4 36
INDIRI4
CNSTI4 0
EQI4 $79
line 67
;67:			, ent->splashMethodOfDeath ) ) {
line 68
;68:			g_entities[ent->r.ownerNum].client->accuracy_hits++;
ADDRLP4 40
ADDRFP4 0
INDIRP4
CNSTI4 512
ADDP4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities+516
ADDP4
INDIRP4
CNSTI4 724
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 69
;69:		}
LABELV $79
line 70
;70:	}
LABELV $77
line 72
;71:
;72:	trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 73
;73:}
LABELV $69
endproc G_ExplodeMissile 44 24
proc ProximityMine_Explode 0 4
line 81
;74:
;75:
;76:/*
;77:================
;78:ProximityMine_Explode
;79:================
;80:*/
;81:static void ProximityMine_Explode( gentity_t *mine ) {
line 82
;82:	G_ExplodeMissile( mine );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_ExplodeMissile
CALLV
pop
line 84
;83:	// if the prox mine has a trigger free it
;84:	if (mine->activator) {
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $83
line 85
;85:		G_FreeEntity(mine->activator);
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 86
;86:		mine->activator = NULL;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
CNSTP4 0
ASGNP4
line 87
;87:	}
LABELV $83
line 88
;88:}
LABELV $82
endproc ProximityMine_Explode 0 4
proc ProximityMine_Die 0 0
line 95
;89:
;90:/*
;91:================
;92:ProximityMine_Die
;93:================
;94:*/
;95:static void ProximityMine_Die( gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
line 96
;96:	ent->think = ProximityMine_Explode;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 ProximityMine_Explode
ASGNP4
line 97
;97:	ent->nextthink = level.time + 1;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 98
;98:}
LABELV $85
endproc ProximityMine_Die 0 0
export ProximityMine_Trigger
proc ProximityMine_Trigger 32 12
line 105
;99:
;100:/*
;101:================
;102:ProximityMine_Trigger
;103:================
;104:*/
;105:void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace ) {
line 109
;106:	vec3_t		v;
;107:	gentity_t	*mine;
;108:
;109:	if( !other->client ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $88
line 110
;110:		return;
ADDRGP4 $87
JUMPV
LABELV $88
line 114
;111:	}
;112:
;113:	// trigger is a cube, do a distance test now to act as if it's a sphere
;114:	VectorSubtract( trigger->s.pos.trBase, other->s.pos.trBase, v );
ADDRLP4 16
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 16
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 16
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+8
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
SUBF4
ASGNF4
line 115
;115:	if( VectorLength( v ) > trigger->parent->splashRadius ) {
ADDRLP4 0
ARGP4
ADDRLP4 24
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 24
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 748
ADDP4
INDIRI4
CVIF4 4
LEF4 $92
line 116
;116:		return;
ADDRGP4 $87
JUMPV
LABELV $92
line 120
;117:	}
;118:
;119:
;120:	if ( GTx( g_gametype.integer, GTF_TEAMS ) ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 36
MULI4
ADDRGP4 gt+20
ADDP4
INDIRI4
CNSTI4 128
BANDI4
CNSTI4 0
EQI4 $94
line 122
;121:		// don't trigger same team mines
;122:		if (trigger->parent->s.generic1 == other->client->sess.sessionTeam) {
ADDRFP4 0
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 204
ADDP4
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
NEI4 $98
line 123
;123:			return;
ADDRGP4 $87
JUMPV
LABELV $98
line 125
;124:		}
;125:	}
LABELV $94
line 128
;126:
;127:	// ok, now check for ability to damage so we don't get triggered thru walls, closed doors, etc...
;128:	if( !CanDamage( other, trigger->s.pos.trBase ) ) {
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 28
ADDRGP4 CanDamage
CALLI4
ASGNI4
ADDRLP4 28
INDIRI4
CNSTI4 0
NEI4 $100
line 129
;129:		return;
ADDRGP4 $87
JUMPV
LABELV $100
line 133
;130:	}
;131:
;132:	// trigger the mine!
;133:	mine = trigger->parent;
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
ASGNP4
line 134
;134:	mine->s.loopSound = 0;
ADDRLP4 12
INDIRP4
CNSTI4 156
ADDP4
CNSTI4 0
ASGNI4
line 135
;135:	G_AddEvent( mine, EV_PROXIMITY_MINE_TRIGGER, 0 );
ADDRLP4 12
INDIRP4
ARGP4
CNSTI4 67
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 136
;136:	mine->nextthink = level.time + 500;
ADDRLP4 12
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 500
ADDI4
ASGNI4
line 138
;137:
;138:	G_FreeEntity( trigger );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 139
;139:}
LABELV $87
endproc ProximityMine_Trigger 32 12
proc ProximityMine_Activate 16 8
line 146
;140:
;141:/*
;142:================
;143:ProximityMine_Activate
;144:================
;145:*/
;146:static void ProximityMine_Activate( gentity_t *ent ) {
line 150
;147:	gentity_t	*trigger;
;148:	float		r;
;149:
;150:	ent->think = ProximityMine_Explode;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 ProximityMine_Explode
ASGNP4
line 151
;151:	ent->nextthink = level.time + g_proxMineTimeout.integer;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
ADDRGP4 g_proxMineTimeout+12
INDIRI4
ADDI4
ASGNI4
line 153
;152:
;153:	ent->takedamage = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 1
ASGNI4
line 154
;154:	ent->health = 1;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
CNSTI4 1
ASGNI4
line 155
;155:	ent->die = ProximityMine_Die;
ADDRFP4 0
INDIRP4
CNSTI4 716
ADDP4
ADDRGP4 ProximityMine_Die
ASGNP4
line 157
;156:
;157:	ent->s.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav" );
ADDRGP4 $106
ARGP4
ADDRLP4 8
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 156
ADDP4
ADDRLP4 8
INDIRI4
ASGNI4
line 160
;158:
;159:	// build the proximity trigger
;160:	trigger = G_Spawn ();
ADDRLP4 12
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 12
INDIRP4
ASGNP4
line 162
;161:
;162:	trigger->classname = "proxmine_trigger";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $107
ASGNP4
line 164
;163:
;164:	r = ent->splashRadius;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 748
ADDP4
INDIRI4
CVIF4 4
ASGNF4
line 165
;165:	VectorSet( trigger->r.mins, -r, -r, -r );
ADDRLP4 0
INDIRP4
CNSTI4 436
ADDP4
ADDRLP4 4
INDIRF4
NEGF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 440
ADDP4
ADDRLP4 4
INDIRF4
NEGF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 444
ADDP4
ADDRLP4 4
INDIRF4
NEGF4
ASGNF4
line 166
;166:	VectorSet( trigger->r.maxs, r, r, r );
ADDRLP4 0
INDIRP4
CNSTI4 448
ADDP4
ADDRLP4 4
INDIRF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 452
ADDP4
ADDRLP4 4
INDIRF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 456
ADDP4
ADDRLP4 4
INDIRF4
ASGNF4
line 168
;167:
;168:	G_SetOrigin( trigger, ent->s.pos.trBase );
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 170
;169:
;170:	trigger->parent = ent;
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 171
;171:	trigger->r.contents = CONTENTS_TRIGGER;
ADDRLP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 172
;172:	trigger->touch = ProximityMine_Trigger;
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
ADDRGP4 ProximityMine_Trigger
ASGNP4
line 174
;173:
;174:	trap_LinkEntity (trigger);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 177
;175:
;176:	// set pointer to trigger so the entity can be freed when the mine explodes
;177:	ent->activator = trigger;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 178
;178:}
LABELV $103
endproc ProximityMine_Activate 16 8
proc ProximityMine_ExplodeOnPlayer 12 32
line 185
;179:
;180:/*
;181:================
;182:ProximityMine_ExplodeOnPlayer
;183:================
;184:*/
;185:static void ProximityMine_ExplodeOnPlayer( gentity_t *mine ) {
line 188
;186:	gentity_t	*player;
;187:
;188:	player = mine->enemy;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 768
ADDP4
INDIRP4
ASGNP4
line 189
;189:	player->client->ps.eFlags &= ~EF_TICKING;
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 -3
BANDI4
ASGNI4
line 191
;190:
;191:	if ( player->client->invulnerabilityTime > level.time ) {
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 844
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
LEI4 $109
line 192
;192:		G_Damage( player, mine->parent, mine->parent, vec3_origin, mine->s.origin, 1000, DAMAGE_NO_KNOCKBACK, MOD_JUICED );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
ARGP4
ADDRGP4 vec3_origin
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 92
ADDP4
ARGP4
CNSTI4 1000
ARGI4
CNSTI4 4
ARGI4
CNSTI4 27
ARGI4
ADDRGP4 G_Damage
CALLV
pop
line 193
;193:		player->client->invulnerabilityTime = 0;
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 844
ADDP4
CNSTI4 0
ASGNI4
line 194
;194:		G_TempEntity( player->client->ps.origin, EV_JUICED );
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
CNSTI4 72
ARGI4
ADDRGP4 G_TempEntity
CALLP4
pop
line 195
;195:	}
ADDRGP4 $110
JUMPV
LABELV $109
line 196
;196:	else {
line 197
;197:		G_SetOrigin( mine, player->s.pos.trBase );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 199
;198:		// make sure the explosion gets to the client
;199:		mine->r.svFlags &= ~SVF_NOCLIENT;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 -2
BANDI4
ASGNI4
line 200
;200:		mine->splashMethodOfDeath = MOD_PROXIMITY_MINE;
ADDRFP4 0
INDIRP4
CNSTI4 756
ADDP4
CNSTI4 25
ASGNI4
line 201
;201:		G_ExplodeMissile( mine );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_ExplodeMissile
CALLV
pop
line 202
;202:	}
LABELV $110
line 203
;203:}
LABELV $108
endproc ProximityMine_ExplodeOnPlayer 12 32
proc ProximityMine_Player 12 12
line 210
;204:
;205:/*
;206:================
;207:ProximityMine_Player
;208:================
;209:*/
;210:static void ProximityMine_Player( gentity_t *mine, gentity_t *player ) {
line 211
;211:	if( mine->s.eFlags & EF_NODRAW ) {
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 128
BANDI4
CNSTI4 0
EQI4 $113
line 212
;212:		return;
ADDRGP4 $112
JUMPV
LABELV $113
line 215
;213:	}
;214:
;215:	G_AddEvent( mine, EV_PROXIMITY_MINE_STICK, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 66
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 217
;216:
;217:	if( player->s.eFlags & EF_TICKING ) {
ADDRFP4 4
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $115
line 218
;218:		player->activator->splashDamage += mine->splashDamage;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 744
ADDP4
INDIRI4
ADDI4
ASGNI4
line 219
;219:		player->activator->splashRadius *= 1.50;
ADDRLP4 4
ADDRFP4 4
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 748
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CVIF4 4
CNSTF4 1069547520
MULF4
CVFI4 4
ASGNI4
line 220
;220:		mine->think = G_FreeEntity;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_FreeEntity
ASGNP4
line 221
;221:		mine->nextthink = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 222
;222:		return;
ADDRGP4 $112
JUMPV
LABELV $115
line 225
;223:	}
;224:
;225:	player->client->ps.eFlags |= EF_TICKING;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 2
BORI4
ASGNI4
line 226
;226:	player->activator = mine;
ADDRFP4 4
INDIRP4
CNSTI4 772
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 228
;227:
;228:	mine->s.eFlags |= EF_NODRAW;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 128
BORI4
ASGNI4
line 229
;229:	mine->r.svFlags |= SVF_NOCLIENT;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 1
BORI4
ASGNI4
line 230
;230:	mine->s.pos.trType = TR_LINEAR;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 2
ASGNI4
line 231
;231:	VectorClear( mine->s.pos.trDelta );
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
CNSTF4 0
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 40
ADDP4
CNSTF4 0
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 44
ADDP4
CNSTF4 0
ASGNF4
line 233
;232:
;233:	mine->enemy = player;
ADDRFP4 0
INDIRP4
CNSTI4 768
ADDP4
ADDRFP4 4
INDIRP4
ASGNP4
line 234
;234:	mine->think = ProximityMine_ExplodeOnPlayer;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 ProximityMine_ExplodeOnPlayer
ASGNP4
line 235
;235:	if ( player->client->invulnerabilityTime > level.time ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 844
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
LEI4 $118
line 236
;236:		mine->nextthink = level.time + 2 * 1000;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 237
;237:	}
ADDRGP4 $119
JUMPV
LABELV $118
line 238
;238:	else {
line 239
;239:		mine->nextthink = level.time + 10 * 1000;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 240
;240:	}
LABELV $119
line 241
;241:}
LABELV $112
endproc ProximityMine_Player 12 12
export G_MissileImpact
proc G_MissileImpact 92 32
line 249
;242:
;243:
;244:/*
;245:================
;246:G_MissileImpact
;247:================
;248:*/
;249:void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
line 251
;250:	gentity_t		*other;
;251:	qboolean		hitClient = qfalse;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 254
;252:	vec3_t			forward, impactpoint, bouncedir;
;253:	int				eFlags;
;254:	other = &g_entities[trace->entityNum];
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 52
ADDP4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 257
;255:
;256:	// check for bounce
;257:	if ( !other->takedamage &&
ADDRLP4 0
INDIRP4
CNSTI4 736
ADDP4
INDIRI4
CNSTI4 0
NEI4 $124
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 48
BANDI4
CNSTI4 0
EQI4 $124
line 258
;258:		( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
line 259
;259:		G_BounceMissile( ent, trace );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 G_BounceMissile
CALLV
pop
line 260
;260:		G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 44
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 261
;261:		return;
ADDRGP4 $123
JUMPV
LABELV $124
line 264
;262:	}
;263:
;264:	if ( other->takedamage ) {
ADDRLP4 0
INDIRP4
CNSTI4 736
ADDP4
INDIRI4
CNSTI4 0
EQI4 $126
line 265
;265:		if ( ent->s.weapon != WP_PROX_LAUNCHER ) {
ADDRFP4 0
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 12
EQI4 $128
line 266
;266:			if ( other->client && other->client->invulnerabilityTime > level.time ) {
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $130
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 844
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
LEI4 $130
line 268
;267:				//
;268:				VectorCopy( ent->s.pos.trDelta, forward );
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRB
ASGNB 12
line 269
;269:				VectorNormalize( forward );
ADDRLP4 8
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 270
;270:				if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 8
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 32
ARGP4
ADDRLP4 20
ARGP4
ADDRLP4 52
ADDRGP4 G_InvulnerabilityEffect
CALLI4
ASGNI4
ADDRLP4 52
INDIRI4
CNSTI4 0
EQI4 $133
line 271
;271:					VectorCopy( bouncedir, trace->plane.normal );
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 20
INDIRB
ASGNB 12
line 272
;272:					eFlags = ent->s.eFlags & EF_BOUNCE_HALF;
ADDRLP4 44
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 32
BANDI4
ASGNI4
line 273
;273:					ent->s.eFlags &= ~EF_BOUNCE_HALF;
ADDRLP4 56
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 56
INDIRP4
ADDRLP4 56
INDIRP4
INDIRI4
CNSTI4 -33
BANDI4
ASGNI4
line 274
;274:					G_BounceMissile( ent, trace );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 G_BounceMissile
CALLV
pop
line 275
;275:					ent->s.eFlags |= eFlags;
ADDRLP4 60
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 60
INDIRP4
ADDRLP4 60
INDIRP4
INDIRI4
ADDRLP4 44
INDIRI4
BORI4
ASGNI4
line 276
;276:				}
LABELV $133
line 277
;277:				ent->target_ent = other;
ADDRFP4 0
INDIRP4
CNSTI4 668
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 278
;278:				return;
ADDRGP4 $123
JUMPV
LABELV $130
line 280
;279:			}
;280:		}
LABELV $128
line 281
;281:	}
LABELV $126
line 284
;282:
;283:	// impact damage
;284:	if (other->takedamage) {
ADDRLP4 0
INDIRP4
CNSTI4 736
ADDP4
INDIRI4
CNSTI4 0
EQI4 $135
line 286
;285:		// FIXME: wrong damage direction?
;286:		if ( ent->damage ) {
ADDRFP4 0
INDIRP4
CNSTI4 740
ADDP4
INDIRI4
CNSTI4 0
EQI4 $137
line 289
;287:			vec3_t	velocity;
;288:
;289:			if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 512
ADDP4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRLP4 60
ADDRGP4 LogAccuracyHit
CALLI4
ASGNI4
ADDRLP4 60
INDIRI4
CNSTI4 0
EQI4 $139
line 290
;290:				g_entities[ent->r.ownerNum].client->accuracy_hits++;
ADDRLP4 64
ADDRFP4 0
INDIRP4
CNSTI4 512
ADDP4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities+516
ADDP4
INDIRP4
CNSTI4 724
ADDP4
ASGNP4
ADDRLP4 64
INDIRP4
ADDRLP4 64
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 291
;291:				hitClient = qtrue;
ADDRLP4 4
CNSTI4 1
ASGNI4
line 292
;292:			}
LABELV $139
line 293
;293:			BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 48
ARGP4
ADDRGP4 BG_EvaluateTrajectoryDelta
CALLV
pop
line 294
;294:			if ( VectorLength( velocity ) == 0 ) {
ADDRLP4 48
ARGP4
ADDRLP4 64
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 64
INDIRF4
CNSTF4 0
NEF4 $143
line 295
;295:				velocity[2] = 1;	// stepped on a grenade
ADDRLP4 48+8
CNSTF4 1065353216
ASGNF4
line 296
;296:			}
LABELV $143
line 297
;297:			G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
ARGP4
ADDRLP4 68
INDIRP4
CNSTI4 512
ADDP4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRLP4 48
ARGP4
ADDRLP4 68
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 68
INDIRP4
CNSTI4 740
ADDP4
INDIRI4
ARGI4
CNSTI4 0
ARGI4
ADDRLP4 68
INDIRP4
CNSTI4 752
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_Damage
CALLV
pop
line 300
;298:				ent->s.origin, ent->damage, 
;299:				0, ent->methodOfDeath);
;300:		}
LABELV $137
line 301
;301:	}
LABELV $135
line 303
;302:
;303:	if( ent->s.weapon == WP_PROX_LAUNCHER ) {
ADDRFP4 0
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 12
NEI4 $146
line 304
;304:		if( ent->s.pos.trType != TR_GRAVITY ) {
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 5
EQI4 $148
line 305
;305:			return;
ADDRGP4 $123
JUMPV
LABELV $148
line 309
;306:		}
;307:
;308:		// if it's a player, stick it on to them (flag them and remove this entity)
;309:		if( other->s.eType == ET_PLAYER && other->health > 0 ) {
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 1
NEI4 $150
ADDRLP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 0
LEI4 $150
line 310
;310:			ProximityMine_Player( ent, other );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 ProximityMine_Player
CALLV
pop
line 311
;311:			return;
ADDRGP4 $123
JUMPV
LABELV $150
line 314
;312:		}
;313:
;314:		SnapVectorTowards( trace->endpos, ent->s.pos.trBase );
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRGP4 SnapVectorTowards
CALLV
pop
line 315
;315:		G_SetOrigin( ent, trace->endpos );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 316
;316:		ent->s.pos.trType = TR_STATIONARY;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 0
ASGNI4
line 317
;317:		VectorClear( ent->s.pos.trDelta );
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
CNSTF4 0
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 40
ADDP4
CNSTF4 0
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 44
ADDP4
CNSTF4 0
ASGNF4
line 319
;318:
;319:		G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 66
ARGI4
ADDRFP4 4
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 321
;320:
;321:		ent->think = ProximityMine_Activate;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 ProximityMine_Activate
ASGNP4
line 322
;322:		ent->nextthink = level.time + 2000;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 324
;323:
;324:		vectoangles( trace->plane.normal, ent->s.angles );
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 116
ADDP4
ARGP4
ADDRGP4 vectoangles
CALLV
pop
line 325
;325:		ent->s.angles[0] += 90;
ADDRLP4 52
ADDRFP4 0
INDIRP4
CNSTI4 116
ADDP4
ASGNP4
ADDRLP4 52
INDIRP4
ADDRLP4 52
INDIRP4
INDIRF4
CNSTF4 1119092736
ADDF4
ASGNF4
line 328
;326:
;327:		// link the prox mine to the other entity
;328:		ent->enemy = other;
ADDRFP4 0
INDIRP4
CNSTI4 768
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 329
;329:		ent->die = ProximityMine_Die;
ADDRFP4 0
INDIRP4
CNSTI4 716
ADDP4
ADDRGP4 ProximityMine_Die
ASGNP4
line 330
;330:		VectorCopy(trace->plane.normal, ent->movedir);
ADDRFP4 0
INDIRP4
CNSTI4 676
ADDP4
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 331
;331:		VectorSet(ent->r.mins, -4, -4, -4);
ADDRFP4 0
INDIRP4
CNSTI4 436
ADDP4
CNSTF4 3229614080
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 440
ADDP4
CNSTF4 3229614080
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 444
ADDP4
CNSTF4 3229614080
ASGNF4
line 332
;332:		VectorSet(ent->r.maxs, 4, 4, 4);
ADDRFP4 0
INDIRP4
CNSTI4 448
ADDP4
CNSTF4 1082130432
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 452
ADDP4
CNSTF4 1082130432
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 456
ADDP4
CNSTF4 1082130432
ASGNF4
line 333
;333:		trap_LinkEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 335
;334:
;335:		return;
ADDRGP4 $123
JUMPV
LABELV $146
line 338
;336:	}
;337:
;338:	if (!strcmp(ent->classname, "hook")) {
ADDRFP4 0
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRGP4 $155
ARGP4
ADDRLP4 48
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 48
INDIRI4
CNSTI4 0
NEI4 $153
line 342
;339:		gentity_t *nent;
;340:		vec3_t v;
;341:
;342:		nent = G_Spawn();
ADDRLP4 68
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 52
ADDRLP4 68
INDIRP4
ASGNP4
line 343
;343:		if ( other->takedamage && other->client ) {
ADDRLP4 0
INDIRP4
CNSTI4 736
ADDP4
INDIRI4
CNSTI4 0
EQI4 $156
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $156
line 345
;344:
;345:			G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 76
ADDRGP4 DirToByte
CALLI4
ASGNI4
ADDRLP4 52
INDIRP4
ARGP4
CNSTI4 50
ARGI4
ADDRLP4 76
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 346
;346:			nent->s.otherEntityNum = other->s.number;
ADDRLP4 52
INDIRP4
CNSTI4 140
ADDP4
ADDRLP4 0
INDIRP4
INDIRI4
ASGNI4
line 348
;347:
;348:			ent->enemy = other;
ADDRFP4 0
INDIRP4
CNSTI4 768
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 350
;349:
;350:			v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
ADDRLP4 56
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 436
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 448
ADDP4
INDIRF4
ADDF4
CNSTF4 1056964608
MULF4
ADDF4
ASGNF4
line 351
;351:			v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
ADDRLP4 56+4
ADDRLP4 0
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 440
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 452
ADDP4
INDIRF4
ADDF4
CNSTF4 1056964608
MULF4
ADDF4
ASGNF4
line 352
;352:			v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;
ADDRLP4 56+8
ADDRLP4 0
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 444
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 456
ADDP4
INDIRF4
ADDF4
CNSTF4 1056964608
MULF4
ADDF4
ASGNF4
line 354
;353:
;354:			SnapVectorTowards( v, ent->s.pos.trBase );	// save net bandwidth
ADDRLP4 56
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRGP4 SnapVectorTowards
CALLV
pop
line 355
;355:		} else {
ADDRGP4 $157
JUMPV
LABELV $156
line 356
;356:			VectorCopy(trace->endpos, v);
ADDRLP4 56
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
INDIRB
ASGNB 12
line 357
;357:			G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 76
ADDRGP4 DirToByte
CALLI4
ASGNI4
ADDRLP4 52
INDIRP4
ARGP4
CNSTI4 51
ARGI4
ADDRLP4 76
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 358
;358:			ent->enemy = NULL;
ADDRFP4 0
INDIRP4
CNSTI4 768
ADDP4
CNSTP4 0
ASGNP4
line 359
;359:		}
LABELV $157
line 361
;360:
;361:		SnapVectorTowards( v, ent->s.pos.trBase );	// save net bandwidth
ADDRLP4 56
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRGP4 SnapVectorTowards
CALLV
pop
line 363
;362:
;363:		nent->freeAfterEvent = qtrue;
ADDRLP4 52
INDIRP4
CNSTI4 556
ADDP4
CNSTI4 1
ASGNI4
line 365
;364:		// change over to a normal entity right at the point of impact
;365:		nent->s.eType = ET_GENERAL;
ADDRLP4 52
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 0
ASGNI4
line 366
;366:		ent->s.eType = ET_GRAPPLE;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 11
ASGNI4
line 368
;367:
;368:		G_SetOrigin( ent, v );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 56
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 369
;369:		G_SetOrigin( nent, v );
ADDRLP4 52
INDIRP4
ARGP4
ADDRLP4 56
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 371
;370:
;371:		ent->think = Weapon_HookThink;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 Weapon_HookThink
ASGNP4
line 372
;372:		ent->nextthink = level.time + FRAMETIME;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 100
ADDI4
ASGNI4
line 374
;373:
;374:		ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
ADDRLP4 76
ADDRFP4 0
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
CNSTI4 2048
BORI4
ASGNI4
line 375
;375:		VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
ADDRLP4 80
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 80
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 92
ADDP4
ADDRLP4 80
INDIRP4
CNSTI4 488
ADDP4
INDIRB
ASGNB 12
line 377
;376:
;377:		trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 378
;378:		trap_LinkEntity( nent );
ADDRLP4 52
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 380
;379:
;380:		return;
ADDRGP4 $123
JUMPV
LABELV $153
line 386
;381:	}
;382:
;383:	// is it cheaper in bandwidth to just remove this ent and create a new
;384:	// one, rather than changing the missile into the explosion?
;385:
;386:	if ( other->takedamage && other->client ) {
ADDRLP4 0
INDIRP4
CNSTI4 736
ADDP4
INDIRI4
CNSTI4 0
EQI4 $161
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $161
line 387
;387:		G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 56
ADDRGP4 DirToByte
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 50
ARGI4
ADDRLP4 56
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 388
;388:		ent->s.otherEntityNum = other->s.number;
ADDRFP4 0
INDIRP4
CNSTI4 140
ADDP4
ADDRLP4 0
INDIRP4
INDIRI4
ASGNI4
line 389
;389:	} else if( trace->surfaceFlags & SURF_METALSTEPS ) {
ADDRGP4 $162
JUMPV
LABELV $161
ADDRFP4 4
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
EQI4 $163
line 390
;390:		G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 56
ADDRGP4 DirToByte
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 52
ARGI4
ADDRLP4 56
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 391
;391:	} else {
ADDRGP4 $164
JUMPV
LABELV $163
line 392
;392:		G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 56
ADDRGP4 DirToByte
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 51
ARGI4
ADDRLP4 56
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 393
;393:	}
LABELV $164
LABELV $162
line 395
;394:
;395:	ent->freeAfterEvent = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 556
ADDP4
CNSTI4 1
ASGNI4
line 398
;396:
;397:	// change over to a normal entity right at the point of impact
;398:	ent->s.eType = ET_GENERAL;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 0
ASGNI4
line 400
;399:
;400:	SnapVectorTowards( trace->endpos, ent->s.pos.trBase );	// save net bandwidth
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRGP4 SnapVectorTowards
CALLV
pop
line 402
;401:
;402:	G_SetOrigin( ent, trace->endpos );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 405
;403:
;404:	// splash damage (doesn't apply to person directly hit)
;405:	if ( ent->splashDamage ) {
ADDRFP4 0
INDIRP4
CNSTI4 744
ADDP4
INDIRI4
CNSTI4 0
EQI4 $165
line 406
;406:		if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, 
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRLP4 56
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
ARGP4
ADDRLP4 56
INDIRP4
CNSTI4 744
ADDP4
INDIRI4
CVIF4 4
ARGF4
ADDRLP4 56
INDIRP4
CNSTI4 748
ADDP4
INDIRI4
CVIF4 4
ARGF4
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 56
INDIRP4
CNSTI4 756
ADDP4
INDIRI4
ARGI4
ADDRLP4 60
ADDRGP4 G_RadiusDamage
CALLI4
ASGNI4
ADDRLP4 60
INDIRI4
CNSTI4 0
EQI4 $167
line 407
;407:			other, ent->splashMethodOfDeath ) ) {
line 408
;408:			if( !hitClient ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
NEI4 $169
line 409
;409:				g_entities[ent->r.ownerNum].client->accuracy_hits++;
ADDRLP4 64
ADDRFP4 0
INDIRP4
CNSTI4 512
ADDP4
INDIRI4
CNSTI4 824
MULI4
ADDRGP4 g_entities+516
ADDP4
INDIRP4
CNSTI4 724
ADDP4
ASGNP4
ADDRLP4 64
INDIRP4
ADDRLP4 64
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 410
;410:			}
LABELV $169
line 411
;411:		}
LABELV $167
line 412
;412:	}
LABELV $165
line 414
;413:
;414:	trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 415
;415:}
LABELV $123
endproc G_MissileImpact 92 32
export G_RunMissile
proc G_RunMissile 88 28
line 423
;416:
;417:
;418:/*
;419:================
;420:G_RunMissile
;421:================
;422:*/
;423:void G_RunMissile( gentity_t *ent ) {
line 429
;424:	vec3_t		origin;
;425:	trace_t		tr;
;426:	int			passent;
;427:
;428:	// get current position
;429:	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 60
ARGP4
ADDRGP4 BG_EvaluateTrajectory
CALLV
pop
line 432
;430:
;431:	// if this missile bounced off an invulnerability sphere
;432:	if ( ent->target_ent ) {
ADDRFP4 0
INDIRP4
CNSTI4 668
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $174
line 433
;433:		passent = ent->target_ent->s.number;
ADDRLP4 56
ADDRFP4 0
INDIRP4
CNSTI4 668
ADDP4
INDIRP4
INDIRI4
ASGNI4
line 434
;434:	}
ADDRGP4 $175
JUMPV
LABELV $174
line 436
;435:	// prox mines that left the owner bbox will attach to anything, even the owner
;436:	else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) {
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 12
NEI4 $176
ADDRLP4 72
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $176
line 437
;437:		passent = ENTITYNUM_NONE;
ADDRLP4 56
CNSTI4 1023
ASGNI4
line 438
;438:	}
ADDRGP4 $177
JUMPV
LABELV $176
line 439
;439:	else {
line 441
;440:		// ignore interactions with the missile owner
;441:		passent = ent->r.ownerNum;
ADDRLP4 56
ADDRFP4 0
INDIRP4
CNSTI4 512
ADDP4
INDIRI4
ASGNI4
line 442
;442:	}
LABELV $177
LABELV $175
line 444
;443:	// trace a line from the previous position to the current position
;444:	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );
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 60
ARGP4
ADDRLP4 56
INDIRI4
ARGI4
ADDRLP4 76
INDIRP4
CNSTI4 572
ADDP4
INDIRI4
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 446
;445:
;446:	if ( tr.startsolid || tr.allsolid ) {
ADDRLP4 0+4
INDIRI4
CNSTI4 0
NEI4 $181
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $178
LABELV $181
line 448
;447:		// make sure the tr.entityNum is set to the entity we're stuck in
;448:		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
ADDRLP4 0
ARGP4
ADDRLP4 80
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 80
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRLP4 80
INDIRP4
CNSTI4 436
ADDP4
ARGP4
ADDRLP4 80
INDIRP4
CNSTI4 448
ADDP4
ARGP4
ADDRLP4 80
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRLP4 56
INDIRI4
ARGI4
ADDRLP4 80
INDIRP4
CNSTI4 572
ADDP4
INDIRI4
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 449
;449:		tr.fraction = 0;
ADDRLP4 0+8
CNSTF4 0
ASGNF4
line 450
;450:	}
ADDRGP4 $179
JUMPV
LABELV $178
line 451
;451:	else {
line 452
;452:		VectorCopy( tr.endpos, ent->r.currentOrigin );
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 0+12
INDIRB
ASGNB 12
line 453
;453:	}
LABELV $179
line 455
;454:
;455:	trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 457
;456:
;457:	if ( tr.fraction != 1 ) {
ADDRLP4 0+8
INDIRF4
CNSTF4 1065353216
EQF4 $184
line 459
;458:		// never explode or bounce on sky
;459:		if ( tr.surfaceFlags & SURF_NOIMPACT ) {
ADDRLP4 0+44
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
EQI4 $187
line 461
;460:			// If grapple, reset owner
;461:			if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
ADDRLP4 80
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 80
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $190
ADDRLP4 80
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $190
ADDRLP4 80
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 768
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 80
INDIRP4
CVPU4 4
NEU4 $190
line 462
;462:				ent->parent->client->hook = NULL;
ADDRFP4 0
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 768
ADDP4
CNSTP4 0
ASGNP4
line 463
;463:			}
LABELV $190
line 464
;464:			G_FreeEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 465
;465:			return;
ADDRGP4 $172
JUMPV
LABELV $187
line 467
;466:		}
;467:		G_MissileImpact( ent, &tr );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 G_MissileImpact
CALLV
pop
line 468
;468:		if ( ent->s.eType != ET_MISSILE ) {
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
EQI4 $192
line 469
;469:			return;		// exploded
ADDRGP4 $172
JUMPV
LABELV $192
line 471
;470:		}
;471:	}
LABELV $184
line 474
;472:
;473:	// if the prox mine wasn't yet outside the player body
;474:	if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
ADDRLP4 80
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 80
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 12
NEI4 $194
ADDRLP4 80
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
NEI4 $194
line 476
;475:		// check if the prox mine is outside the owner bbox
;476:		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
ADDRLP4 0
ARGP4
ADDRLP4 84
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 84
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRLP4 84
INDIRP4
CNSTI4 436
ADDP4
ARGP4
ADDRLP4 84
INDIRP4
CNSTI4 448
ADDP4
ARGP4
ADDRLP4 84
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 1023
ARGI4
ADDRLP4 84
INDIRP4
CNSTI4 572
ADDP4
INDIRI4
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 477
;477:		if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
ADDRLP4 0+4
INDIRI4
CNSTI4 0
EQI4 $200
ADDRLP4 0+52
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 512
ADDP4
INDIRI4
EQI4 $196
LABELV $200
line 478
;478:			ent->count = 1;
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
CNSTI4 1
ASGNI4
line 479
;479:		}
LABELV $196
line 480
;480:	}
LABELV $194
line 483
;481:
;482:	// check think function after bouncing
;483:	G_RunThink( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunThink
CALLV
pop
line 484
;484:}
LABELV $172
endproc G_RunMissile 88 28
export fire_plasma
proc fire_plasma 20 4
line 495
;485:
;486:
;487://=============================================================================
;488:
;489:/*
;490:=================
;491:fire_plasma
;492:
;493:=================
;494:*/
;495:gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
line 498
;496:	gentity_t	*bolt;
;497:
;498:	VectorNormalize (dir);
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 500
;499:
;500:	bolt = G_Spawn();
ADDRLP4 4
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 501
;501:	bolt->classname = "plasma";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $202
ASGNP4
line 502
;502:	bolt->nextthink = level.time + 10000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 503
;503:	bolt->think = G_ExplodeMissile;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_ExplodeMissile
ASGNP4
line 504
;504:	bolt->s.eType = ET_MISSILE;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 505
;505:	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
CNSTI4 128
ASGNI4
line 506
;506:	bolt->s.weapon = WP_PLASMAGUN;
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 8
ASGNI4
line 507
;507:	bolt->r.ownerNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 512
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 508
;508:	bolt->parent = self;
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 509
;509:	bolt->damage = 20;
ADDRLP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 20
ASGNI4
line 510
;510:	bolt->splashDamage = 15;
ADDRLP4 0
INDIRP4
CNSTI4 744
ADDP4
CNSTI4 15
ASGNI4
line 511
;511:	bolt->splashRadius = 20;
ADDRLP4 0
INDIRP4
CNSTI4 748
ADDP4
CNSTI4 20
ASGNI4
line 512
;512:	bolt->methodOfDeath = MOD_PLASMA;
ADDRLP4 0
INDIRP4
CNSTI4 752
ADDP4
CNSTI4 8
ASGNI4
line 513
;513:	bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
ADDRLP4 0
INDIRP4
CNSTI4 756
ADDP4
CNSTI4 9
ASGNI4
line 514
;514:	bolt->clipmask = MASK_SHOT;
ADDRLP4 0
INDIRP4
CNSTI4 572
ADDP4
CNSTI4 100663297
ASGNI4
line 515
;515:	bolt->target_ent = NULL;
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
CNSTP4 0
ASGNP4
line 518
;516:
;517:	// missile owner
;518:	bolt->s.clientNum = self->s.clientNum;
ADDRLP4 0
INDIRP4
CNSTI4 168
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 168
ADDP4
INDIRI4
ASGNI4
line 520
;519:	// unlagged
;520:	bolt->s.otherEntityNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 140
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 522
;521:
;522:	bolt->s.pos.trType = TR_LINEAR;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 2
ASGNI4
line 523
;523:	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 50
SUBI4
ASGNI4
line 524
;524:	VectorCopy( start, bolt->s.pos.trBase );
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 525
;525:	SnapVector( bolt->s.pos.trBase );			// save net bandwidth
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 526
;526:	VectorScale( dir, 2000, bolt->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 8
INDIRP4
INDIRF4
CNSTF4 1157234688
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
CNSTF4 1157234688
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
CNSTF4 1157234688
MULF4
ASGNF4
line 527
;527:	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 529
;528:
;529:	VectorCopy (start, bolt->r.currentOrigin);
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 531
;530:
;531:	return bolt;
ADDRLP4 0
INDIRP4
RETP4
LABELV $201
endproc fire_plasma 20 4
export fire_grenade
proc fire_grenade 24 4
line 542
;532:}	
;533:
;534://=============================================================================
;535:
;536:
;537:/*
;538:=================
;539:fire_grenade
;540:=================
;541:*/
;542:gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
line 545
;543:	gentity_t	*bolt;
;544:
;545:	VectorNormalize (dir);
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 547
;546:
;547:	bolt = G_Spawn();
ADDRLP4 4
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 548
;548:	bolt->classname = "grenade";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $206
ASGNP4
line 549
;549:	bolt->nextthink = level.time + 2500;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2500
ADDI4
ASGNI4
line 550
;550:	bolt->think = G_ExplodeMissile;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_ExplodeMissile
ASGNP4
line 551
;551:	bolt->s.eType = ET_MISSILE;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 552
;552:	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
CNSTI4 128
ASGNI4
line 553
;553:	bolt->s.weapon = WP_GRENADE_LAUNCHER;
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 4
ASGNI4
line 554
;554:	bolt->s.eFlags = EF_BOUNCE_HALF;
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
CNSTI4 32
ASGNI4
line 555
;555:	bolt->r.ownerNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 512
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 556
;556:	bolt->parent = self;
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 557
;557:	bolt->damage = 100;
ADDRLP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 100
ASGNI4
line 558
;558:	bolt->splashDamage = 100;
ADDRLP4 0
INDIRP4
CNSTI4 744
ADDP4
CNSTI4 100
ASGNI4
line 559
;559:	bolt->splashRadius = 150;
ADDRLP4 0
INDIRP4
CNSTI4 748
ADDP4
CNSTI4 150
ASGNI4
line 560
;560:	bolt->methodOfDeath = MOD_GRENADE;
ADDRLP4 0
INDIRP4
CNSTI4 752
ADDP4
CNSTI4 4
ASGNI4
line 561
;561:	bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
ADDRLP4 0
INDIRP4
CNSTI4 756
ADDP4
CNSTI4 5
ASGNI4
line 562
;562:	bolt->clipmask = MASK_SHOT;
ADDRLP4 0
INDIRP4
CNSTI4 572
ADDP4
CNSTI4 100663297
ASGNI4
line 563
;563:	bolt->target_ent = NULL;
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
CNSTP4 0
ASGNP4
line 565
;564:
;565:	if ( self->s.powerups & (1 << PW_QUAD) )
ADDRFP4 0
INDIRP4
CNSTI4 188
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $208
line 566
;566:		bolt->s.powerups |= (1 << PW_QUAD);
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 188
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 2
BORI4
ASGNI4
LABELV $208
line 569
;567:
;568:	// missile owner
;569:	bolt->s.clientNum = self->s.clientNum;
ADDRLP4 0
INDIRP4
CNSTI4 168
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 168
ADDP4
INDIRI4
ASGNI4
line 571
;570:	// unlagged
;571:	bolt->s.otherEntityNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 140
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 573
;572:
;573:	bolt->s.pos.trType = TR_GRAVITY;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 5
ASGNI4
line 574
;574:	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 50
SUBI4
ASGNI4
line 575
;575:	VectorCopy( start, bolt->s.pos.trBase );
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 576
;576:	VectorScale( dir, 700, bolt->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 8
INDIRP4
INDIRF4
CNSTF4 1143930880
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
CNSTF4 1143930880
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
CNSTF4 1143930880
MULF4
ASGNF4
line 577
;577:	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 579
;578:
;579:	VectorCopy (start, bolt->r.currentOrigin);
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 581
;580:
;581:	return bolt;
ADDRLP4 0
INDIRP4
RETP4
LABELV $205
endproc fire_grenade 24 4
export fire_bfg
proc fire_bfg 24 4
line 592
;582:}
;583:
;584://=============================================================================
;585:
;586:
;587:/*
;588:=================
;589:fire_bfg
;590:=================
;591:*/
;592:gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
line 595
;593:	gentity_t	*bolt;
;594:
;595:	VectorNormalize (dir);
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 597
;596:
;597:	bolt = G_Spawn();
ADDRLP4 4
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 598
;598:	bolt->classname = "bfg";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $212
ASGNP4
line 599
;599:	bolt->nextthink = level.time + 10000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 600
;600:	bolt->think = G_ExplodeMissile;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_ExplodeMissile
ASGNP4
line 601
;601:	bolt->s.eType = ET_MISSILE;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 602
;602:	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
CNSTI4 128
ASGNI4
line 603
;603:	bolt->s.weapon = WP_BFG;
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 9
ASGNI4
line 604
;604:	bolt->r.ownerNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 512
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 605
;605:	bolt->parent = self;
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 606
;606:	bolt->damage = 100;
ADDRLP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 100
ASGNI4
line 607
;607:	bolt->splashDamage = 100;
ADDRLP4 0
INDIRP4
CNSTI4 744
ADDP4
CNSTI4 100
ASGNI4
line 608
;608:	bolt->splashRadius = 120;
ADDRLP4 0
INDIRP4
CNSTI4 748
ADDP4
CNSTI4 120
ASGNI4
line 609
;609:	bolt->methodOfDeath = MOD_BFG;
ADDRLP4 0
INDIRP4
CNSTI4 752
ADDP4
CNSTI4 12
ASGNI4
line 610
;610:	bolt->splashMethodOfDeath = MOD_BFG_SPLASH;
ADDRLP4 0
INDIRP4
CNSTI4 756
ADDP4
CNSTI4 13
ASGNI4
line 611
;611:	bolt->clipmask = MASK_SHOT;
ADDRLP4 0
INDIRP4
CNSTI4 572
ADDP4
CNSTI4 100663297
ASGNI4
line 612
;612:	bolt->target_ent = NULL;
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
CNSTP4 0
ASGNP4
line 614
;613:
;614:	if ( self->s.powerups & (1 << PW_QUAD) )
ADDRFP4 0
INDIRP4
CNSTI4 188
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $214
line 615
;615:		bolt->s.powerups |= (1 << PW_QUAD);
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 188
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 2
BORI4
ASGNI4
LABELV $214
line 618
;616:
;617:	// missile owner
;618:	bolt->s.clientNum = self->s.clientNum;
ADDRLP4 0
INDIRP4
CNSTI4 168
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 168
ADDP4
INDIRI4
ASGNI4
line 620
;619:	// unlagged
;620:	bolt->s.otherEntityNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 140
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 622
;621:
;622:	bolt->s.pos.trType = TR_LINEAR;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 2
ASGNI4
line 623
;623:	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 50
SUBI4
ASGNI4
line 624
;624:	VectorCopy( start, bolt->s.pos.trBase );
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 625
;625:	SnapVector( bolt->s.pos.trBase );			// save net bandwidth
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 626
;626:	VectorScale( dir, 2000, bolt->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 8
INDIRP4
INDIRF4
CNSTF4 1157234688
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
CNSTF4 1157234688
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
CNSTF4 1157234688
MULF4
ASGNF4
line 627
;627:	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 628
;628:	VectorCopy (start, bolt->r.currentOrigin);
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 630
;629:
;630:	return bolt;
ADDRLP4 0
INDIRP4
RETP4
LABELV $211
endproc fire_bfg 24 4
export fire_rocket
proc fire_rocket 24 4
line 641
;631:}
;632:
;633://=============================================================================
;634:
;635:
;636:/*
;637:=================
;638:fire_rocket
;639:=================
;640:*/
;641:gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
line 644
;642:	gentity_t	*bolt;
;643:
;644:	VectorNormalize (dir);
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 646
;645:
;646:	bolt = G_Spawn();
ADDRLP4 4
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 647
;647:	bolt->classname = "rocket";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $218
ASGNP4
line 648
;648:	bolt->nextthink = level.time + 15000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 15000
ADDI4
ASGNI4
line 649
;649:	bolt->think = G_ExplodeMissile;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_ExplodeMissile
ASGNP4
line 650
;650:	bolt->s.eType = ET_MISSILE;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 651
;651:	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
CNSTI4 128
ASGNI4
line 652
;652:	bolt->s.weapon = WP_ROCKET_LAUNCHER;
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 5
ASGNI4
line 653
;653:	bolt->r.ownerNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 512
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 654
;654:	bolt->parent = self;
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 655
;655:	bolt->damage = 100;
ADDRLP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 100
ASGNI4
line 656
;656:	bolt->splashDamage = 100;
ADDRLP4 0
INDIRP4
CNSTI4 744
ADDP4
CNSTI4 100
ASGNI4
line 657
;657:	bolt->splashRadius = 120;
ADDRLP4 0
INDIRP4
CNSTI4 748
ADDP4
CNSTI4 120
ASGNI4
line 658
;658:	bolt->methodOfDeath = MOD_ROCKET;
ADDRLP4 0
INDIRP4
CNSTI4 752
ADDP4
CNSTI4 6
ASGNI4
line 659
;659:	bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
ADDRLP4 0
INDIRP4
CNSTI4 756
ADDP4
CNSTI4 7
ASGNI4
line 660
;660:	bolt->clipmask = MASK_SHOT;
ADDRLP4 0
INDIRP4
CNSTI4 572
ADDP4
CNSTI4 100663297
ASGNI4
line 661
;661:	bolt->target_ent = NULL;
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
CNSTP4 0
ASGNP4
line 663
;662:
;663:	if ( self->s.powerups & (1 << PW_QUAD) )
ADDRFP4 0
INDIRP4
CNSTI4 188
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $220
line 664
;664:		bolt->s.powerups |= (1 << PW_QUAD);
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 188
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 2
BORI4
ASGNI4
LABELV $220
line 667
;665:
;666:	// missile owner
;667:	bolt->s.clientNum = self->s.clientNum;
ADDRLP4 0
INDIRP4
CNSTI4 168
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 168
ADDP4
INDIRI4
ASGNI4
line 669
;668:	// unlagged
;669:	bolt->s.otherEntityNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 140
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 671
;670:
;671:	bolt->s.pos.trType = TR_LINEAR;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 2
ASGNI4
line 672
;672:	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 50
SUBI4
ASGNI4
line 673
;673:	VectorCopy( start, bolt->s.pos.trBase );
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 674
;674:	SnapVector( bolt->s.pos.trBase );			// save net bandwidth
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 675
;675:	VectorScale( dir, 900, bolt->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 8
INDIRP4
INDIRF4
CNSTF4 1147207680
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
CNSTF4 1147207680
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
CNSTF4 1147207680
MULF4
ASGNF4
line 676
;676:	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 677
;677:	VectorCopy (start, bolt->r.currentOrigin);
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 679
;678:
;679:	return bolt;
ADDRLP4 0
INDIRP4
RETP4
LABELV $217
endproc fire_rocket 24 4
export fire_grapple
proc fire_grapple 24 4
line 688
;680:}
;681:
;682:
;683:/*
;684:=================
;685:fire_grapple
;686:=================
;687:*/
;688:gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
line 693
;689:	gentity_t	*hook;
;690:	// unlagged
;691:	int			hooktime;
;692:
;693:	VectorNormalize (dir);
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 695
;694:
;695:	hook = G_Spawn();
ADDRLP4 8
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 696
;696:	hook->classname = "hook";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $155
ASGNP4
line 697
;697:	hook->nextthink = level.time + 10000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 698
;698:	hook->think = Weapon_HookFree;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 Weapon_HookFree
ASGNP4
line 699
;699:	hook->s.eType = ET_MISSILE;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 700
;700:	hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
CNSTI4 128
ASGNI4
line 701
;701:	hook->s.weapon = WP_GRAPPLING_HOOK;
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 10
ASGNI4
line 702
;702:	hook->r.ownerNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 512
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 703
;703:	hook->methodOfDeath = MOD_GRAPPLE;
ADDRLP4 0
INDIRP4
CNSTI4 752
ADDP4
CNSTI4 28
ASGNI4
line 704
;704:	hook->clipmask = MASK_SHOT;
ADDRLP4 0
INDIRP4
CNSTI4 572
ADDP4
CNSTI4 100663297
ASGNI4
line 705
;705:	hook->parent = self;
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 706
;706:	hook->target_ent = NULL;
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
CNSTP4 0
ASGNP4
line 709
;707:
;708:	// missile owner
;709:	hook->s.clientNum = self->s.clientNum;
ADDRLP4 0
INDIRP4
CNSTI4 168
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 168
ADDP4
INDIRI4
ASGNI4
line 711
;710:	// unlagged
;711:	hook->s.otherEntityNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 140
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 713
;712:
;713:	if ( self->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $225
line 714
;714:		hooktime = self->client->pers.cmd.serverTime + MISSILE_PRESTEP_TIME;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 472
ADDP4
INDIRI4
CNSTI4 50
ADDI4
ASGNI4
line 715
;715:	} else {
ADDRGP4 $226
JUMPV
LABELV $225
line 716
;716:		hooktime = level.time - MISSILE_PRESTEP_TIME; // // move a bit on the very first frame
ADDRLP4 4
ADDRGP4 level+32
INDIRI4
CNSTI4 50
SUBI4
ASGNI4
line 717
;717:	}
LABELV $226
line 719
;718:
;719:	hook->s.pos.trType = TR_LINEAR;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 2
ASGNI4
line 720
;720:	hook->s.pos.trTime = hooktime;
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRLP4 4
INDIRI4
ASGNI4
line 721
;721:	VectorCopy( start, hook->s.pos.trBase );
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 722
;722:	SnapVector( hook->s.pos.trBase );			// save net bandwidth
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 723
;723:	VectorScale( dir, 800, hook->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 8
INDIRP4
INDIRF4
CNSTF4 1145569280
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
CNSTF4 1145569280
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
CNSTF4 1145569280
MULF4
ASGNF4
line 724
;724:	SnapVector( hook->s.pos.trDelta );			// save net bandwidth
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 725
;725:	VectorCopy (start, hook->r.currentOrigin);
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 727
;726:
;727:	self->client->hook = hook;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 768
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 729
;728:
;729:	return hook;
ADDRLP4 0
INDIRP4
RETP4
LABELV $223
endproc fire_grapple 24 4
export fire_nail
proc fire_nail 108 4
line 740
;730:}
;731:
;732:
;733:/*
;734:=================
;735:fire_nail
;736:=================
;737:*/
;738:#define NAILGUN_SPREAD	500
;739:
;740:gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up ) {
line 746
;741:	gentity_t	*bolt;
;742:	vec3_t		dir;
;743:	vec3_t		end;
;744:	float		r, u, scale;
;745:
;746:	bolt = G_Spawn();
ADDRLP4 40
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 40
INDIRP4
ASGNP4
line 747
;747:	bolt->classname = "nail";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $229
ASGNP4
line 748
;748:	bolt->nextthink = level.time + 10000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 749
;749:	bolt->think = G_ExplodeMissile;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_ExplodeMissile
ASGNP4
line 750
;750:	bolt->s.eType = ET_MISSILE;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 751
;751:	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
CNSTI4 128
ASGNI4
line 752
;752:	bolt->s.weapon = WP_NAILGUN;
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 11
ASGNI4
line 753
;753:	bolt->r.ownerNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 512
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 754
;754:	bolt->parent = self;
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 755
;755:	bolt->damage = 20;
ADDRLP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 20
ASGNI4
line 756
;756:	bolt->methodOfDeath = MOD_NAIL;
ADDRLP4 0
INDIRP4
CNSTI4 752
ADDP4
CNSTI4 23
ASGNI4
line 757
;757:	bolt->clipmask = MASK_SHOT;
ADDRLP4 0
INDIRP4
CNSTI4 572
ADDP4
CNSTI4 100663297
ASGNI4
line 758
;758:	bolt->target_ent = NULL;
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
CNSTP4 0
ASGNP4
line 760
;759:
;760:	bolt->s.pos.trType = TR_LINEAR;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 2
ASGNI4
line 761
;761:	bolt->s.pos.trTime = level.time;
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 762
;762:	VectorCopy( start, bolt->s.pos.trBase );
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 764
;763:
;764:	r = random() * M_PI * 2.0f;
ADDRLP4 44
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 28
ADDRLP4 44
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 961089901
MULF4
ASGNF4
line 765
;765:	u = sin(r) * crandom() * NAILGUN_SPREAD * 16;
ADDRLP4 28
INDIRF4
ARGF4
ADDRLP4 48
ADDRGP4 sin
CALLF4
ASGNF4
ADDRLP4 52
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 32
ADDRLP4 48
INDIRF4
ADDRLP4 52
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 939524352
MULF4
CNSTF4 1056964608
SUBF4
CNSTF4 1073741824
MULF4
MULF4
CNSTF4 1174011904
MULF4
ASGNF4
line 766
;766:	r = cos(r) * crandom() * NAILGUN_SPREAD * 16;
ADDRLP4 28
INDIRF4
ARGF4
ADDRLP4 56
ADDRGP4 cos
CALLF4
ASGNF4
ADDRLP4 60
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 28
ADDRLP4 56
INDIRF4
ADDRLP4 60
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 939524352
MULF4
CNSTF4 1056964608
SUBF4
CNSTF4 1073741824
MULF4
MULF4
CNSTF4 1174011904
MULF4
ASGNF4
line 767
;767:	VectorMA( start, 8192 * 16, forward, end);
ADDRLP4 64
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 68
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 64
INDIRP4
INDIRF4
ADDRLP4 68
INDIRP4
INDIRF4
CNSTF4 1207959552
MULF4
ADDF4
ASGNF4
ADDRLP4 4+4
ADDRLP4 64
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 68
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
CNSTF4 1207959552
MULF4
ADDF4
ASGNF4
ADDRLP4 4+8
ADDRFP4 4
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
CNSTF4 1207959552
MULF4
ADDF4
ASGNF4
line 768
;768:	VectorMA (end, r, right, end);
ADDRLP4 72
ADDRFP4 12
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 4
INDIRF4
ADDRLP4 72
INDIRP4
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 4+4
ADDRLP4 4+4
INDIRF4
ADDRLP4 72
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 4+8
ADDRLP4 4+8
INDIRF4
ADDRFP4 12
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ADDF4
ASGNF4
line 769
;769:	VectorMA (end, u, up, end);
ADDRLP4 80
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 4
INDIRF4
ADDRLP4 80
INDIRP4
INDIRF4
ADDRLP4 32
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 4+4
ADDRLP4 4+4
INDIRF4
ADDRLP4 80
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 32
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 4+8
ADDRLP4 4+8
INDIRF4
ADDRFP4 16
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 32
INDIRF4
MULF4
ADDF4
ASGNF4
line 770
;770:	VectorSubtract( end, start, dir );
ADDRLP4 88
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 16
ADDRLP4 4
INDIRF4
ADDRLP4 88
INDIRP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 16+4
ADDRLP4 4+4
INDIRF4
ADDRLP4 88
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 16+8
ADDRLP4 4+8
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
SUBF4
ASGNF4
line 771
;771:	VectorNormalize( dir );
ADDRLP4 16
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 773
;772:
;773:	scale = 555 + random() * 1800;
ADDRLP4 92
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 36
ADDRLP4 92
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 1029767618
MULF4
CNSTF4 1141555200
ADDF4
ASGNF4
line 774
;774:	VectorScale( dir, scale, bolt->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 16
INDIRF4
ADDRLP4 36
INDIRF4
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 16+4
INDIRF4
ADDRLP4 36
INDIRF4
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 16+8
INDIRF4
ADDRLP4 36
INDIRF4
MULF4
ASGNF4
line 775
;775:	SnapVector( bolt->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 777
;776:
;777:	VectorCopy( start, bolt->r.currentOrigin );
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 779
;778:
;779:	return bolt;
ADDRLP4 0
INDIRP4
RETP4
LABELV $228
endproc fire_nail 108 4
export fire_prox
proc fire_prox 20 4
line 788
;780:}	
;781:
;782:
;783:/*
;784:=================
;785:fire_prox
;786:=================
;787:*/
;788:gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t dir ) {
line 791
;789:	gentity_t	*bolt;
;790:
;791:	VectorNormalize (dir);
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 793
;792:
;793:	bolt = G_Spawn();
ADDRLP4 4
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 794
;794:	bolt->classname = "prox mine";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $249
ASGNP4
line 795
;795:	bolt->nextthink = level.time + 3000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 3000
ADDI4
ASGNI4
line 796
;796:	bolt->think = G_ExplodeMissile;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_ExplodeMissile
ASGNP4
line 797
;797:	bolt->s.eType = ET_MISSILE;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 798
;798:	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
CNSTI4 128
ASGNI4
line 799
;799:	bolt->s.weapon = WP_PROX_LAUNCHER;
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 12
ASGNI4
line 800
;800:	bolt->s.eFlags = 0;
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
CNSTI4 0
ASGNI4
line 801
;801:	bolt->r.ownerNum = self->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 512
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 802
;802:	bolt->parent = self;
ADDRLP4 0
INDIRP4
CNSTI4 600
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 803
;803:	bolt->damage = 0;
ADDRLP4 0
INDIRP4
CNSTI4 740
ADDP4
CNSTI4 0
ASGNI4
line 804
;804:	bolt->splashDamage = 100;
ADDRLP4 0
INDIRP4
CNSTI4 744
ADDP4
CNSTI4 100
ASGNI4
line 805
;805:	bolt->splashRadius = 150;
ADDRLP4 0
INDIRP4
CNSTI4 748
ADDP4
CNSTI4 150
ASGNI4
line 806
;806:	bolt->methodOfDeath = MOD_PROXIMITY_MINE;
ADDRLP4 0
INDIRP4
CNSTI4 752
ADDP4
CNSTI4 25
ASGNI4
line 807
;807:	bolt->splashMethodOfDeath = MOD_PROXIMITY_MINE;
ADDRLP4 0
INDIRP4
CNSTI4 756
ADDP4
CNSTI4 25
ASGNI4
line 808
;808:	bolt->clipmask = MASK_SHOT;
ADDRLP4 0
INDIRP4
CNSTI4 572
ADDP4
CNSTI4 100663297
ASGNI4
line 809
;809:	bolt->target_ent = NULL;
ADDRLP4 0
INDIRP4
CNSTI4 668
ADDP4
CNSTP4 0
ASGNP4
line 812
;810:	// count is used to check if the prox mine left the player bbox
;811:	// if count == 1 then the prox mine left the player bbox and can attack to it
;812:	bolt->count = 0;
ADDRLP4 0
INDIRP4
CNSTI4 760
ADDP4
CNSTI4 0
ASGNI4
line 815
;813:
;814:	//FIXME: we prolly wanna abuse another field
;815:	bolt->s.generic1 = self->client->sess.sessionTeam;
ADDRLP4 0
INDIRP4
CNSTI4 204
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
ASGNI4
line 817
;816:
;817:	bolt->s.pos.trType = TR_GRAVITY;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 5
ASGNI4
line 818
;818:	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 50
SUBI4
ASGNI4
line 819
;819:	VectorCopy( start, bolt->s.pos.trBase );
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 820
;820:	VectorScale( dir, 700, bolt->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 8
INDIRP4
INDIRF4
CNSTF4 1143930880
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
CNSTF4 1143930880
MULF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
CNSTF4 1143930880
MULF4
ASGNF4
line 821
;821:	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 823
;822:
;823:	VectorCopy (start, bolt->r.currentOrigin);
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 825
;824:
;825:	return bolt;
ADDRLP4 0
INDIRP4
RETP4
LABELV $248
endproc fire_prox 20 4
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_blaster
import TossClientCubes
import TossClientPersistantPowerups
import TossClientItems
import body_die
import G_InvulnerabilityEffect
import G_RadiusDamage
import G_Damage
import CanDamage
import BuildShaderStateConfig
import AddRemap
import G_SetOrigin
import G_AddEvent
import G_AddPredictableEvent
import vectoyaw
import vtos
import tv
import G_TouchSolids
import G_TouchTriggers
import G_EntitiesFree
import G_FreeEntity
import G_Sound
import G_TempEntity
import G_Spawn
import G_InitGentity
import G_SetMovedir
import G_UseTargets
import G_PickTarget
import G_Find
import G_KillBox
import G_TeamCommand
import G_SoundIndex
import G_ModelIndex
import SaveRegisteredItems
import RegisterItem
import ClearRegisteredItems
import Touch_Item
import ArmorIndex
import Think_Weapon
import FinishSpawningItem
import G_SpawnItem
import SetRespawn
import LaunchItem
import Drop_Item
import PrecacheItem
import UseHoldableItem
import SpawnTime
import RespawnItem
import G_RunItem
import G_CheckTeamItems
import G_RevertVote
import Cmd_FollowCycle_f
import SetTeam
import BroadcastTeamChange
import StopFollowing
import Cmd_Score_f
import G_NewString
import G_SpawnEntitiesFromString
import G_SpawnVector
import G_SpawnInt
import G_SpawnFloat
import G_SpawnString
import BigEndian
import replace1
import Q_stradd
import Q_strcpy
import BG_StripColor
import BG_CleanName
import DecodedString
import EncodedString
import strtok
import Q_stristr
import BG_sprintf
import BG_PlayerTouchesItem
import BG_PlayerStateToEntityStateExtraPolate
import BG_PlayerStateToEntityState
import BG_TouchJumpPad
import BG_AddPredictableEventToPlayerstate
import BG_EvaluateTrajectoryDelta
import BG_EvaluateTrajectory
import BG_CanItemBeGrabbed
import BG_FindItemForHoldable
import BG_FindItemForPowerup
import BG_FindItemForWeapon
import BG_FindItem
import bg_numItems
import bg_itemlist
import Pmove
import PM_UpdateViewAngles
import gt
import Com_Printf
import Com_Error
import Info_NextPair
import Info_ValidateKeyValue
import Info_Validate
import Info_SetValueForKey_Big
import Info_SetValueForKey
import Info_ValueForKey
import va
import Q_CleanStr
import Q_PrintStrlen
import Q_strcat
import Q_strncpyz
import Q_strrchr
import Q_strupr
import Q_strlwr
import Q_stricmpn
import Q_strncmp
import Q_stricmp
import Q_isalpha
import Q_isupper
import Q_islower
import Q_isprint
import locase
import Com_sprintf
import Parse3DMatrix
import Parse2DMatrix
import Parse1DMatrix
import SkipRestOfLine
import SkipBracedSection
import COM_MatchToken
import Com_Split
import COM_ParseSep
import Com_InitSeparators
import SkipTillSeparators
import COM_ParseWarning
import COM_ParseError
import COM_Compress
import COM_ParseExt
import COM_Parse
import COM_GetCurrentParseLine
import COM_BeginParseSession
import COM_DefaultExtension
import COM_StripExtension
import COM_SkipPath
import Com_Clamp
import PerpendicularVector
import AngleVectors
import MatrixMultiply
import MakeNormalVectors
import RotateAroundDirection
import RotatePointAroundVector
import ProjectPointOnPlane
import PlaneFromPoints
import AngleDelta
import AngleNormalize180
import AngleNormalize360
import AnglesSubtract
import AngleSubtract
import LerpAngle
import AngleMod
import BoxOnPlaneSide
import SetPlaneSignbits
import AxisCopy
import AxisClear
import AnglesToAxis
import vectoangles
import Q_crandom
import Q_random
import Q_rand
import Q_acos
import Q_log2
import VectorRotate
import Vector4Scale
import VectorNormalize2
import VectorNormalize
import CrossProduct
import VectorInverse
import VectorNormalizeFast
import DistanceSquared
import Distance
import VectorLengthSquared
import VectorLength
import VectorCompare
import AddPointToBounds
import ClearBounds
import RadiusFromBounds
import NormalizeColor
import ColorBytes4
import ColorBytes3
import _VectorMA
import _VectorScale
import _VectorCopy
import _VectorAdd
import _VectorSubtract
import _DotProduct
import ByteToDir
import DirToByte
import ClampShort
import ClampChar
import Q_rsqrt
import Q_fabs
import axisDefault
import vec3_origin
import g_color_table
import colorDkGrey
import colorMdGrey
import colorLtGrey
import colorWhite
import colorCyan
import colorMagenta
import colorYellow
import colorBlue
import colorGreen
import colorRed
import colorBlack
import bytedirs
import Hunk_Alloc
import acos
import fabs
import abs
import tan
import atan2
import cos
import sin
import sqrt
import floor
import ceil
import memcpy
import memset
import memmove
import Q_sscanf
import ED_vsprintf
import atoi
import atof
import toupper
import tolower
import strncpy
import strstr
import strchr
import strcmp
import strcpy
import strcat
import strlen
import rand
import srand
import qsort
lit
align 1
LABELV $249
byte 1 112
byte 1 114
byte 1 111
byte 1 120
byte 1 32
byte 1 109
byte 1 105
byte 1 110
byte 1 101
byte 1 0
align 1
LABELV $229
byte 1 110
byte 1 97
byte 1 105
byte 1 108
byte 1 0
align 1
LABELV $218
byte 1 114
byte 1 111
byte 1 99
byte 1 107
byte 1 101
byte 1 116
byte 1 0
align 1
LABELV $212
byte 1 98
byte 1 102
byte 1 103
byte 1 0
align 1
LABELV $206
byte 1 103
byte 1 114
byte 1 101
byte 1 110
byte 1 97
byte 1 100
byte 1 101
byte 1 0
align 1
LABELV $202
byte 1 112
byte 1 108
byte 1 97
byte 1 115
byte 1 109
byte 1 97
byte 1 0
align 1
LABELV $155
byte 1 104
byte 1 111
byte 1 111
byte 1 107
byte 1 0
align 1
LABELV $107
byte 1 112
byte 1 114
byte 1 111
byte 1 120
byte 1 109
byte 1 105
byte 1 110
byte 1 101
byte 1 95
byte 1 116
byte 1 114
byte 1 105
byte 1 103
byte 1 103
byte 1 101
byte 1 114
byte 1 0
align 1
LABELV $106
byte 1 115
byte 1 111
byte 1 117
byte 1 110
byte 1 100
byte 1 47
byte 1 119
byte 1 101
byte 1 97
byte 1 112
byte 1 111
byte 1 110
byte 1 115
byte 1 47
byte 1 112
byte 1 114
byte 1 111
byte 1 120
byte 1 109
byte 1 105
byte 1 110
byte 1 101
byte 1 47
byte 1 119
byte 1 115
byte 1 116
byte 1 98
byte 1 116
byte 1 105
byte 1 99
byte 1 107
byte 1 46
byte 1 119
byte 1 97
byte 1 118
byte 1 0
