export Team_InitGame
code
proc Team_InitGame 12 12
file "debug-x86-Linux-2.3/TA/game/game/g_team.c"
line 25
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:
;4:#include "g_local.h"
;5:
;6:
;7:typedef struct teamgame_s {
;8:	float			last_flag_capture;
;9:	int				last_capture_team;
;10:	flagStatus_t	redStatus;	// CTF
;11:	flagStatus_t	blueStatus;	// CTF
;12:	flagStatus_t	flagStatus;	// One Flag CTF
;13:	int				redTakenTime;
;14:	int				blueTakenTime;
;15:	int				redObeliskAttackedTime;
;16:	int				blueObeliskAttackedTime;
;17:} teamgame_t;
;18:
;19:teamgame_t teamgame;
;20:
;21:gentity_t	*neutralObelisk;
;22:
;23:void Team_SetFlagStatus( int team, flagStatus_t status );
;24:
;25:void Team_InitGame( void ) {
line 26
;26:	memset(&teamgame, 0, sizeof teamgame);
ADDRGP4 teamgame
ARGP4
CNSTI4 0
ARGI4
CNSTI4 36
ARGI4
ADDRGP4 memset
CALLP4
pop
line 28
;27:
;28:	switch( g_gametype.integer ) {
ADDRLP4 0
ADDRGP4 g_gametype+12
INDIRI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 4
EQI4 $56
ADDRLP4 0
INDIRI4
CNSTI4 5
EQI4 $59
ADDRGP4 $54
JUMPV
LABELV $56
line 30
;29:	case GT_CTF:
;30:		teamgame.redStatus = teamgame.blueStatus = -1; // Invalid to force update
ADDRLP4 4
CNSTI4 -1
ASGNI4
ADDRGP4 teamgame+12
ADDRLP4 4
INDIRI4
ASGNI4
ADDRGP4 teamgame+8
ADDRLP4 4
INDIRI4
ASGNI4
line 31
;31:		Team_SetFlagStatus( TEAM_RED, FLAG_ATBASE );
CNSTI4 1
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 Team_SetFlagStatus
CALLV
pop
line 32
;32:		Team_SetFlagStatus( TEAM_BLUE, FLAG_ATBASE );
CNSTI4 2
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 Team_SetFlagStatus
CALLV
pop
line 33
;33:		break;
ADDRGP4 $54
JUMPV
LABELV $59
line 36
;34:#ifdef MISSIONPACK
;35:	case GT_1FCTF:
;36:		teamgame.flagStatus = -1; // Invalid to force update
ADDRGP4 teamgame+16
CNSTI4 -1
ASGNI4
line 37
;37:		Team_SetFlagStatus( TEAM_FREE, FLAG_ATBASE );
ADDRLP4 8
CNSTI4 0
ASGNI4
ADDRLP4 8
INDIRI4
ARGI4
ADDRLP4 8
INDIRI4
ARGI4
ADDRGP4 Team_SetFlagStatus
CALLV
pop
line 38
;38:		break;
line 41
;39:#endif
;40:	default:
;41:		break;
LABELV $54
line 43
;42:	}
;43:}
LABELV $52
endproc Team_InitGame 12 12
export OtherTeam
proc OtherTeam 0 0
line 45
;44:
;45:int OtherTeam(int team) {
line 46
;46:	if (team==TEAM_RED)
ADDRFP4 0
INDIRI4
CNSTI4 1
NEI4 $62
line 47
;47:		return TEAM_BLUE;
CNSTI4 2
RETI4
ADDRGP4 $61
JUMPV
LABELV $62
line 48
;48:	else if (team==TEAM_BLUE)
ADDRFP4 0
INDIRI4
CNSTI4 2
NEI4 $64
line 49
;49:		return TEAM_RED;
CNSTI4 1
RETI4
ADDRGP4 $61
JUMPV
LABELV $64
line 50
;50:	return team;
ADDRFP4 0
INDIRI4
RETI4
LABELV $61
endproc OtherTeam 0 0
export TeamName
proc TeamName 0 0
line 53
;51:}
;52:
;53:const char *TeamName(int team)  {
line 54
;54:	if (team==TEAM_RED)
ADDRFP4 0
INDIRI4
CNSTI4 1
NEI4 $67
line 55
;55:		return "RED";
ADDRGP4 $69
RETP4
ADDRGP4 $66
JUMPV
LABELV $67
line 56
;56:	else if (team==TEAM_BLUE)
ADDRFP4 0
INDIRI4
CNSTI4 2
NEI4 $70
line 57
;57:		return "BLUE";
ADDRGP4 $72
RETP4
ADDRGP4 $66
JUMPV
LABELV $70
line 58
;58:	else if (team==TEAM_SPECTATOR)
ADDRFP4 0
INDIRI4
CNSTI4 3
NEI4 $73
line 59
;59:		return "SPECTATOR";
ADDRGP4 $75
RETP4
ADDRGP4 $66
JUMPV
LABELV $73
line 60
;60:	return "FREE";
ADDRGP4 $76
RETP4
LABELV $66
endproc TeamName 0 0
export OtherTeamName
proc OtherTeamName 0 0
line 63
;61:}
;62:
;63:const char *OtherTeamName(int team) {
line 64
;64:	if (team==TEAM_RED)
ADDRFP4 0
INDIRI4
CNSTI4 1
NEI4 $78
line 65
;65:		return "BLUE";
ADDRGP4 $72
RETP4
ADDRGP4 $77
JUMPV
LABELV $78
line 66
;66:	else if (team==TEAM_BLUE)
ADDRFP4 0
INDIRI4
CNSTI4 2
NEI4 $80
line 67
;67:		return "RED";
ADDRGP4 $69
RETP4
ADDRGP4 $77
JUMPV
LABELV $80
line 68
;68:	else if (team==TEAM_SPECTATOR)
ADDRFP4 0
INDIRI4
CNSTI4 3
NEI4 $82
line 69
;69:		return "SPECTATOR";
ADDRGP4 $75
RETP4
ADDRGP4 $77
JUMPV
LABELV $82
line 70
;70:	return "FREE";
ADDRGP4 $76
RETP4
LABELV $77
endproc OtherTeamName 0 0
export TeamColorString
proc TeamColorString 0 0
line 73
;71:}
;72:
;73:const char *TeamColorString(int team) {
line 74
;74:	if (team==TEAM_RED)
ADDRFP4 0
INDIRI4
CNSTI4 1
NEI4 $85
line 75
;75:		return S_COLOR_RED;
ADDRGP4 $87
RETP4
ADDRGP4 $84
JUMPV
LABELV $85
line 76
;76:	else if (team==TEAM_BLUE)
ADDRFP4 0
INDIRI4
CNSTI4 2
NEI4 $88
line 77
;77:		return S_COLOR_BLUE;
ADDRGP4 $90
RETP4
ADDRGP4 $84
JUMPV
LABELV $88
line 78
;78:	else if (team==TEAM_SPECTATOR)
ADDRFP4 0
INDIRI4
CNSTI4 3
NEI4 $91
line 79
;79:		return S_COLOR_YELLOW;
ADDRGP4 $93
RETP4
ADDRGP4 $84
JUMPV
LABELV $91
line 80
;80:	return S_COLOR_WHITE;
ADDRGP4 $94
RETP4
LABELV $84
endproc TeamColorString 0 0
export PrintMsg
proc PrintMsg 1048 12
line 84
;81:}
;82:
;83:// NULL for everyone
;84:void QDECL PrintMsg( gentity_t *ent, const char *fmt, ... ) {
line 89
;85:	char		msg[1024];
;86:	va_list		argptr;
;87:	char		*p;
;88:	
;89:	va_start (argptr,fmt);
ADDRLP4 1028
ADDRFP4 4+4
ASGNP4
line 90
;90:	if (vsprintf (msg, fmt, argptr) > sizeof(msg)) {
ADDRLP4 4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 1028
INDIRP4
ARGP4
ADDRLP4 1032
ADDRGP4 vsprintf
CALLI4
ASGNI4
ADDRLP4 1032
INDIRI4
CVIU4 4
CNSTU4 1024
LEU4 $97
line 91
;91:		G_Error ( "PrintMsg overrun" );
ADDRGP4 $99
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 92
;92:	}
LABELV $97
line 93
;93:	va_end (argptr);
ADDRLP4 1028
CNSTP4 0
ASGNP4
ADDRGP4 $101
JUMPV
LABELV $100
line 97
;94:
;95:	// double quotes are bad
;96:	while ((p = strchr(msg, '"')) != NULL)
;97:		*p = '\'';
ADDRLP4 0
INDIRP4
CNSTI1 39
ASGNI1
LABELV $101
line 96
ADDRLP4 4
ARGP4
CNSTI4 34
ARGI4
ADDRLP4 1036
ADDRGP4 strchr
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 1036
INDIRP4
ASGNP4
ADDRLP4 1036
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $100
line 99
;98:
;99:	trap_SendServerCommand ( ( (ent == NULL) ? -1 : ent-g_entities ), va("print \"%s\"", msg ));
ADDRGP4 $104
ARGP4
ADDRLP4 4
ARGP4
ADDRLP4 1044
ADDRGP4 va
CALLP4
ASGNP4
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $105
ADDRLP4 1040
CNSTI4 -1
ASGNI4
ADDRGP4 $106
JUMPV
LABELV $105
ADDRLP4 1040
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 g_entities
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 816
DIVI4
ASGNI4
LABELV $106
ADDRLP4 1040
INDIRI4
ARGI4
ADDRLP4 1044
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 100
;100:}
LABELV $95
endproc PrintMsg 1048 12
export AddTeamScore
proc AddTeamScore 16 8
line 110
;101:
;102:/*
;103:==============
;104:AddTeamScore
;105:
;106: used for gametype > GT_TEAM
;107: for gametype GT_TEAM the level.teamScores is updated in AddScore in g_combat.c
;108:==============
;109:*/
;110:void AddTeamScore(vec3_t origin, int team, int score) {
line 113
;111:	gentity_t	*te;
;112:
;113:	te = G_TempEntity(origin, EV_GLOBAL_TEAM_SOUND );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 47
ARGI4
ADDRLP4 4
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 114
;114:	te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 116
;115:
;116:	if ( team == TEAM_RED ) {
ADDRFP4 4
INDIRI4
CNSTI4 1
NEI4 $108
line 117
;117:		if ( level.teamScores[ TEAM_RED ] + score == level.teamScores[ TEAM_BLUE ] ) {
ADDRGP4 level+44+4
INDIRI4
ADDRFP4 8
INDIRI4
ADDI4
ADDRGP4 level+44+8
INDIRI4
NEI4 $110
line 119
;118:			//teams are tied sound
;119:			te->s.eventParm = GTS_TEAMS_ARE_TIED;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 12
ASGNI4
line 120
;120:		}
ADDRGP4 $109
JUMPV
LABELV $110
line 121
;121:		else if ( level.teamScores[ TEAM_RED ] <= level.teamScores[ TEAM_BLUE ] &&
ADDRGP4 level+44+4
INDIRI4
ADDRGP4 level+44+8
INDIRI4
GTI4 $116
ADDRGP4 level+44+4
INDIRI4
ADDRFP4 8
INDIRI4
ADDI4
ADDRGP4 level+44+8
INDIRI4
LEI4 $116
line 122
;122:					level.teamScores[ TEAM_RED ] + score > level.teamScores[ TEAM_BLUE ]) {
line 124
;123:			// red took the lead sound
;124:			te->s.eventParm = GTS_REDTEAM_TOOK_LEAD;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 10
ASGNI4
line 125
;125:		}
ADDRGP4 $109
JUMPV
LABELV $116
line 126
;126:		else {
line 128
;127:			// red scored sound
;128:			te->s.eventParm = GTS_REDTEAM_SCORED;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 8
ASGNI4
line 129
;129:		}
line 130
;130:	}
ADDRGP4 $109
JUMPV
LABELV $108
line 131
;131:	else {
line 132
;132:		if ( level.teamScores[ TEAM_BLUE ] + score == level.teamScores[ TEAM_RED ] ) {
ADDRGP4 level+44+8
INDIRI4
ADDRFP4 8
INDIRI4
ADDI4
ADDRGP4 level+44+4
INDIRI4
NEI4 $126
line 134
;133:			//teams are tied sound
;134:			te->s.eventParm = GTS_TEAMS_ARE_TIED;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 12
ASGNI4
line 135
;135:		}
ADDRGP4 $127
JUMPV
LABELV $126
line 136
;136:		else if ( level.teamScores[ TEAM_BLUE ] <= level.teamScores[ TEAM_RED ] &&
ADDRGP4 level+44+8
INDIRI4
ADDRGP4 level+44+4
INDIRI4
GTI4 $132
ADDRGP4 level+44+8
INDIRI4
ADDRFP4 8
INDIRI4
ADDI4
ADDRGP4 level+44+4
INDIRI4
LEI4 $132
line 137
;137:					level.teamScores[ TEAM_BLUE ] + score > level.teamScores[ TEAM_RED ]) {
line 139
;138:			// blue took the lead sound
;139:			te->s.eventParm = GTS_BLUETEAM_TOOK_LEAD;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 11
ASGNI4
line 140
;140:		}
ADDRGP4 $133
JUMPV
LABELV $132
line 141
;141:		else {
line 143
;142:			// blue scored sound
;143:			te->s.eventParm = GTS_BLUETEAM_SCORED;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 9
ASGNI4
line 144
;144:		}
LABELV $133
LABELV $127
line 145
;145:	}
LABELV $109
line 146
;146:	level.teamScores[ team ] += score;
ADDRLP4 12
ADDRFP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+44
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
ADDRFP4 8
INDIRI4
ADDI4
ASGNI4
line 147
;147:}
LABELV $107
endproc AddTeamScore 16 8
export OnSameTeam
proc OnSameTeam 16 0
line 154
;148:
;149:/*
;150:==============
;151:OnSameTeam
;152:==============
;153:*/
;154:qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ) {
line 155
;155:	if ( !ent1->client || !ent2->client ) {
ADDRLP4 0
CNSTI4 516
ASGNI4
ADDRLP4 4
CNSTU4 0
ASGNU4
ADDRFP4 0
INDIRP4
ADDRLP4 0
INDIRI4
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 4
INDIRU4
EQU4 $146
ADDRFP4 4
INDIRP4
ADDRLP4 0
INDIRI4
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 4
INDIRU4
NEU4 $144
LABELV $146
line 156
;156:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $143
JUMPV
LABELV $144
line 159
;157:	}
;158:
;159:	if ( g_gametype.integer < GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
GEI4 $147
line 160
;160:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $143
JUMPV
LABELV $147
line 163
;161:	}
;162:
;163:	if ( ent1->client->sess.sessionTeam == ent2->client->sess.sessionTeam ) {
ADDRLP4 8
CNSTI4 516
ASGNI4
ADDRLP4 12
CNSTI4 616
ASGNI4
ADDRFP4 0
INDIRP4
ADDRLP4 8
INDIRI4
ADDP4
INDIRP4
ADDRLP4 12
INDIRI4
ADDP4
INDIRI4
ADDRFP4 4
INDIRP4
ADDRLP4 8
INDIRI4
ADDP4
INDIRP4
ADDRLP4 12
INDIRI4
ADDP4
INDIRI4
NEI4 $150
line 164
;164:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $143
JUMPV
LABELV $150
line 167
;165:	}
;166:
;167:	return qfalse;
CNSTI4 0
RETI4
LABELV $143
endproc OnSameTeam 16 0
data
align 1
LABELV ctfFlagStatusRemap
byte 1 48
byte 1 49
byte 1 42
byte 1 42
byte 1 50
align 1
LABELV oneFlagStatusRemap
byte 1 48
byte 1 49
byte 1 50
byte 1 51
byte 1 52
export Team_SetFlagStatus
code
proc Team_SetFlagStatus 12 8
line 174
;168:}
;169:
;170:
;171:static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' };
;172:static char oneFlagStatusRemap[] = { '0', '1', '2', '3', '4' };
;173:
;174:void Team_SetFlagStatus( int team, flagStatus_t status ) {
line 175
;175:	qboolean modified = qfalse;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 177
;176:
;177:	switch( team ) {
ADDRLP4 4
ADDRFP4 0
INDIRI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $165
ADDRLP4 4
INDIRI4
CNSTI4 1
EQI4 $155
ADDRLP4 4
INDIRI4
CNSTI4 2
EQI4 $160
ADDRGP4 $153
JUMPV
LABELV $155
line 179
;178:	case TEAM_RED:	// CTF
;179:		if( teamgame.redStatus != status ) {
ADDRGP4 teamgame+8
INDIRI4
ADDRFP4 4
INDIRI4
EQI4 $154
line 180
;180:			teamgame.redStatus = status;
ADDRGP4 teamgame+8
ADDRFP4 4
INDIRI4
ASGNI4
line 181
;181:			modified = qtrue;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 182
;182:		}
line 183
;183:		break;
ADDRGP4 $154
JUMPV
LABELV $160
line 186
;184:
;185:	case TEAM_BLUE:	// CTF
;186:		if( teamgame.blueStatus != status ) {
ADDRGP4 teamgame+12
INDIRI4
ADDRFP4 4
INDIRI4
EQI4 $154
line 187
;187:			teamgame.blueStatus = status;
ADDRGP4 teamgame+12
ADDRFP4 4
INDIRI4
ASGNI4
line 188
;188:			modified = qtrue;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 189
;189:		}
line 190
;190:		break;
ADDRGP4 $154
JUMPV
LABELV $165
line 193
;191:
;192:	case TEAM_FREE:	// One Flag CTF
;193:		if( teamgame.flagStatus != status ) {
ADDRGP4 teamgame+16
INDIRI4
ADDRFP4 4
INDIRI4
EQI4 $154
line 194
;194:			teamgame.flagStatus = status;
ADDRGP4 teamgame+16
ADDRFP4 4
INDIRI4
ASGNI4
line 195
;195:			modified = qtrue;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 196
;196:		}
line 197
;197:		break;
LABELV $153
LABELV $154
line 200
;198:	}
;199:
;200:	if( modified ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $170
line 203
;201:		char st[4];
;202:
;203:		if( g_gametype.integer == GT_CTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
NEI4 $172
line 204
;204:			st[0] = ctfFlagStatusRemap[teamgame.redStatus];
ADDRLP4 8
ADDRGP4 teamgame+8
INDIRI4
ADDRGP4 ctfFlagStatusRemap
ADDP4
INDIRI1
ASGNI1
line 205
;205:			st[1] = ctfFlagStatusRemap[teamgame.blueStatus];
ADDRLP4 8+1
ADDRGP4 teamgame+12
INDIRI4
ADDRGP4 ctfFlagStatusRemap
ADDP4
INDIRI1
ASGNI1
line 206
;206:			st[2] = 0;
ADDRLP4 8+2
CNSTI1 0
ASGNI1
line 207
;207:		}
ADDRGP4 $173
JUMPV
LABELV $172
line 208
;208:		else {		// GT_1FCTF
line 209
;209:			st[0] = oneFlagStatusRemap[teamgame.flagStatus];
ADDRLP4 8
ADDRGP4 teamgame+16
INDIRI4
ADDRGP4 oneFlagStatusRemap
ADDP4
INDIRI1
ASGNI1
line 210
;210:			st[1] = 0;
ADDRLP4 8+1
CNSTI1 0
ASGNI1
line 211
;211:		}
LABELV $173
line 213
;212:
;213:		trap_SetConfigstring( CS_FLAGSTATUS, st );
CNSTI4 23
ARGI4
ADDRLP4 8
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 214
;214:	}
LABELV $170
line 215
;215:}
LABELV $152
endproc Team_SetFlagStatus 12 8
export Team_CheckDroppedItem
proc Team_CheckDroppedItem 0 8
line 217
;216:
;217:void Team_CheckDroppedItem( gentity_t *dropped ) {
line 218
;218:	if( dropped->item->giTag == PW_REDFLAG ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 7
NEI4 $182
line 219
;219:		Team_SetFlagStatus( TEAM_RED, FLAG_DROPPED );
CNSTI4 1
ARGI4
CNSTI4 4
ARGI4
ADDRGP4 Team_SetFlagStatus
CALLV
pop
line 220
;220:	}
ADDRGP4 $183
JUMPV
LABELV $182
line 221
;221:	else if( dropped->item->giTag == PW_BLUEFLAG ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 8
NEI4 $184
line 222
;222:		Team_SetFlagStatus( TEAM_BLUE, FLAG_DROPPED );
CNSTI4 2
ARGI4
CNSTI4 4
ARGI4
ADDRGP4 Team_SetFlagStatus
CALLV
pop
line 223
;223:	}
ADDRGP4 $185
JUMPV
LABELV $184
line 224
;224:	else if( dropped->item->giTag == PW_NEUTRALFLAG ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 9
NEI4 $186
line 225
;225:		Team_SetFlagStatus( TEAM_FREE, FLAG_DROPPED );
CNSTI4 0
ARGI4
CNSTI4 4
ARGI4
ADDRGP4 Team_SetFlagStatus
CALLV
pop
line 226
;226:	}
LABELV $186
LABELV $185
LABELV $183
line 227
;227:}
LABELV $181
endproc Team_CheckDroppedItem 0 8
export Team_ForceGesture
proc Team_ForceGesture 12 0
line 234
;228:
;229:/*
;230:================
;231:Team_ForceGesture
;232:================
;233:*/
;234:void Team_ForceGesture(int team) {
line 238
;235:	int i;
;236:	gentity_t *ent;
;237:
;238:	for (i = 0; i < MAX_CLIENTS; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $189
line 239
;239:		ent = &g_entities[i];
ADDRLP4 0
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 240
;240:		if (!ent->inuse)
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $193
line 241
;241:			continue;
ADDRGP4 $190
JUMPV
LABELV $193
line 242
;242:		if (!ent->client)
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $195
line 243
;243:			continue;
ADDRGP4 $190
JUMPV
LABELV $195
line 244
;244:		if (ent->client->sess.sessionTeam != team)
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $197
line 245
;245:			continue;
ADDRGP4 $190
JUMPV
LABELV $197
line 247
;246:		//
;247:		ent->flags |= FL_FORCE_GESTURE;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 32768
BORI4
ASGNI4
line 248
;248:	}
LABELV $190
line 238
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 64
LTI4 $189
line 249
;249:}
LABELV $188
endproc Team_ForceGesture 12 0
export Team_FragBonuses
proc Team_FragBonuses 268 16
line 261
;250:
;251:/*
;252:================
;253:Team_FragBonuses
;254:
;255:Calculate the bonuses for flag defense, flag carrier defense, etc.
;256:Note that bonuses are not cumulative.  You get one, they are in importance
;257:order.
;258:================
;259:*/
;260:void Team_FragBonuses(gentity_t *targ, gentity_t *inflictor, gentity_t *attacker)
;261:{
line 267
;262:	int i;
;263:	gentity_t *ent;
;264:	int flag_pw, enemy_flag_pw;
;265:	int otherteam;
;266:	int tokens;
;267:	gentity_t *flag, *carrier = NULL;
ADDRLP4 12
CNSTP4 0
ASGNP4
line 273
;268:	char *c;
;269:	vec3_t v1, v2;
;270:	int team;
;271:
;272:	// no bonus for fragging yourself or team mates
;273:	if (!targ->client || !attacker->client || targ == attacker || OnSameTeam(targ, attacker))
ADDRLP4 64
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
CNSTI4 516
ASGNI4
ADDRLP4 72
CNSTU4 0
ASGNU4
ADDRLP4 64
INDIRP4
ADDRLP4 68
INDIRI4
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 72
INDIRU4
EQU4 $204
ADDRLP4 76
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 68
INDIRI4
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 72
INDIRU4
EQU4 $204
ADDRLP4 64
INDIRP4
CVPU4 4
ADDRLP4 76
INDIRP4
CVPU4 4
EQU4 $204
ADDRLP4 64
INDIRP4
ARGP4
ADDRLP4 76
INDIRP4
ARGP4
ADDRLP4 80
ADDRGP4 OnSameTeam
CALLI4
ASGNI4
ADDRLP4 80
INDIRI4
CNSTI4 0
EQI4 $200
LABELV $204
line 274
;274:		return;
ADDRGP4 $199
JUMPV
LABELV $200
line 276
;275:
;276:	team = targ->client->sess.sessionTeam;
ADDRLP4 52
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ASGNI4
line 277
;277:	otherteam = OtherTeam(targ->client->sess.sessionTeam);
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ARGI4
ADDRLP4 84
ADDRGP4 OtherTeam
CALLI4
ASGNI4
ADDRLP4 16
ADDRLP4 84
INDIRI4
ASGNI4
line 278
;278:	if (otherteam < 0)
ADDRLP4 16
INDIRI4
CNSTI4 0
GEI4 $205
line 279
;279:		return; // whoever died isn't on a team
ADDRGP4 $199
JUMPV
LABELV $205
line 282
;280:
;281:	// same team, if the flag at base, check to he has the enemy flag
;282:	if (team == TEAM_RED) {
ADDRLP4 52
INDIRI4
CNSTI4 1
NEI4 $207
line 283
;283:		flag_pw = PW_REDFLAG;
ADDRLP4 36
CNSTI4 7
ASGNI4
line 284
;284:		enemy_flag_pw = PW_BLUEFLAG;
ADDRLP4 60
CNSTI4 8
ASGNI4
line 285
;285:	} else {
ADDRGP4 $208
JUMPV
LABELV $207
line 286
;286:		flag_pw = PW_BLUEFLAG;
ADDRLP4 36
CNSTI4 8
ASGNI4
line 287
;287:		enemy_flag_pw = PW_REDFLAG;
ADDRLP4 60
CNSTI4 7
ASGNI4
line 288
;288:	}
LABELV $208
line 290
;289:
;290:	if (g_gametype.integer == GT_1FCTF) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $209
line 291
;291:		enemy_flag_pw = PW_NEUTRALFLAG;
ADDRLP4 60
CNSTI4 9
ASGNI4
line 292
;292:	} 
LABELV $209
line 295
;293:
;294:	// did the attacker frag the flag carrier?
;295:	tokens = 0;
ADDRLP4 56
CNSTI4 0
ASGNI4
line 297
;296:#ifdef MISSIONPACK
;297:	if( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $212
line 298
;298:		tokens = targ->client->ps.generic1;
ADDRLP4 56
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 440
ADDP4
INDIRI4
ASGNI4
line 299
;299:	}
LABELV $212
line 301
;300:#endif
;301:	if (targ->client->ps.powerups[enemy_flag_pw]) {
ADDRLP4 60
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
CNSTI4 0
EQI4 $215
line 302
;302:		attacker->client->pers.teamState.lastfraggedcarrier = level.time;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 600
ADDP4
ADDRGP4 level+32
INDIRI4
CVIF4 4
ASGNF4
line 303
;303:		AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS);
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 20
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 304
;304:		attacker->client->pers.teamState.fragcarrier++;
ADDRLP4 88
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 580
ADDP4
ASGNP4
ADDRLP4 88
INDIRP4
ADDRLP4 88
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 305
;305:		PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's flag carrier!\n",
ADDRLP4 52
INDIRI4
ARGI4
ADDRLP4 92
ADDRGP4 TeamName
CALLP4
ASGNP4
CNSTP4 0
ARGP4
ADDRGP4 $218
ARGP4
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 92
INDIRP4
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 310
;306:			attacker->client->pers.netname, TeamName(team));
;307:
;308:		// the target had the flag, clear the hurt carrier
;309:		// field on the other team
;310:		for (i = 0; i < g_maxclients.integer; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $222
JUMPV
LABELV $219
line 311
;311:			ent = g_entities + i;
ADDRLP4 8
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 312
;312:			if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
ADDRLP4 8
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
EQI4 $224
ADDRLP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ADDRLP4 16
INDIRI4
NEI4 $224
line 313
;313:				ent->client->pers.teamState.lasthurtcarrier = 0;
ADDRLP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 588
ADDP4
CNSTF4 0
ASGNF4
LABELV $224
line 314
;314:		}
LABELV $220
line 310
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $222
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $219
line 315
;315:		return;
ADDRGP4 $199
JUMPV
LABELV $215
line 319
;316:	}
;317:
;318:	// did the attacker frag a head carrier? other->client->ps.generic1
;319:	if (tokens) {
ADDRLP4 56
INDIRI4
CNSTI4 0
EQI4 $226
line 320
;320:		attacker->client->pers.teamState.lastfraggedcarrier = level.time;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 600
ADDP4
ADDRGP4 level+32
INDIRI4
CVIF4 4
ASGNF4
line 321
;321:		AddScore(attacker, targ->r.currentOrigin, CTF_FRAG_CARRIER_BONUS * tokens * tokens);
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 20
ADDRLP4 56
INDIRI4
MULI4
ADDRLP4 56
INDIRI4
MULI4
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 322
;322:		attacker->client->pers.teamState.fragcarrier++;
ADDRLP4 92
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 580
ADDP4
ASGNP4
ADDRLP4 92
INDIRP4
ADDRLP4 92
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 323
;323:		PrintMsg(NULL, "%s" S_COLOR_WHITE " fragged %s's skull carrier!\n",
ADDRLP4 52
INDIRI4
ARGI4
ADDRLP4 96
ADDRGP4 TeamName
CALLP4
ASGNP4
CNSTP4 0
ARGP4
ADDRGP4 $229
ARGP4
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 96
INDIRP4
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 328
;324:			attacker->client->pers.netname, TeamName(team));
;325:
;326:		// the target had the flag, clear the hurt carrier
;327:		// field on the other team
;328:		for (i = 0; i < g_maxclients.integer; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $233
JUMPV
LABELV $230
line 329
;329:			ent = g_entities + i;
ADDRLP4 8
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 330
;330:			if (ent->inuse && ent->client->sess.sessionTeam == otherteam)
ADDRLP4 8
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
EQI4 $235
ADDRLP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ADDRLP4 16
INDIRI4
NEI4 $235
line 331
;331:				ent->client->pers.teamState.lasthurtcarrier = 0;
ADDRLP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 588
ADDP4
CNSTF4 0
ASGNF4
LABELV $235
line 332
;332:		}
LABELV $231
line 328
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $233
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $230
line 333
;333:		return;
ADDRGP4 $199
JUMPV
LABELV $226
line 336
;334:	}
;335:
;336:	if (targ->client->pers.teamState.lasthurtcarrier &&
ADDRLP4 88
CNSTI4 516
ASGNI4
ADDRLP4 92
ADDRFP4 0
INDIRP4
ADDRLP4 88
INDIRI4
ADDP4
INDIRP4
CNSTI4 588
ADDP4
INDIRF4
ASGNF4
ADDRLP4 92
INDIRF4
CNSTF4 0
EQF4 $237
ADDRGP4 level+32
INDIRI4
CVIF4 4
ADDRLP4 92
INDIRF4
SUBF4
CNSTF4 1174011904
GEF4 $237
ADDRLP4 36
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 8
INDIRP4
ADDRLP4 88
INDIRI4
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
CNSTI4 0
NEI4 $237
line 338
;337:		level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
;338:		!attacker->client->ps.powerups[flag_pw]) {
line 341
;339:		// attacker is on the same team as the flag carrier and
;340:		// fragged a guy who hurt our flag carrier
;341:		AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 5
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 343
;342:
;343:		attacker->client->pers.teamState.carrierdefense++;
ADDRLP4 96
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 572
ADDP4
ASGNP4
ADDRLP4 96
INDIRP4
ADDRLP4 96
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 344
;344:		targ->client->pers.teamState.lasthurtcarrier = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 588
ADDP4
CNSTF4 0
ASGNF4
line 346
;345:
;346:		attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
ADDRLP4 100
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 292
ADDP4
ASGNP4
ADDRLP4 100
INDIRP4
ADDRLP4 100
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 347
;347:		team = attacker->client->sess.sessionTeam;
ADDRLP4 52
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ASGNI4
line 349
;348:		// add the sprite over the player's head
;349:		attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 104
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 104
INDIRP4
ADDRLP4 104
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 350
;350:		attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
ADDRLP4 108
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 108
INDIRP4
ADDRLP4 108
INDIRP4
INDIRI4
CNSTI4 65536
BORI4
ASGNI4
line 351
;351:		attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 353
;352:
;353:		return;
ADDRGP4 $199
JUMPV
LABELV $237
line 356
;354:	}
;355:
;356:	if (targ->client->pers.teamState.lasthurtcarrier &&
ADDRLP4 96
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 588
ADDP4
INDIRF4
ASGNF4
ADDRLP4 96
INDIRF4
CNSTF4 0
EQF4 $241
ADDRGP4 level+32
INDIRI4
CVIF4 4
ADDRLP4 96
INDIRF4
SUBF4
CNSTF4 1174011904
GEF4 $241
line 357
;357:		level.time - targ->client->pers.teamState.lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT) {
line 359
;358:		// attacker is on the same team as the skull carrier and
;359:		AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_DANGER_PROTECT_BONUS);
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 5
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 361
;360:
;361:		attacker->client->pers.teamState.carrierdefense++;
ADDRLP4 100
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 572
ADDP4
ASGNP4
ADDRLP4 100
INDIRP4
ADDRLP4 100
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 362
;362:		targ->client->pers.teamState.lasthurtcarrier = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 588
ADDP4
CNSTF4 0
ASGNF4
line 364
;363:
;364:		attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
ADDRLP4 104
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 292
ADDP4
ASGNP4
ADDRLP4 104
INDIRP4
ADDRLP4 104
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 365
;365:		team = attacker->client->sess.sessionTeam;
ADDRLP4 52
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ASGNI4
line 367
;366:		// add the sprite over the player's head
;367:		attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 108
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 108
INDIRP4
ADDRLP4 108
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 368
;368:		attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
ADDRLP4 112
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 112
INDIRP4
ADDRLP4 112
INDIRP4
INDIRI4
CNSTI4 65536
BORI4
ASGNI4
line 369
;369:		attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 371
;370:
;371:		return;
ADDRGP4 $199
JUMPV
LABELV $241
line 379
;372:	}
;373:
;374:	// flag and flag carrier area defense bonuses
;375:
;376:	// we have to find the flag and carrier entities
;377:
;378:#ifdef MISSIONPACK	
;379:	if( g_gametype.integer == GT_OBELISK ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
NEI4 $245
line 381
;380:		// find the team obelisk
;381:		switch (attacker->client->sess.sessionTeam) {
ADDRLP4 100
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ASGNI4
ADDRLP4 100
INDIRI4
CNSTI4 1
EQI4 $251
ADDRLP4 100
INDIRI4
CNSTI4 2
EQI4 $253
ADDRGP4 $199
JUMPV
LABELV $251
line 383
;382:		case TEAM_RED:
;383:			c = "team_redobelisk";
ADDRLP4 20
ADDRGP4 $252
ASGNP4
line 384
;384:			break;
ADDRGP4 $246
JUMPV
LABELV $253
line 386
;385:		case TEAM_BLUE:
;386:			c = "team_blueobelisk";
ADDRLP4 20
ADDRGP4 $254
ASGNP4
line 387
;387:			break;		
line 389
;388:		default:
;389:			return;
line 392
;390:		}
;391:		
;392:	} else if (g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 $246
JUMPV
LABELV $245
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $255
line 394
;393:		// find the center obelisk
;394:		c = "team_neutralobelisk";
ADDRLP4 20
ADDRGP4 $258
ASGNP4
line 395
;395:	} else {
ADDRGP4 $256
JUMPV
LABELV $255
line 398
;396:#endif
;397:	// find the flag
;398:	switch (attacker->client->sess.sessionTeam) {
ADDRLP4 100
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ASGNI4
ADDRLP4 100
INDIRI4
CNSTI4 1
EQI4 $262
ADDRLP4 100
INDIRI4
CNSTI4 2
EQI4 $264
ADDRGP4 $199
JUMPV
LABELV $262
line 400
;399:	case TEAM_RED:
;400:		c = "team_CTF_redflag";
ADDRLP4 20
ADDRGP4 $263
ASGNP4
line 401
;401:		break;
ADDRGP4 $260
JUMPV
LABELV $264
line 403
;402:	case TEAM_BLUE:
;403:		c = "team_CTF_blueflag";
ADDRLP4 20
ADDRGP4 $265
ASGNP4
line 404
;404:		break;		
line 406
;405:	default:
;406:		return;
LABELV $260
line 409
;407:	}
;408:	// find attacker's team's flag carrier
;409:	for (i = 0; i < g_maxclients.integer; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $269
JUMPV
LABELV $266
line 410
;410:		carrier = g_entities + i;
ADDRLP4 12
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 411
;411:		if (carrier->inuse && carrier->client->ps.powerups[flag_pw])
ADDRLP4 112
CNSTI4 0
ASGNI4
ADDRLP4 12
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
ADDRLP4 112
INDIRI4
EQI4 $271
ADDRLP4 36
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 12
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
ADDRLP4 112
INDIRI4
EQI4 $271
line 412
;412:			break;
ADDRGP4 $268
JUMPV
LABELV $271
line 413
;413:		carrier = NULL;
ADDRLP4 12
CNSTP4 0
ASGNP4
line 414
;414:	}
LABELV $267
line 409
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $269
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $266
LABELV $268
line 416
;415:#ifdef MISSIONPACK
;416:	}
LABELV $256
LABELV $246
line 418
;417:#endif
;418:	flag = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
ADDRGP4 $274
JUMPV
LABELV $273
line 419
;419:	while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
line 420
;420:		if (!(flag->flags & FL_DROPPED_ITEM))
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
NEI4 $276
line 421
;421:			break;
ADDRGP4 $275
JUMPV
LABELV $276
line 422
;422:	}
LABELV $274
line 419
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRLP4 100
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 100
INDIRP4
ASGNP4
ADDRLP4 100
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $273
LABELV $275
line 424
;423:
;424:	if (!flag)
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $278
line 425
;425:		return; // can't find attacker's flag
ADDRGP4 $199
JUMPV
LABELV $278
line 430
;426:
;427:	// ok we have the attackers flag and a pointer to the carrier
;428:
;429:	// check to see if we are defending the base's flag
;430:	VectorSubtract(targ->r.currentOrigin, flag->r.currentOrigin, v1);
ADDRLP4 104
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 108
CNSTI4 488
ASGNI4
ADDRLP4 24
ADDRLP4 104
INDIRP4
ADDRLP4 108
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
ADDRLP4 108
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 116
CNSTI4 492
ASGNI4
ADDRLP4 24+4
ADDRLP4 104
INDIRP4
ADDRLP4 116
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
ADDRLP4 116
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 120
CNSTI4 496
ASGNI4
ADDRLP4 24+8
ADDRFP4 0
INDIRP4
ADDRLP4 120
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
ADDRLP4 120
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 431
;431:	VectorSubtract(attacker->r.currentOrigin, flag->r.currentOrigin, v2);
ADDRLP4 124
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 128
CNSTI4 488
ASGNI4
ADDRLP4 40
ADDRLP4 124
INDIRP4
ADDRLP4 128
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
ADDRLP4 128
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 136
CNSTI4 492
ASGNI4
ADDRLP4 40+4
ADDRLP4 124
INDIRP4
ADDRLP4 136
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
ADDRLP4 136
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 140
CNSTI4 496
ASGNI4
ADDRLP4 40+8
ADDRFP4 8
INDIRP4
ADDRLP4 140
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
ADDRLP4 140
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 433
;432:
;433:	if ( ( ( VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS &&
ADDRLP4 24
ARGP4
ADDRLP4 144
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 144
INDIRF4
CNSTF4 1148846080
GEF4 $287
ADDRLP4 148
CNSTI4 488
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 148
INDIRI4
ADDP4
ARGP4
ADDRFP4 0
INDIRP4
ADDRLP4 148
INDIRI4
ADDP4
ARGP4
ADDRLP4 152
ADDRGP4 trap_InPVS
CALLI4
ASGNI4
ADDRLP4 152
INDIRI4
CNSTI4 0
NEI4 $286
LABELV $287
ADDRLP4 40
ARGP4
ADDRLP4 156
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 156
INDIRF4
CNSTF4 1148846080
GEF4 $284
ADDRLP4 160
CNSTI4 488
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 160
INDIRI4
ADDP4
ARGP4
ADDRFP4 8
INDIRP4
ADDRLP4 160
INDIRI4
ADDP4
ARGP4
ADDRLP4 164
ADDRGP4 trap_InPVS
CALLI4
ASGNI4
ADDRLP4 164
INDIRI4
CNSTI4 0
EQI4 $284
LABELV $286
ADDRLP4 168
CNSTI4 516
ASGNI4
ADDRLP4 172
CNSTI4 616
ASGNI4
ADDRFP4 8
INDIRP4
ADDRLP4 168
INDIRI4
ADDP4
INDIRP4
ADDRLP4 172
INDIRI4
ADDP4
INDIRI4
ADDRFP4 0
INDIRP4
ADDRLP4 168
INDIRI4
ADDP4
INDIRP4
ADDRLP4 172
INDIRI4
ADDP4
INDIRI4
EQI4 $284
line 437
;434:		trap_InPVS(flag->r.currentOrigin, targ->r.currentOrigin ) ) ||
;435:		( VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS &&
;436:		trap_InPVS(flag->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
;437:		attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
line 440
;438:
;439:		// we defended the base flag
;440:		AddScore(attacker, targ->r.currentOrigin, CTF_FLAG_DEFENSE_BONUS);
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 10
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 441
;441:		attacker->client->pers.teamState.basedefense++;
ADDRLP4 176
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 568
ADDP4
ASGNP4
ADDRLP4 176
INDIRP4
ADDRLP4 176
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 443
;442:
;443:		attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
ADDRLP4 180
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 292
ADDP4
ASGNP4
ADDRLP4 180
INDIRP4
ADDRLP4 180
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 445
;444:		// add the sprite over the player's head
;445:		attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 184
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 184
INDIRP4
ADDRLP4 184
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 446
;446:		attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
ADDRLP4 188
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 188
INDIRP4
ADDRLP4 188
INDIRP4
INDIRI4
CNSTI4 65536
BORI4
ASGNI4
line 447
;447:		attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 449
;448:
;449:		return;
ADDRGP4 $199
JUMPV
LABELV $284
line 452
;450:	}
;451:
;452:	if (carrier && carrier != attacker) {
ADDRLP4 176
ADDRLP4 12
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 176
INDIRU4
CNSTU4 0
EQU4 $289
ADDRLP4 176
INDIRU4
ADDRFP4 8
INDIRP4
CVPU4 4
EQU4 $289
line 453
;453:		VectorSubtract(targ->r.currentOrigin, carrier->r.currentOrigin, v1);
ADDRLP4 180
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 184
CNSTI4 488
ASGNI4
ADDRLP4 24
ADDRLP4 180
INDIRP4
ADDRLP4 184
INDIRI4
ADDP4
INDIRF4
ADDRLP4 12
INDIRP4
ADDRLP4 184
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 192
CNSTI4 492
ASGNI4
ADDRLP4 24+4
ADDRLP4 180
INDIRP4
ADDRLP4 192
INDIRI4
ADDP4
INDIRF4
ADDRLP4 12
INDIRP4
ADDRLP4 192
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 196
CNSTI4 496
ASGNI4
ADDRLP4 24+8
ADDRFP4 0
INDIRP4
ADDRLP4 196
INDIRI4
ADDP4
INDIRF4
ADDRLP4 12
INDIRP4
ADDRLP4 196
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 454
;454:		VectorSubtract(attacker->r.currentOrigin, carrier->r.currentOrigin, v1);
ADDRLP4 200
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 204
CNSTI4 488
ASGNI4
ADDRLP4 24
ADDRLP4 200
INDIRP4
ADDRLP4 204
INDIRI4
ADDP4
INDIRF4
ADDRLP4 12
INDIRP4
ADDRLP4 204
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 212
CNSTI4 492
ASGNI4
ADDRLP4 24+4
ADDRLP4 200
INDIRP4
ADDRLP4 212
INDIRI4
ADDP4
INDIRF4
ADDRLP4 12
INDIRP4
ADDRLP4 212
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 216
CNSTI4 496
ASGNI4
ADDRLP4 24+8
ADDRFP4 8
INDIRP4
ADDRLP4 216
INDIRI4
ADDP4
INDIRF4
ADDRLP4 12
INDIRP4
ADDRLP4 216
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 456
;455:
;456:		if ( ( ( VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS &&
ADDRLP4 24
ARGP4
ADDRLP4 220
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 220
INDIRF4
CNSTF4 1148846080
GEF4 $298
ADDRLP4 224
CNSTI4 488
ASGNI4
ADDRLP4 12
INDIRP4
ADDRLP4 224
INDIRI4
ADDP4
ARGP4
ADDRFP4 0
INDIRP4
ADDRLP4 224
INDIRI4
ADDP4
ARGP4
ADDRLP4 228
ADDRGP4 trap_InPVS
CALLI4
ASGNI4
ADDRLP4 228
INDIRI4
CNSTI4 0
NEI4 $297
LABELV $298
ADDRLP4 40
ARGP4
ADDRLP4 232
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 232
INDIRF4
CNSTF4 1148846080
GEF4 $295
ADDRLP4 236
CNSTI4 488
ASGNI4
ADDRLP4 12
INDIRP4
ADDRLP4 236
INDIRI4
ADDP4
ARGP4
ADDRFP4 8
INDIRP4
ADDRLP4 236
INDIRI4
ADDP4
ARGP4
ADDRLP4 240
ADDRGP4 trap_InPVS
CALLI4
ASGNI4
ADDRLP4 240
INDIRI4
CNSTI4 0
EQI4 $295
LABELV $297
ADDRLP4 244
CNSTI4 516
ASGNI4
ADDRLP4 248
CNSTI4 616
ASGNI4
ADDRFP4 8
INDIRP4
ADDRLP4 244
INDIRI4
ADDP4
INDIRP4
ADDRLP4 248
INDIRI4
ADDP4
INDIRI4
ADDRFP4 0
INDIRP4
ADDRLP4 244
INDIRI4
ADDP4
INDIRP4
ADDRLP4 248
INDIRI4
ADDP4
INDIRI4
EQI4 $295
line 460
;457:			trap_InPVS(carrier->r.currentOrigin, targ->r.currentOrigin ) ) ||
;458:			( VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS &&
;459:				trap_InPVS(carrier->r.currentOrigin, attacker->r.currentOrigin ) ) ) &&
;460:			attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam) {
line 461
;461:			AddScore(attacker, targ->r.currentOrigin, CTF_CARRIER_PROTECT_BONUS);
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 2
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 462
;462:			attacker->client->pers.teamState.carrierdefense++;
ADDRLP4 252
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 572
ADDP4
ASGNP4
ADDRLP4 252
INDIRP4
ADDRLP4 252
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 464
;463:
;464:			attacker->client->ps.persistant[PERS_DEFEND_COUNT]++;
ADDRLP4 256
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 292
ADDP4
ASGNP4
ADDRLP4 256
INDIRP4
ADDRLP4 256
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 466
;465:			// add the sprite over the player's head
;466:			attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 260
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 260
INDIRP4
ADDRLP4 260
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 467
;467:			attacker->client->ps.eFlags |= EF_AWARD_DEFEND;
ADDRLP4 264
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 264
INDIRP4
ADDRLP4 264
INDIRP4
INDIRI4
CNSTI4 65536
BORI4
ASGNI4
line 468
;468:			attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 470
;469:
;470:			return;
LABELV $295
line 472
;471:		}
;472:	}
LABELV $289
line 473
;473:}
LABELV $199
endproc Team_FragBonuses 268 16
export Team_CheckHurtCarrier
proc Team_CheckHurtCarrier 36 0
line 484
;474:
;475:/*
;476:================
;477:Team_CheckHurtCarrier
;478:
;479:Check to see if attacker hurt the flag carrier.  Needed when handing out bonuses for assistance to flag
;480:carrier defense.
;481:================
;482:*/
;483:void Team_CheckHurtCarrier(gentity_t *targ, gentity_t *attacker)
;484:{
line 487
;485:	int flag_pw;
;486:
;487:	if (!targ->client || !attacker->client)
ADDRLP4 4
CNSTI4 516
ASGNI4
ADDRLP4 8
CNSTU4 0
ASGNU4
ADDRFP4 0
INDIRP4
ADDRLP4 4
INDIRI4
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 8
INDIRU4
EQU4 $303
ADDRFP4 4
INDIRP4
ADDRLP4 4
INDIRI4
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 8
INDIRU4
NEU4 $301
LABELV $303
line 488
;488:		return;
ADDRGP4 $300
JUMPV
LABELV $301
line 490
;489:
;490:	if (targ->client->sess.sessionTeam == TEAM_RED)
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 1
NEI4 $304
line 491
;491:		flag_pw = PW_BLUEFLAG;
ADDRLP4 0
CNSTI4 8
ASGNI4
ADDRGP4 $305
JUMPV
LABELV $304
line 493
;492:	else
;493:		flag_pw = PW_REDFLAG;
ADDRLP4 0
CNSTI4 7
ASGNI4
LABELV $305
line 496
;494:
;495:	// flags
;496:	if (targ->client->ps.powerups[flag_pw] &&
ADDRLP4 12
CNSTI4 516
ASGNI4
ADDRLP4 16
ADDRFP4 0
INDIRP4
ADDRLP4 12
INDIRI4
ADDP4
INDIRP4
ASGNP4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 16
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
CNSTI4 0
EQI4 $306
ADDRLP4 20
CNSTI4 616
ASGNI4
ADDRLP4 16
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
INDIRI4
ADDRFP4 4
INDIRP4
ADDRLP4 12
INDIRI4
ADDP4
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
INDIRI4
EQI4 $306
line 498
;497:		targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
;498:		attacker->client->pers.teamState.lasthurtcarrier = level.time;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 588
ADDP4
ADDRGP4 level+32
INDIRI4
CVIF4 4
ASGNF4
LABELV $306
line 501
;499:
;500:	// skulls
;501:	if (targ->client->ps.generic1 &&
ADDRLP4 24
CNSTI4 516
ASGNI4
ADDRLP4 28
ADDRFP4 0
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
CNSTI4 440
ADDP4
INDIRI4
CNSTI4 0
EQI4 $309
ADDRLP4 32
CNSTI4 616
ASGNI4
ADDRLP4 28
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRI4
ADDRFP4 4
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRI4
EQI4 $309
line 503
;502:		targ->client->sess.sessionTeam != attacker->client->sess.sessionTeam)
;503:		attacker->client->pers.teamState.lasthurtcarrier = level.time;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 588
ADDP4
ADDRGP4 level+32
INDIRI4
CVIF4 4
ASGNF4
LABELV $309
line 504
;504:}
LABELV $300
endproc Team_CheckHurtCarrier 36 0
export Team_ResetFlag
proc Team_ResetFlag 20 12
line 507
;505:
;506:
;507:gentity_t *Team_ResetFlag( int team ) {
line 509
;508:	char *c;
;509:	gentity_t *ent, *rent = NULL;
ADDRLP4 8
CNSTP4 0
ASGNP4
line 511
;510:
;511:	switch (team) {
ADDRLP4 12
ADDRFP4 0
INDIRI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 0
EQI4 $317
ADDRLP4 12
INDIRI4
CNSTI4 1
EQI4 $315
ADDRLP4 12
INDIRI4
CNSTI4 2
EQI4 $316
ADDRGP4 $313
JUMPV
LABELV $315
line 513
;512:	case TEAM_RED:
;513:		c = "team_CTF_redflag";
ADDRLP4 4
ADDRGP4 $263
ASGNP4
line 514
;514:		break;
ADDRGP4 $314
JUMPV
LABELV $316
line 516
;515:	case TEAM_BLUE:
;516:		c = "team_CTF_blueflag";
ADDRLP4 4
ADDRGP4 $265
ASGNP4
line 517
;517:		break;
ADDRGP4 $314
JUMPV
LABELV $317
line 519
;518:	case TEAM_FREE:
;519:		c = "team_CTF_neutralflag";
ADDRLP4 4
ADDRGP4 $318
ASGNP4
line 520
;520:		break;
ADDRGP4 $314
JUMPV
LABELV $313
line 522
;521:	default:
;522:		return NULL;
CNSTP4 0
RETP4
ADDRGP4 $312
JUMPV
LABELV $314
line 525
;523:	}
;524:
;525:	ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
ADDRGP4 $320
JUMPV
LABELV $319
line 526
;526:	while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) {
line 527
;527:		if (ent->flags & FL_DROPPED_ITEM)
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
EQI4 $322
line 528
;528:			G_FreeEntity(ent);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
ADDRGP4 $323
JUMPV
LABELV $322
line 529
;529:		else {
line 530
;530:			rent = ent;
ADDRLP4 8
ADDRLP4 0
INDIRP4
ASGNP4
line 531
;531:			RespawnItem(ent);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 RespawnItem
CALLV
pop
line 532
;532:		}
LABELV $323
line 533
;533:	}
LABELV $320
line 526
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRLP4 16
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 16
INDIRP4
ASGNP4
ADDRLP4 16
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $319
line 535
;534:
;535:	Team_SetFlagStatus( team, FLAG_ATBASE );
ADDRFP4 0
INDIRI4
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 Team_SetFlagStatus
CALLV
pop
line 537
;536:
;537:	return rent;
ADDRLP4 8
INDIRP4
RETP4
LABELV $312
endproc Team_ResetFlag 20 12
export Team_ResetFlags
proc Team_ResetFlags 0 4
line 540
;538:}
;539:
;540:void Team_ResetFlags( void ) {
line 541
;541:	if( g_gametype.integer == GT_CTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
NEI4 $325
line 542
;542:		Team_ResetFlag( TEAM_RED );
CNSTI4 1
ARGI4
ADDRGP4 Team_ResetFlag
CALLP4
pop
line 543
;543:		Team_ResetFlag( TEAM_BLUE );
CNSTI4 2
ARGI4
ADDRGP4 Team_ResetFlag
CALLP4
pop
line 544
;544:	}
ADDRGP4 $326
JUMPV
LABELV $325
line 546
;545:#ifdef MISSIONPACK
;546:	else if( g_gametype.integer == GT_1FCTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $328
line 547
;547:		Team_ResetFlag( TEAM_FREE );
CNSTI4 0
ARGI4
ADDRGP4 Team_ResetFlag
CALLP4
pop
line 548
;548:	}
LABELV $328
LABELV $326
line 550
;549:#endif
;550:}
LABELV $324
endproc Team_ResetFlags 0 4
export Team_ReturnFlagSound
proc Team_ReturnFlagSound 12 8
line 552
;551:
;552:void Team_ReturnFlagSound( gentity_t *ent, int team ) {
line 555
;553:	gentity_t	*te;
;554:
;555:	if (ent == NULL) {
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $332
line 556
;556:		G_Printf ("Warning:  NULL passed to Team_ReturnFlagSound\n");
ADDRGP4 $334
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 557
;557:		return;
ADDRGP4 $331
JUMPV
LABELV $332
line 560
;558:	}
;559:
;560:	te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 47
ARGI4
ADDRLP4 4
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 561
;561:	if( team == TEAM_BLUE ) {
ADDRFP4 4
INDIRI4
CNSTI4 2
NEI4 $335
line 562
;562:		te->s.eventParm = GTS_RED_RETURN;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 2
ASGNI4
line 563
;563:	}
ADDRGP4 $336
JUMPV
LABELV $335
line 564
;564:	else {
line 565
;565:		te->s.eventParm = GTS_BLUE_RETURN;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 3
ASGNI4
line 566
;566:	}
LABELV $336
line 567
;567:	te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 568
;568:}
LABELV $331
endproc Team_ReturnFlagSound 12 8
export Team_TakeFlagSound
proc Team_TakeFlagSound 16 8
line 570
;569:
;570:void Team_TakeFlagSound( gentity_t *ent, int team ) {
line 573
;571:	gentity_t	*te;
;572:
;573:	if (ent == NULL) {
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $338
line 574
;574:		G_Printf ("Warning:  NULL passed to Team_TakeFlagSound\n");
ADDRGP4 $340
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 575
;575:		return;
ADDRGP4 $337
JUMPV
LABELV $338
line 580
;576:	}
;577:
;578:	// only play sound when the flag was at the base
;579:	// or not picked up the last 10 seconds
;580:	switch(team) {
ADDRLP4 4
ADDRFP4 4
INDIRI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 1
EQI4 $343
ADDRLP4 4
INDIRI4
CNSTI4 2
EQI4 $353
ADDRGP4 $341
JUMPV
LABELV $343
line 582
;581:		case TEAM_RED:
;582:			if( teamgame.blueStatus != FLAG_ATBASE ) {
ADDRGP4 teamgame+12
INDIRI4
CNSTI4 0
EQI4 $344
line 583
;583:				if (teamgame.blueTakenTime > level.time - 10000)
ADDRGP4 teamgame+24
INDIRI4
ADDRGP4 level+32
INDIRI4
CNSTI4 10000
SUBI4
LEI4 $347
line 584
;584:					return;
ADDRGP4 $337
JUMPV
LABELV $347
line 585
;585:			}
LABELV $344
line 586
;586:			teamgame.blueTakenTime = level.time;
ADDRGP4 teamgame+24
ADDRGP4 level+32
INDIRI4
ASGNI4
line 587
;587:			break;
ADDRGP4 $342
JUMPV
LABELV $353
line 590
;588:
;589:		case TEAM_BLUE:	// CTF
;590:			if( teamgame.redStatus != FLAG_ATBASE ) {
ADDRGP4 teamgame+8
INDIRI4
CNSTI4 0
EQI4 $354
line 591
;591:				if (teamgame.redTakenTime > level.time - 10000)
ADDRGP4 teamgame+20
INDIRI4
ADDRGP4 level+32
INDIRI4
CNSTI4 10000
SUBI4
LEI4 $357
line 592
;592:					return;
ADDRGP4 $337
JUMPV
LABELV $357
line 593
;593:			}
LABELV $354
line 594
;594:			teamgame.redTakenTime = level.time;
ADDRGP4 teamgame+20
ADDRGP4 level+32
INDIRI4
ASGNI4
line 595
;595:			break;
LABELV $341
LABELV $342
line 598
;596:	}
;597:
;598:	te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 47
ARGI4
ADDRLP4 8
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 599
;599:	if( team == TEAM_BLUE ) {
ADDRFP4 4
INDIRI4
CNSTI4 2
NEI4 $363
line 600
;600:		te->s.eventParm = GTS_RED_TAKEN;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 4
ASGNI4
line 601
;601:	}
ADDRGP4 $364
JUMPV
LABELV $363
line 602
;602:	else {
line 603
;603:		te->s.eventParm = GTS_BLUE_TAKEN;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 5
ASGNI4
line 604
;604:	}
LABELV $364
line 605
;605:	te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 12
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 606
;606:}
LABELV $337
endproc Team_TakeFlagSound 16 8
export Team_CaptureFlagSound
proc Team_CaptureFlagSound 12 8
line 608
;607:
;608:void Team_CaptureFlagSound( gentity_t *ent, int team ) {
line 611
;609:	gentity_t	*te;
;610:
;611:	if (ent == NULL) {
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $366
line 612
;612:		G_Printf ("Warning:  NULL passed to Team_CaptureFlagSound\n");
ADDRGP4 $368
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 613
;613:		return;
ADDRGP4 $365
JUMPV
LABELV $366
line 616
;614:	}
;615:
;616:	te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 47
ARGI4
ADDRLP4 4
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 617
;617:	if( team == TEAM_BLUE ) {
ADDRFP4 4
INDIRI4
CNSTI4 2
NEI4 $369
line 618
;618:		te->s.eventParm = GTS_BLUE_CAPTURE;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 1
ASGNI4
line 619
;619:	}
ADDRGP4 $370
JUMPV
LABELV $369
line 620
;620:	else {
line 621
;621:		te->s.eventParm = GTS_RED_CAPTURE;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 0
ASGNI4
line 622
;622:	}
LABELV $370
line 623
;623:	te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 624
;624:}
LABELV $365
endproc Team_CaptureFlagSound 12 8
export Team_ReturnFlag
proc Team_ReturnFlag 8 12
line 626
;625:
;626:void Team_ReturnFlag( int team ) {
line 627
;627:	Team_ReturnFlagSound(Team_ResetFlag(team), team);
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 0
ADDRGP4 Team_ResetFlag
CALLP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 Team_ReturnFlagSound
CALLV
pop
line 628
;628:	if( team == TEAM_FREE ) {
ADDRFP4 0
INDIRI4
CNSTI4 0
NEI4 $372
line 629
;629:		PrintMsg(NULL, "The flag has returned!\n" );
CNSTP4 0
ARGP4
ADDRGP4 $374
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 630
;630:	}
ADDRGP4 $373
JUMPV
LABELV $372
line 631
;631:	else {
line 632
;632:		PrintMsg(NULL, "The %s flag has returned!\n", TeamName(team));
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 TeamName
CALLP4
ASGNP4
CNSTP4 0
ARGP4
ADDRGP4 $375
ARGP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 633
;633:	}
LABELV $373
line 634
;634:}
LABELV $371
endproc Team_ReturnFlag 8 12
export Team_FreeEntity
proc Team_FreeEntity 0 4
line 636
;635:
;636:void Team_FreeEntity( gentity_t *ent ) {
line 637
;637:	if( ent->item->giTag == PW_REDFLAG ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 7
NEI4 $377
line 638
;638:		Team_ReturnFlag( TEAM_RED );
CNSTI4 1
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 639
;639:	}
ADDRGP4 $378
JUMPV
LABELV $377
line 640
;640:	else if( ent->item->giTag == PW_BLUEFLAG ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 8
NEI4 $379
line 641
;641:		Team_ReturnFlag( TEAM_BLUE );
CNSTI4 2
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 642
;642:	}
ADDRGP4 $380
JUMPV
LABELV $379
line 643
;643:	else if( ent->item->giTag == PW_NEUTRALFLAG ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 9
NEI4 $381
line 644
;644:		Team_ReturnFlag( TEAM_FREE );
CNSTI4 0
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 645
;645:	}
LABELV $381
LABELV $380
LABELV $378
line 646
;646:}
LABELV $376
endproc Team_FreeEntity 0 4
export Team_DroppedFlagThink
proc Team_DroppedFlagThink 8 8
line 657
;647:
;648:/*
;649:==============
;650:Team_DroppedFlagThink
;651:
;652:Automatically set in Launch_Item if the item is one of the flags
;653:
;654:Flags are unique in that if they are dropped, the base flag must be respawned when they time out
;655:==============
;656:*/
;657:void Team_DroppedFlagThink(gentity_t *ent) {
line 658
;658:	int		team = TEAM_FREE;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 660
;659:
;660:	if( ent->item->giTag == PW_REDFLAG ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 7
NEI4 $384
line 661
;661:		team = TEAM_RED;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 662
;662:	}
ADDRGP4 $385
JUMPV
LABELV $384
line 663
;663:	else if( ent->item->giTag == PW_BLUEFLAG ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 8
NEI4 $386
line 664
;664:		team = TEAM_BLUE;
ADDRLP4 0
CNSTI4 2
ASGNI4
line 665
;665:	}
ADDRGP4 $387
JUMPV
LABELV $386
line 666
;666:	else if( ent->item->giTag == PW_NEUTRALFLAG ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 9
NEI4 $388
line 667
;667:		team = TEAM_FREE;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 668
;668:	}
LABELV $388
LABELV $387
LABELV $385
line 670
;669:
;670:	Team_ReturnFlagSound( Team_ResetFlag( team ), team );
ADDRLP4 0
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 Team_ResetFlag
CALLP4
ASGNP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 Team_ReturnFlagSound
CALLV
pop
line 672
;671:	// Reset Flag will delete this entity
;672:}
LABELV $383
endproc Team_DroppedFlagThink 8 8
export Team_TouchOurFlag
proc Team_TouchOurFlag 56 16
line 680
;673:
;674:
;675:/*
;676:==============
;677:Team_DroppedFlagThink
;678:==============
;679:*/
;680:int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
line 683
;681:	int			i;
;682:	gentity_t	*player;
;683:	gclient_t	*cl = other->client;
ADDRLP4 8
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 687
;684:	int			enemy_flag;
;685:
;686:#ifdef MISSIONPACK
;687:	if( g_gametype.integer == GT_1FCTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $391
line 688
;688:		enemy_flag = PW_NEUTRALFLAG;
ADDRLP4 12
CNSTI4 9
ASGNI4
line 689
;689:	}
ADDRGP4 $392
JUMPV
LABELV $391
line 690
;690:	else {
line 692
;691:#endif
;692:	if (cl->sess.sessionTeam == TEAM_RED) {
ADDRLP4 8
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 1
NEI4 $394
line 693
;693:		enemy_flag = PW_BLUEFLAG;
ADDRLP4 12
CNSTI4 8
ASGNI4
line 694
;694:	} else {
ADDRGP4 $395
JUMPV
LABELV $394
line 695
;695:		enemy_flag = PW_REDFLAG;
ADDRLP4 12
CNSTI4 7
ASGNI4
line 696
;696:	}
LABELV $395
line 698
;697:
;698:	if ( ent->flags & FL_DROPPED_ITEM ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
EQI4 $396
line 700
;699:		// hey, its not home.  return it by teleporting it back
;700:		PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n", 
ADDRFP4 8
INDIRI4
ARGI4
ADDRLP4 16
ADDRGP4 TeamName
CALLP4
ASGNP4
CNSTP4 0
ARGP4
ADDRGP4 $398
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 702
;701:			cl->pers.netname, TeamName(team));
;702:		AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS);
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 10
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 703
;703:		other->client->pers.teamState.flagrecovery++;
ADDRLP4 20
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 576
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 704
;704:		other->client->pers.teamState.lastreturnedflag = level.time;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 592
ADDP4
ADDRGP4 level+32
INDIRI4
CVIF4 4
ASGNF4
line 706
;705:		//ResetFlag will remove this entity!  We must return zero
;706:		Team_ReturnFlagSound(Team_ResetFlag(team), team);
ADDRFP4 8
INDIRI4
ARGI4
ADDRLP4 24
ADDRGP4 Team_ResetFlag
CALLP4
ASGNP4
ADDRLP4 24
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 Team_ReturnFlagSound
CALLV
pop
line 707
;707:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $390
JUMPV
LABELV $396
line 710
;708:	}
;709:#ifdef MISSIONPACK
;710:	}
LABELV $392
line 715
;711:#endif
;712:
;713:	// the flag is at home base.  if the player has the enemy
;714:	// flag, he's just won!
;715:	if (!cl->ps.powerups[enemy_flag])
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
CNSTI4 0
NEI4 $400
line 716
;716:		return 0; // We don't have the flag
CNSTI4 0
RETI4
ADDRGP4 $390
JUMPV
LABELV $400
line 718
;717:#ifdef MISSIONPACK
;718:	if( g_gametype.integer == GT_1FCTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $402
line 719
;719:		PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the flag!\n", cl->pers.netname );
CNSTP4 0
ARGP4
ADDRGP4 $405
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 720
;720:	}
ADDRGP4 $403
JUMPV
LABELV $402
line 721
;721:	else {
line 723
;722:#endif
;723:	PrintMsg( NULL, "%s" S_COLOR_WHITE " captured the %s flag!\n", cl->pers.netname, TeamName(OtherTeam(team)));
ADDRFP4 8
INDIRI4
ARGI4
ADDRLP4 16
ADDRGP4 OtherTeam
CALLI4
ASGNI4
ADDRLP4 16
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 TeamName
CALLP4
ASGNP4
CNSTP4 0
ARGP4
ADDRGP4 $406
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 725
;724:#ifdef MISSIONPACK
;725:	}
LABELV $403
line 728
;726:#endif
;727:
;728:	cl->ps.powerups[enemy_flag] = 0;
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
INDIRP4
CNSTI4 312
ADDP4
ADDP4
CNSTI4 0
ASGNI4
line 730
;729:
;730:	teamgame.last_flag_capture = level.time;
ADDRGP4 teamgame
ADDRGP4 level+32
INDIRI4
CVIF4 4
ASGNF4
line 731
;731:	teamgame.last_capture_team = team;
ADDRGP4 teamgame+4
ADDRFP4 8
INDIRI4
ASGNI4
line 734
;732:
;733:	// Increase the team's score
;734:	AddTeamScore(ent->s.pos.trBase, other->client->sess.sessionTeam, 1);
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 AddTeamScore
CALLV
pop
line 735
;735:	Team_ForceGesture(other->client->sess.sessionTeam);
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ARGI4
ADDRGP4 Team_ForceGesture
CALLV
pop
line 737
;736:
;737:	other->client->pers.teamState.captures++;
ADDRLP4 16
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 564
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 739
;738:	// add the sprite over the player's head
;739:	other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 20
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 740
;740:	other->client->ps.eFlags |= EF_AWARD_CAP;
ADDRLP4 24
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 2048
BORI4
ASGNI4
line 741
;741:	other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 742
;742:	other->client->ps.persistant[PERS_CAPTURES]++;
ADDRLP4 28
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 304
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 745
;743:
;744:	// other gets another 10 frag bonus
;745:	AddScore(other, ent->r.currentOrigin, CTF_CAPTURE_BONUS);
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 100
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 747
;746:
;747:	Team_CaptureFlagSound( ent, team );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 Team_CaptureFlagSound
CALLV
pop
line 750
;748:
;749:	// Ok, let's do the player loop, hand out the bonuses
;750:	for (i = 0; i < g_maxclients.integer; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $413
JUMPV
LABELV $410
line 751
;751:		player = &g_entities[i];
ADDRLP4 0
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 752
;752:		if (!player->inuse)
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $415
line 753
;753:			continue;
ADDRGP4 $411
JUMPV
LABELV $415
line 755
;754:
;755:		if (player->client->sess.sessionTeam !=
ADDRLP4 32
CNSTI4 616
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRI4
ADDRLP4 8
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRI4
EQI4 $417
line 756
;756:			cl->sess.sessionTeam) {
line 757
;757:			player->client->pers.teamState.lasthurtcarrier = -5;
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 588
ADDP4
CNSTF4 3231711232
ASGNF4
line 758
;758:		} else if (player->client->sess.sessionTeam ==
ADDRGP4 $418
JUMPV
LABELV $417
ADDRLP4 36
CNSTI4 616
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ADDRLP4 36
INDIRI4
ADDP4
INDIRI4
ADDRLP4 8
INDIRP4
ADDRLP4 36
INDIRI4
ADDP4
INDIRI4
NEI4 $419
line 759
;759:			cl->sess.sessionTeam) {
line 760
;760:			if (player != other)
ADDRLP4 0
INDIRP4
CVPU4 4
ADDRFP4 4
INDIRP4
CVPU4 4
EQU4 $421
line 761
;761:				AddScore(player, ent->r.currentOrigin, CTF_TEAM_BONUS);
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 25
ARGI4
ADDRGP4 AddScore
CALLV
pop
LABELV $421
line 763
;762:			// award extra points for capture assists
;763:			if (player->client->pers.teamState.lastreturnedflag + 
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 592
ADDP4
INDIRF4
CNSTF4 1176256512
ADDF4
ADDRGP4 level+32
INDIRI4
CVIF4 4
LEF4 $423
line 764
;764:				CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
line 765
;765:				AddScore (player, ent->r.currentOrigin, CTF_RETURN_FLAG_ASSIST_BONUS);
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 10
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 766
;766:				other->client->pers.teamState.assists++;
ADDRLP4 40
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 584
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 768
;767:
;768:				player->client->ps.persistant[PERS_ASSIST_COUNT]++;
ADDRLP4 44
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 296
ADDP4
ASGNP4
ADDRLP4 44
INDIRP4
ADDRLP4 44
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 770
;769:				// add the sprite over the player's head
;770:				player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 48
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 48
INDIRP4
ADDRLP4 48
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 771
;771:				player->client->ps.eFlags |= EF_AWARD_ASSIST;
ADDRLP4 52
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 52
INDIRP4
ADDRLP4 52
INDIRP4
INDIRI4
CNSTI4 131072
BORI4
ASGNI4
line 772
;772:				player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 774
;773:
;774:			} else if (player->client->pers.teamState.lastfraggedcarrier + 
ADDRGP4 $424
JUMPV
LABELV $423
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 600
ADDP4
INDIRF4
CNSTF4 1176256512
ADDF4
ADDRGP4 level+32
INDIRI4
CVIF4 4
LEF4 $427
line 775
;775:				CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
line 776
;776:				AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 10
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 777
;777:				other->client->pers.teamState.assists++;
ADDRLP4 40
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 584
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 778
;778:				player->client->ps.persistant[PERS_ASSIST_COUNT]++;
ADDRLP4 44
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 296
ADDP4
ASGNP4
ADDRLP4 44
INDIRP4
ADDRLP4 44
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 780
;779:				// add the sprite over the player's head
;780:				player->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 48
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 48
INDIRP4
ADDRLP4 48
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 781
;781:				player->client->ps.eFlags |= EF_AWARD_ASSIST;
ADDRLP4 52
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 52
INDIRP4
ADDRLP4 52
INDIRP4
INDIRI4
CNSTI4 131072
BORI4
ASGNI4
line 782
;782:				player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 783
;783:			}
LABELV $427
LABELV $424
line 784
;784:		}
LABELV $419
LABELV $418
line 785
;785:	}
LABELV $411
line 750
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $413
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $410
line 786
;786:	Team_ResetFlags();
ADDRGP4 Team_ResetFlags
CALLV
pop
line 788
;787:
;788:	CalculateRanks();
ADDRGP4 CalculateRanks
CALLV
pop
line 790
;789:
;790:	return 0; // Do not respawn this automatically
CNSTI4 0
RETI4
LABELV $390
endproc Team_TouchOurFlag 56 16
export Team_TouchEnemyFlag
proc Team_TouchEnemyFlag 8 16
line 793
;791:}
;792:
;793:int Team_TouchEnemyFlag( gentity_t *ent, gentity_t *other, int team ) {
line 794
;794:	gclient_t *cl = other->client;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 797
;795:
;796:#ifdef MISSIONPACK
;797:	if( g_gametype.integer == GT_1FCTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $432
line 798
;798:		PrintMsg (NULL, "%s" S_COLOR_WHITE " got the flag!\n", other->client->pers.netname );
CNSTP4 0
ARGP4
ADDRGP4 $435
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 800
;799:
;800:		cl->ps.powerups[PW_NEUTRALFLAG] = INT_MAX; // flags never expire
ADDRLP4 0
INDIRP4
CNSTI4 348
ADDP4
CNSTI4 2147483647
ASGNI4
line 802
;801:
;802:		if( team == TEAM_RED ) {
ADDRFP4 8
INDIRI4
CNSTI4 1
NEI4 $436
line 803
;803:			Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_RED );
CNSTI4 0
ARGI4
CNSTI4 2
ARGI4
ADDRGP4 Team_SetFlagStatus
CALLV
pop
line 804
;804:		}
ADDRGP4 $433
JUMPV
LABELV $436
line 805
;805:		else {
line 806
;806:			Team_SetFlagStatus( TEAM_FREE, FLAG_TAKEN_BLUE );
CNSTI4 0
ARGI4
CNSTI4 3
ARGI4
ADDRGP4 Team_SetFlagStatus
CALLV
pop
line 807
;807:		}
line 808
;808:	}
ADDRGP4 $433
JUMPV
LABELV $432
line 809
;809:	else{
line 811
;810:#endif
;811:		PrintMsg (NULL, "%s" S_COLOR_WHITE " got the %s flag!\n",
ADDRFP4 8
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 TeamName
CALLP4
ASGNP4
CNSTP4 0
ARGP4
ADDRGP4 $438
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 814
;812:			other->client->pers.netname, TeamName(team));
;813:
;814:		if (team == TEAM_RED)
ADDRFP4 8
INDIRI4
CNSTI4 1
NEI4 $439
line 815
;815:			cl->ps.powerups[PW_REDFLAG] = INT_MAX; // flags never expire
ADDRLP4 0
INDIRP4
CNSTI4 340
ADDP4
CNSTI4 2147483647
ASGNI4
ADDRGP4 $440
JUMPV
LABELV $439
line 817
;816:		else
;817:			cl->ps.powerups[PW_BLUEFLAG] = INT_MAX; // flags never expire
ADDRLP4 0
INDIRP4
CNSTI4 344
ADDP4
CNSTI4 2147483647
ASGNI4
LABELV $440
line 819
;818:
;819:		Team_SetFlagStatus( team, FLAG_TAKEN );
ADDRFP4 8
INDIRI4
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 Team_SetFlagStatus
CALLV
pop
line 821
;820:#ifdef MISSIONPACK
;821:	}
LABELV $433
line 824
;822:#endif
;823:
;824:	AddScore(other, ent->r.currentOrigin, CTF_FLAG_BONUS);
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 10
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 825
;825:	cl->pers.teamState.flagsince = level.time;
ADDRLP4 0
INDIRP4
CNSTI4 596
ADDP4
ADDRGP4 level+32
INDIRI4
CVIF4 4
ASGNF4
line 826
;826:	Team_TakeFlagSound( ent, team );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 Team_TakeFlagSound
CALLV
pop
line 828
;827:
;828:	return -1; // Do not respawn this automatically, but do delete it if it was FL_DROPPED
CNSTI4 -1
RETI4
LABELV $431
endproc Team_TouchEnemyFlag 8 16
export Pickup_Team
proc Pickup_Team 24 12
line 831
;829:}
;830:
;831:int Pickup_Team( gentity_t *ent, gentity_t *other ) {
line 833
;832:	int team;
;833:	gclient_t *cl = other->client;
ADDRLP4 4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 836
;834:
;835:#ifdef MISSIONPACK
;836:	if( g_gametype.integer == GT_OBELISK ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
NEI4 $443
line 838
;837:		// there are no team items that can be picked up in obelisk
;838:		G_FreeEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 839
;839:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $442
JUMPV
LABELV $443
line 842
;840:	}
;841:
;842:	if( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $446
line 844
;843:		// the only team items that can be picked up in harvester are the cubes
;844:		if( ent->spawnflags != cl->sess.sessionTeam ) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
EQI4 $449
line 845
;845:			cl->ps.generic1 += 1;
ADDRLP4 8
ADDRLP4 4
INDIRP4
CNSTI4 440
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 846
;846:		}
LABELV $449
line 847
;847:		G_FreeEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 848
;848:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $442
JUMPV
LABELV $446
line 852
;849:	}
;850:#endif
;851:	// figure out what team this flag is
;852:	if( strcmp(ent->classname, "team_CTF_redflag") == 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRGP4 $263
ARGP4
ADDRLP4 8
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 0
NEI4 $451
line 853
;853:		team = TEAM_RED;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 854
;854:	}
ADDRGP4 $452
JUMPV
LABELV $451
line 855
;855:	else if( strcmp(ent->classname, "team_CTF_blueflag") == 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRGP4 $265
ARGP4
ADDRLP4 12
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 0
NEI4 $453
line 856
;856:		team = TEAM_BLUE;
ADDRLP4 0
CNSTI4 2
ASGNI4
line 857
;857:	}
ADDRGP4 $454
JUMPV
LABELV $453
line 859
;858:#ifdef MISSIONPACK
;859:	else if( strcmp(ent->classname, "team_CTF_neutralflag") == 0  ) {
ADDRFP4 0
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRGP4 $318
ARGP4
ADDRLP4 16
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 16
INDIRI4
CNSTI4 0
NEI4 $455
line 860
;860:		team = TEAM_FREE;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 861
;861:	}
ADDRGP4 $456
JUMPV
LABELV $455
line 863
;862:#endif
;863:	else {
line 864
;864:		PrintMsg ( other, "Don't know what team the flag is on.\n");
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 $457
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 865
;865:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $442
JUMPV
LABELV $456
LABELV $454
LABELV $452
line 868
;866:	}
;867:#ifdef MISSIONPACK
;868:	if( g_gametype.integer == GT_1FCTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $458
line 869
;869:		if( team == TEAM_FREE ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
NEI4 $461
line 870
;870:			return Team_TouchEnemyFlag( ent, other, cl->sess.sessionTeam );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 Team_TouchEnemyFlag
CALLI4
ASGNI4
ADDRLP4 20
INDIRI4
RETI4
ADDRGP4 $442
JUMPV
LABELV $461
line 872
;871:		}
;872:		if( team != cl->sess.sessionTeam) {
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
EQI4 $463
line 873
;873:			return Team_TouchOurFlag( ent, other, cl->sess.sessionTeam );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 Team_TouchOurFlag
CALLI4
ASGNI4
ADDRLP4 20
INDIRI4
RETI4
ADDRGP4 $442
JUMPV
LABELV $463
line 875
;874:		}
;875:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $442
JUMPV
LABELV $458
line 879
;876:	}
;877:#endif
;878:	// GT_CTF
;879:	if( team == cl->sess.sessionTeam) {
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
NEI4 $465
line 880
;880:		return Team_TouchOurFlag( ent, other, team );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 0
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 Team_TouchOurFlag
CALLI4
ASGNI4
ADDRLP4 20
INDIRI4
RETI4
ADDRGP4 $442
JUMPV
LABELV $465
line 882
;881:	}
;882:	return Team_TouchEnemyFlag( ent, other, team );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 0
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 Team_TouchEnemyFlag
CALLI4
ASGNI4
ADDRLP4 20
INDIRI4
RETI4
LABELV $442
endproc Pickup_Team 24 12
export Team_GetLocation
proc Team_GetLocation 48 8
line 893
;883:}
;884:
;885:/*
;886:===========
;887:Team_GetLocation
;888:
;889:Report a location for the player. Uses placed nearby target_location entities
;890:============
;891:*/
;892:gentity_t *Team_GetLocation(gentity_t *ent)
;893:{
line 898
;894:	gentity_t		*eloc, *best;
;895:	float			bestlen, len;
;896:	vec3_t			origin;
;897:
;898:	best = NULL;
ADDRLP4 24
CNSTP4 0
ASGNP4
line 899
;899:	bestlen = 3*8192.0*8192.0;
ADDRLP4 20
CNSTF4 1296039936
ASGNF4
line 901
;900:
;901:	VectorCopy( ent->r.currentOrigin, origin );
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
INDIRB
ASGNB 12
line 903
;902:
;903:	for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) {
ADDRLP4 0
ADDRGP4 level+9172
INDIRP4
ASGNP4
ADDRGP4 $471
JUMPV
LABELV $468
line 904
;904:		len = ( origin[0] - eloc->r.currentOrigin[0] ) * ( origin[0] - eloc->r.currentOrigin[0] )
ADDRLP4 32
ADDRLP4 4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 36
ADDRLP4 0
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
ASGNF4
ADDRLP4 40
ADDRLP4 0
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
ASGNF4
ADDRLP4 16
ADDRLP4 32
INDIRF4
ADDRLP4 32
INDIRF4
MULF4
ADDRLP4 4+4
INDIRF4
ADDRLP4 36
INDIRF4
SUBF4
ADDRLP4 4+4
INDIRF4
ADDRLP4 36
INDIRF4
SUBF4
MULF4
ADDF4
ADDRLP4 4+8
INDIRF4
ADDRLP4 40
INDIRF4
SUBF4
ADDRLP4 4+8
INDIRF4
ADDRLP4 40
INDIRF4
SUBF4
MULF4
ADDF4
ASGNF4
line 908
;905:			+ ( origin[1] - eloc->r.currentOrigin[1] ) * ( origin[1] - eloc->r.currentOrigin[1] )
;906:			+ ( origin[2] - eloc->r.currentOrigin[2] ) * ( origin[2] - eloc->r.currentOrigin[2] );
;907:
;908:		if ( len > bestlen ) {
ADDRLP4 16
INDIRF4
ADDRLP4 20
INDIRF4
LEF4 $477
line 909
;909:			continue;
ADDRGP4 $469
JUMPV
LABELV $477
line 912
;910:		}
;911:
;912:		if ( !trap_InPVS( origin, eloc->r.currentOrigin ) ) {
ADDRLP4 4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRLP4 44
ADDRGP4 trap_InPVS
CALLI4
ASGNI4
ADDRLP4 44
INDIRI4
CNSTI4 0
NEI4 $479
line 913
;913:			continue;
ADDRGP4 $469
JUMPV
LABELV $479
line 916
;914:		}
;915:
;916:		bestlen = len;
ADDRLP4 20
ADDRLP4 16
INDIRF4
ASGNF4
line 917
;917:		best = eloc;
ADDRLP4 24
ADDRLP4 0
INDIRP4
ASGNP4
line 918
;918:	}
LABELV $469
line 903
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 604
ADDP4
INDIRP4
ASGNP4
LABELV $471
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $468
line 920
;919:
;920:	return best;
ADDRLP4 24
INDIRP4
RETP4
LABELV $467
endproc Team_GetLocation 48 8
export Team_GetLocationMsg
proc Team_GetLocationMsg 12 24
line 932
;921:}
;922:
;923:
;924:/*
;925:===========
;926:Team_GetLocation
;927:
;928:Report a location for the player. Uses placed nearby target_location entities
;929:============
;930:*/
;931:qboolean Team_GetLocationMsg(gentity_t *ent, char *loc, int loclen)
;932:{
line 935
;933:	gentity_t *best;
;934:
;935:	best = Team_GetLocation( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 4
ADDRGP4 Team_GetLocation
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 937
;936:	
;937:	if (!best)
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $482
line 938
;938:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $481
JUMPV
LABELV $482
line 940
;939:
;940:	if (best->count) {
ADDRLP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $484
line 941
;941:		if (best->count < 0)
ADDRLP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
GEI4 $486
line 942
;942:			best->count = 0;
ADDRLP4 0
INDIRP4
CNSTI4 760
ADDP4
CNSTI4 0
ASGNI4
LABELV $486
line 943
;943:		if (best->count > 7)
ADDRLP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 7
LEI4 $488
line 944
;944:			best->count = 7;
ADDRLP4 0
INDIRP4
CNSTI4 760
ADDP4
CNSTI4 7
ASGNI4
LABELV $488
line 945
;945:		Com_sprintf(loc, loclen, "%c%c%s" S_COLOR_WHITE, Q_COLOR_ESCAPE, best->count + '0', best->message );
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 $490
ARGP4
CNSTI4 94
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 48
ADDI4
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 636
ADDP4
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 946
;946:	} else
ADDRGP4 $485
JUMPV
LABELV $484
line 947
;947:		Com_sprintf(loc, loclen, "%s", best->message);
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 $491
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 636
ADDP4
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
LABELV $485
line 949
;948:
;949:	return qtrue;
CNSTI4 1
RETI4
LABELV $481
endproc Team_GetLocationMsg 12 24
export SelectRandomTeamSpawnPoint
proc SelectRandomTeamSpawnPoint 152 12
line 963
;950:}
;951:
;952:
;953:/*---------------------------------------------------------------------------*/
;954:
;955:/*
;956:================
;957:SelectRandomDeathmatchSpawnPoint
;958:
;959:go to a random point that doesn't telefrag
;960:================
;961:*/
;962:#define	MAX_TEAM_SPAWN_POINTS	32
;963:gentity_t *SelectRandomTeamSpawnPoint( int teamstate, team_t team ) {
line 970
;964:	gentity_t	*spot;
;965:	int			count;
;966:	int			selection;
;967:	gentity_t	*spots[MAX_TEAM_SPAWN_POINTS];
;968:	char		*classname;
;969:
;970:	if (teamstate == TEAM_BEGIN) {
ADDRFP4 0
INDIRI4
CNSTI4 0
NEI4 $493
line 971
;971:		if (team == TEAM_RED)
ADDRFP4 4
INDIRI4
CNSTI4 1
NEI4 $495
line 972
;972:			classname = "team_CTF_redplayer";
ADDRLP4 8
ADDRGP4 $497
ASGNP4
ADDRGP4 $494
JUMPV
LABELV $495
line 973
;973:		else if (team == TEAM_BLUE)
ADDRFP4 4
INDIRI4
CNSTI4 2
NEI4 $498
line 974
;974:			classname = "team_CTF_blueplayer";
ADDRLP4 8
ADDRGP4 $500
ASGNP4
ADDRGP4 $494
JUMPV
LABELV $498
line 976
;975:		else
;976:			return NULL;
CNSTP4 0
RETP4
ADDRGP4 $492
JUMPV
line 977
;977:	} else {
LABELV $493
line 978
;978:		if (team == TEAM_RED)
ADDRFP4 4
INDIRI4
CNSTI4 1
NEI4 $501
line 979
;979:			classname = "team_CTF_redspawn";
ADDRLP4 8
ADDRGP4 $503
ASGNP4
ADDRGP4 $502
JUMPV
LABELV $501
line 980
;980:		else if (team == TEAM_BLUE)
ADDRFP4 4
INDIRI4
CNSTI4 2
NEI4 $504
line 981
;981:			classname = "team_CTF_bluespawn";
ADDRLP4 8
ADDRGP4 $506
ASGNP4
ADDRGP4 $505
JUMPV
LABELV $504
line 983
;982:		else
;983:			return NULL;
CNSTP4 0
RETP4
ADDRGP4 $492
JUMPV
LABELV $505
LABELV $502
line 984
;984:	}
LABELV $494
line 985
;985:	count = 0;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 987
;986:
;987:	spot = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
ADDRGP4 $508
JUMPV
LABELV $507
line 989
;988:
;989:	while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) {
line 990
;990:		if ( SpotWouldTelefrag( spot ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 144
ADDRGP4 SpotWouldTelefrag
CALLI4
ASGNI4
ADDRLP4 144
INDIRI4
CNSTI4 0
EQI4 $510
line 991
;991:			continue;
ADDRGP4 $508
JUMPV
LABELV $510
line 993
;992:		}
;993:		spots[ count ] = spot;
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 12
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 994
;994:		if (++count == MAX_TEAM_SPAWN_POINTS)
ADDRLP4 148
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
ADDRLP4 148
INDIRI4
ASGNI4
ADDRLP4 148
INDIRI4
CNSTI4 32
NEI4 $512
line 995
;995:			break;
ADDRGP4 $509
JUMPV
LABELV $512
line 996
;996:	}
LABELV $508
line 989
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 144
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 144
INDIRP4
ASGNP4
ADDRLP4 144
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $507
LABELV $509
line 998
;997:
;998:	if ( !count ) {	// no spots that won't telefrag
ADDRLP4 4
INDIRI4
CNSTI4 0
NEI4 $514
line 999
;999:		return G_Find( NULL, FOFS(classname), classname);
CNSTP4 0
ARGP4
CNSTI4 524
ARGI4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 148
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 148
INDIRP4
RETP4
ADDRGP4 $492
JUMPV
LABELV $514
line 1002
;1000:	}
;1001:
;1002:	selection = rand() % count;
ADDRLP4 148
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 140
ADDRLP4 148
INDIRI4
ADDRLP4 4
INDIRI4
MODI4
ASGNI4
line 1003
;1003:	return spots[ selection ];
ADDRLP4 140
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 12
ADDP4
INDIRP4
RETP4
LABELV $492
endproc SelectRandomTeamSpawnPoint 152 12
export SelectCTFSpawnPoint
proc SelectCTFSpawnPoint 12 12
line 1013
;1004:}
;1005:
;1006:
;1007:/*
;1008:===========
;1009:SelectCTFSpawnPoint
;1010:
;1011:============
;1012:*/
;1013:gentity_t *SelectCTFSpawnPoint ( team_t team, int teamstate, vec3_t origin, vec3_t angles ) {
line 1016
;1014:	gentity_t	*spot;
;1015:
;1016:	spot = SelectRandomTeamSpawnPoint ( teamstate, team );
ADDRFP4 4
INDIRI4
ARGI4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 SelectRandomTeamSpawnPoint
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 1018
;1017:
;1018:	if (!spot) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $517
line 1019
;1019:		return SelectSpawnPoint( vec3_origin, origin, angles );
ADDRGP4 vec3_origin
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRLP4 8
ADDRGP4 SelectSpawnPoint
CALLP4
ASGNP4
ADDRLP4 8
INDIRP4
RETP4
ADDRGP4 $516
JUMPV
LABELV $517
line 1022
;1020:	}
;1021:
;1022:	VectorCopy (spot->s.origin, origin);
ADDRFP4 8
INDIRP4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 1023
;1023:	origin[2] += 9;
ADDRLP4 8
ADDRFP4 8
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRF4
CNSTF4 1091567616
ADDF4
ASGNF4
line 1024
;1024:	VectorCopy (spot->s.angles, angles);
ADDRFP4 12
INDIRP4
ADDRLP4 0
INDIRP4
CNSTI4 116
ADDP4
INDIRB
ASGNB 12
line 1026
;1025:
;1026:	return spot;
ADDRLP4 0
INDIRP4
RETP4
LABELV $516
endproc SelectCTFSpawnPoint 12 12
proc SortClients 0 0
line 1031
;1027:}
;1028:
;1029:/*---------------------------------------------------------------------------*/
;1030:
;1031:static int QDECL SortClients( const void *a, const void *b ) {
line 1032
;1032:	return *(int *)a - *(int *)b;
ADDRFP4 0
INDIRP4
INDIRI4
ADDRFP4 4
INDIRP4
INDIRI4
SUBI4
RETI4
LABELV $519
endproc SortClients 0 0
export TeamplayInfoMessage
proc TeamplayInfoMessage 9404 36
line 1045
;1033:}
;1034:
;1035:
;1036:/*
;1037:==================
;1038:TeamplayLocationsMessage
;1039:
;1040:Format:
;1041:	clientNum location health armor weapon powerups
;1042:
;1043:==================
;1044:*/
;1045:void TeamplayInfoMessage( gentity_t *ent ) {
line 1055
;1046:	char		entry[1024];
;1047:	char		string[8192];
;1048:	int			stringlength;
;1049:	int			i, j;
;1050:	gentity_t	*player;
;1051:	int			cnt;
;1052:	int			h, a;
;1053:	int			clients[TEAM_MAXOVERLAY];
;1054:
;1055:	if ( ! ent->client->pers.teamInfo )
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 612
ADDP4
INDIRI4
CNSTI4 0
NEI4 $521
line 1056
;1056:		return;
ADDRGP4 $520
JUMPV
LABELV $521
line 1061
;1057:
;1058:	// figure out what client should be on the display
;1059:	// we are limited to 8, but we want to use the top eight players
;1060:	// but in client order (so they don't keep changing position on the overlay)
;1061:	for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
ADDRLP4 9372
CNSTI4 0
ASGNI4
ADDRLP4 4
ADDRLP4 9372
INDIRI4
ASGNI4
ADDRLP4 8
ADDRLP4 9372
INDIRI4
ASGNI4
ADDRGP4 $526
JUMPV
LABELV $523
line 1062
;1062:		player = g_entities + level.sortedClients[i];
ADDRLP4 0
CNSTI4 816
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 1063
;1063:		if (player->inuse && player->client->sess.sessionTeam == 
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
EQI4 $529
ADDRLP4 9380
CNSTI4 516
ASGNI4
ADDRLP4 9384
CNSTI4 616
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 9380
INDIRI4
ADDP4
INDIRP4
ADDRLP4 9384
INDIRI4
ADDP4
INDIRI4
ADDRFP4 0
INDIRP4
ADDRLP4 9380
INDIRI4
ADDP4
INDIRP4
ADDRLP4 9384
INDIRI4
ADDP4
INDIRI4
NEI4 $529
line 1064
;1064:			ent->client->sess.sessionTeam ) {
line 1065
;1065:			clients[cnt++] = level.sortedClients[i];
ADDRLP4 9388
ADDRLP4 8
INDIRI4
ASGNI4
ADDRLP4 8
ADDRLP4 9388
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 9392
CNSTI4 2
ASGNI4
ADDRLP4 9388
INDIRI4
ADDRLP4 9392
INDIRI4
LSHI4
ADDRLP4 9244
ADDP4
ADDRLP4 4
INDIRI4
ADDRLP4 9392
INDIRI4
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
ASGNI4
line 1066
;1066:		}
LABELV $529
line 1067
;1067:	}
LABELV $524
line 1061
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $526
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
GEI4 $532
ADDRLP4 8
INDIRI4
CNSTI4 32
LTI4 $523
LABELV $532
line 1070
;1068:
;1069:	// We have the top eight players, sort them by clientNum
;1070:	qsort( clients, cnt, sizeof( clients[0] ), SortClients );
ADDRLP4 9244
ARGP4
ADDRLP4 8
INDIRI4
ARGI4
CNSTI4 4
ARGI4
ADDRGP4 SortClients
ARGP4
ADDRGP4 qsort
CALLV
pop
line 1073
;1071:
;1072:	// send the latest information on all clients
;1073:	string[0] = 0;
ADDRLP4 1052
CNSTI1 0
ASGNI1
line 1074
;1074:	stringlength = 0;
ADDRLP4 1044
CNSTI4 0
ASGNI4
line 1076
;1075:
;1076:	for (i = 0, cnt = 0; i < g_maxclients.integer && cnt < TEAM_MAXOVERLAY; i++) {
ADDRLP4 9376
CNSTI4 0
ASGNI4
ADDRLP4 4
ADDRLP4 9376
INDIRI4
ASGNI4
ADDRLP4 8
ADDRLP4 9376
INDIRI4
ASGNI4
ADDRGP4 $536
JUMPV
LABELV $533
line 1077
;1077:		player = g_entities + i;
ADDRLP4 0
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 1078
;1078:		if (player->inuse && player->client->sess.sessionTeam == 
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
EQI4 $538
ADDRLP4 9384
CNSTI4 516
ASGNI4
ADDRLP4 9388
CNSTI4 616
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 9384
INDIRI4
ADDP4
INDIRP4
ADDRLP4 9388
INDIRI4
ADDP4
INDIRI4
ADDRFP4 0
INDIRP4
ADDRLP4 9384
INDIRI4
ADDP4
INDIRP4
ADDRLP4 9388
INDIRI4
ADDP4
INDIRI4
NEI4 $538
line 1079
;1079:			ent->client->sess.sessionTeam ) {
line 1081
;1080:
;1081:			h = player->client->ps.stats[STAT_HEALTH];
ADDRLP4 1036
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
ASGNI4
line 1082
;1082:			a = player->client->ps.stats[STAT_ARMOR];
ADDRLP4 1040
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
INDIRI4
ASGNI4
line 1083
;1083:			if (h < 0) h = 0;
ADDRLP4 1036
INDIRI4
CNSTI4 0
GEI4 $540
ADDRLP4 1036
CNSTI4 0
ASGNI4
LABELV $540
line 1084
;1084:			if (a < 0) a = 0;
ADDRLP4 1040
INDIRI4
CNSTI4 0
GEI4 $542
ADDRLP4 1040
CNSTI4 0
ASGNI4
LABELV $542
line 1086
;1085:
;1086:			Com_sprintf (entry, sizeof(entry),
ADDRLP4 12
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 $544
ARGP4
ADDRLP4 4
INDIRI4
ARGI4
ADDRLP4 9396
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
ADDRLP4 9396
INDIRP4
CNSTI4 560
ADDP4
INDIRI4
ARGI4
ADDRLP4 1036
INDIRI4
ARGI4
ADDRLP4 1040
INDIRI4
ARGI4
ADDRLP4 9396
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 188
ADDP4
INDIRI4
ARGI4
ADDRGP4 Com_sprintf
CALLV
pop
line 1091
;1087:				" %i %i %i %i %i %i", 
;1088://				level.sortedClients[i], player->client->pers.teamState.location, h, a, 
;1089:				i, player->client->pers.teamState.location, h, a, 
;1090:				player->client->ps.weapon, player->s.powerups);
;1091:			j = strlen(entry);
ADDRLP4 12
ARGP4
ADDRLP4 9400
ADDRGP4 strlen
CALLI4
ASGNI4
ADDRLP4 1048
ADDRLP4 9400
INDIRI4
ASGNI4
line 1092
;1092:			if (stringlength + j > sizeof(string))
ADDRLP4 1044
INDIRI4
ADDRLP4 1048
INDIRI4
ADDI4
CVIU4 4
CNSTU4 8192
LEU4 $545
line 1093
;1093:				break;
ADDRGP4 $535
JUMPV
LABELV $545
line 1094
;1094:			strcpy (string + stringlength, entry);
ADDRLP4 1044
INDIRI4
ADDRLP4 1052
ADDP4
ARGP4
ADDRLP4 12
ARGP4
ADDRGP4 strcpy
CALLP4
pop
line 1095
;1095:			stringlength += j;
ADDRLP4 1044
ADDRLP4 1044
INDIRI4
ADDRLP4 1048
INDIRI4
ADDI4
ASGNI4
line 1096
;1096:			cnt++;
ADDRLP4 8
ADDRLP4 8
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1097
;1097:		}
LABELV $538
line 1098
;1098:	}
LABELV $534
line 1076
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $536
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
GEI4 $547
ADDRLP4 8
INDIRI4
CNSTI4 32
LTI4 $533
LABELV $547
LABELV $535
line 1100
;1099:
;1100:	trap_SendServerCommand( ent-g_entities, va("tinfo %i %s", cnt, string) );
ADDRGP4 $548
ARGP4
ADDRLP4 8
INDIRI4
ARGI4
ADDRLP4 1052
ARGP4
ADDRLP4 9380
ADDRGP4 va
CALLP4
ASGNP4
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 g_entities
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 816
DIVI4
ARGI4
ADDRLP4 9380
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1101
;1101:}
LABELV $520
endproc TeamplayInfoMessage 9404 36
export CheckTeamStatus
proc CheckTeamStatus 24 4
line 1103
;1102:
;1103:void CheckTeamStatus(void) {
line 1107
;1104:	int i;
;1105:	gentity_t *loc, *ent;
;1106:
;1107:	if (level.time - level.lastTeamLocationTime > TEAM_LOCATION_UPDATE_TIME) {
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+60
INDIRI4
SUBI4
CNSTI4 1000
LEI4 $550
line 1109
;1108:
;1109:		level.lastTeamLocationTime = level.time;
ADDRGP4 level+60
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1111
;1110:
;1111:		for (i = 0; i < g_maxclients.integer; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $559
JUMPV
LABELV $556
line 1112
;1112:			ent = g_entities + i;
ADDRLP4 0
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 1114
;1113:
;1114:			if ( ent->client->pers.connected != CON_CONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $561
line 1115
;1115:				continue;
ADDRGP4 $557
JUMPV
LABELV $561
line 1118
;1116:			}
;1117:
;1118:			if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED ||	ent->client->sess.sessionTeam == TEAM_BLUE)) {
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
EQI4 $563
ADDRLP4 16
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ASGNI4
ADDRLP4 16
INDIRI4
CNSTI4 1
EQI4 $565
ADDRLP4 16
INDIRI4
CNSTI4 2
NEI4 $563
LABELV $565
line 1119
;1119:				loc = Team_GetLocation( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 20
ADDRGP4 Team_GetLocation
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 20
INDIRP4
ASGNP4
line 1120
;1120:				if (loc)
ADDRLP4 8
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $566
line 1121
;1121:					ent->client->pers.teamState.location = loc->health;
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 560
ADDP4
ADDRLP4 8
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ASGNI4
ADDRGP4 $567
JUMPV
LABELV $566
line 1123
;1122:				else
;1123:					ent->client->pers.teamState.location = 0;
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 560
ADDP4
CNSTI4 0
ASGNI4
LABELV $567
line 1124
;1124:			}
LABELV $563
line 1125
;1125:		}
LABELV $557
line 1111
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $559
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $556
line 1127
;1126:
;1127:		for (i = 0; i < g_maxclients.integer; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $571
JUMPV
LABELV $568
line 1128
;1128:			ent = g_entities + i;
ADDRLP4 0
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 1130
;1129:
;1130:			if ( ent->client->pers.connected != CON_CONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $573
line 1131
;1131:				continue;
ADDRGP4 $569
JUMPV
LABELV $573
line 1134
;1132:			}
;1133:
;1134:			if (ent->inuse && (ent->client->sess.sessionTeam == TEAM_RED ||	ent->client->sess.sessionTeam == TEAM_BLUE)) {
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
EQI4 $575
ADDRLP4 16
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ASGNI4
ADDRLP4 16
INDIRI4
CNSTI4 1
EQI4 $577
ADDRLP4 16
INDIRI4
CNSTI4 2
NEI4 $575
LABELV $577
line 1135
;1135:				TeamplayInfoMessage( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 TeamplayInfoMessage
CALLV
pop
line 1136
;1136:			}
LABELV $575
line 1137
;1137:		}
LABELV $569
line 1127
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $571
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $568
line 1138
;1138:	}
LABELV $550
line 1139
;1139:}
LABELV $549
endproc CheckTeamStatus 24 4
export SP_team_CTF_redplayer
proc SP_team_CTF_redplayer 0 0
line 1146
;1140:
;1141:/*-----------------------------------------------------------------*/
;1142:
;1143:/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32)
;1144:Only in CTF games.  Red players spawn here at game start.
;1145:*/
;1146:void SP_team_CTF_redplayer( gentity_t *ent ) {
line 1147
;1147:}
LABELV $578
endproc SP_team_CTF_redplayer 0 0
export SP_team_CTF_blueplayer
proc SP_team_CTF_blueplayer 0 0
line 1153
;1148:
;1149:
;1150:/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32)
;1151:Only in CTF games.  Blue players spawn here at game start.
;1152:*/
;1153:void SP_team_CTF_blueplayer( gentity_t *ent ) {
line 1154
;1154:}
LABELV $579
endproc SP_team_CTF_blueplayer 0 0
export SP_team_CTF_redspawn
proc SP_team_CTF_redspawn 0 0
line 1161
;1155:
;1156:
;1157:/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32)
;1158:potential spawning position for red team in CTF games.
;1159:Targets will be fired when someone spawns in on them.
;1160:*/
;1161:void SP_team_CTF_redspawn(gentity_t *ent) {
line 1162
;1162:}
LABELV $580
endproc SP_team_CTF_redspawn 0 0
export SP_team_CTF_bluespawn
proc SP_team_CTF_bluespawn 0 0
line 1168
;1163:
;1164:/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32)
;1165:potential spawning position for blue team in CTF games.
;1166:Targets will be fired when someone spawns in on them.
;1167:*/
;1168:void SP_team_CTF_bluespawn(gentity_t *ent) {
line 1169
;1169:}
LABELV $581
endproc SP_team_CTF_bluespawn 0 0
proc ObeliskRegen 8 12
line 1179
;1170:
;1171:
;1172:#ifdef MISSIONPACK
;1173:/*
;1174:================
;1175:Obelisks
;1176:================
;1177:*/
;1178:
;1179:static void ObeliskRegen( gentity_t *self ) {
line 1180
;1180:	self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
ADDRGP4 g_obeliskRegenPeriod+12
INDIRI4
MULI4
ADDI4
ASGNI4
line 1181
;1181:	if( self->health >= g_obeliskHealth.integer ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRGP4 g_obeliskHealth+12
INDIRI4
LTI4 $585
line 1182
;1182:		return;
ADDRGP4 $582
JUMPV
LABELV $585
line 1185
;1183:	}
;1184:
;1185:	G_AddEvent( self, EV_POWERUP_REGEN, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 63
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 1186
;1186:	self->health += g_obeliskRegenAmount.integer;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRGP4 g_obeliskRegenAmount+12
INDIRI4
ADDI4
ASGNI4
line 1187
;1187:	if ( self->health > g_obeliskHealth.integer ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRGP4 g_obeliskHealth+12
INDIRI4
LEI4 $589
line 1188
;1188:		self->health = g_obeliskHealth.integer;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ADDRGP4 g_obeliskHealth+12
INDIRI4
ASGNI4
line 1189
;1189:	}
LABELV $589
line 1191
;1190:
;1191:	self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 255
ADDRLP4 4
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
MULI4
ADDRGP4 g_obeliskHealth+12
INDIRI4
DIVI4
ASGNI4
line 1192
;1192:	self->activator->s.frame = 0;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 172
ADDP4
CNSTI4 0
ASGNI4
line 1193
;1193:}
LABELV $582
endproc ObeliskRegen 8 12
proc ObeliskRespawn 0 0
line 1196
;1194:
;1195:
;1196:static void ObeliskRespawn( gentity_t *self ) {
line 1197
;1197:	self->takedamage = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 1
ASGNI4
line 1198
;1198:	self->health = g_obeliskHealth.integer;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ADDRGP4 g_obeliskHealth+12
INDIRI4
ASGNI4
line 1200
;1199:
;1200:	self->think = ObeliskRegen;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 ObeliskRegen
ASGNP4
line 1201
;1201:	self->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
ADDRGP4 g_obeliskRegenPeriod+12
INDIRI4
MULI4
ADDI4
ASGNI4
line 1203
;1202:
;1203:	self->activator->s.frame = 0;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 172
ADDP4
CNSTI4 0
ASGNI4
line 1204
;1204:}
LABELV $594
endproc ObeliskRespawn 0 0
proc ObeliskDie 20 12
line 1207
;1205:
;1206:
;1207:static void ObeliskDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
line 1210
;1208:	int			otherTeam;
;1209:
;1210:	otherTeam = OtherTeam( self->spawnflags );
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 OtherTeam
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 4
INDIRI4
ASGNI4
line 1211
;1211:	AddTeamScore(self->s.pos.trBase, otherTeam, 1);
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 0
INDIRI4
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 AddTeamScore
CALLV
pop
line 1212
;1212:	Team_ForceGesture(otherTeam);
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 Team_ForceGesture
CALLV
pop
line 1214
;1213:
;1214:	CalculateRanks();
ADDRGP4 CalculateRanks
CALLV
pop
line 1216
;1215:
;1216:	self->takedamage = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 0
ASGNI4
line 1217
;1217:	self->think = ObeliskRespawn;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 ObeliskRespawn
ASGNP4
line 1218
;1218:	self->nextthink = level.time + g_obeliskRespawnDelay.integer * 1000;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
ADDRGP4 g_obeliskRespawnDelay+12
INDIRI4
MULI4
ADDI4
ASGNI4
line 1220
;1219:
;1220:	self->activator->s.modelindex2 = 0xff;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 255
ASGNI4
line 1221
;1221:	self->activator->s.frame = 2;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 172
ADDP4
CNSTI4 2
ASGNI4
line 1223
;1222:
;1223:	G_AddEvent( self->activator, EV_OBELISKEXPLODE, 0 );
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
ARGP4
CNSTI4 69
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 1225
;1224:
;1225:	AddScore(attacker, self->r.currentOrigin, CTF_CAPTURE_BONUS);
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 100
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 1228
;1226:
;1227:	// add the sprite over the player's head
;1228:	attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 8
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 1229
;1229:	attacker->client->ps.eFlags |= EF_AWARD_CAP;
ADDRLP4 12
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
CNSTI4 2048
BORI4
ASGNI4
line 1230
;1230:	attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 1231
;1231:	attacker->client->ps.persistant[PERS_CAPTURES]++;
ADDRLP4 16
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 304
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1233
;1232:
;1233:	teamgame.redObeliskAttackedTime = 0;
ADDRGP4 teamgame+28
CNSTI4 0
ASGNI4
line 1234
;1234:	teamgame.blueObeliskAttackedTime = 0;
ADDRGP4 teamgame+32
CNSTI4 0
ASGNI4
line 1235
;1235:}
LABELV $598
endproc ObeliskDie 20 12
proc ObeliskTouch 32 20
line 1238
;1236:
;1237:
;1238:static void ObeliskTouch( gentity_t *self, gentity_t *other, trace_t *trace ) {
line 1241
;1239:	int			tokens;
;1240:
;1241:	if ( !other->client ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $605
line 1242
;1242:		return;
ADDRGP4 $604
JUMPV
LABELV $605
line 1245
;1243:	}
;1244:
;1245:	if ( OtherTeam(other->client->sess.sessionTeam) != self->spawnflags ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 OtherTeam
CALLI4
ASGNI4
ADDRLP4 4
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
EQI4 $607
line 1246
;1246:		return;
ADDRGP4 $604
JUMPV
LABELV $607
line 1249
;1247:	}
;1248:
;1249:	tokens = other->client->ps.generic1;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 440
ADDP4
INDIRI4
ASGNI4
line 1250
;1250:	if( tokens <= 0 ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
GTI4 $609
line 1251
;1251:		return;
ADDRGP4 $604
JUMPV
LABELV $609
line 1254
;1252:	}
;1253:
;1254:	PrintMsg(NULL, "%s" S_COLOR_WHITE " brought in %i skull%s.\n",
CNSTP4 0
ARGP4
ADDRGP4 $611
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 0
INDIRI4
ARGI4
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $615
ADDRLP4 8
ADDRGP4 $612
ASGNP4
ADDRGP4 $616
JUMPV
LABELV $615
ADDRLP4 8
ADDRGP4 $613
ASGNP4
LABELV $616
ADDRLP4 8
INDIRP4
ARGP4
ADDRGP4 PrintMsg
CALLV
pop
line 1257
;1255:					other->client->pers.netname, tokens, tokens ? "s" : "" );
;1256:
;1257:	AddTeamScore(self->s.pos.trBase, other->client->sess.sessionTeam, tokens);
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ARGI4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 AddTeamScore
CALLV
pop
line 1258
;1258:	Team_ForceGesture(other->client->sess.sessionTeam);
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ARGI4
ADDRGP4 Team_ForceGesture
CALLV
pop
line 1260
;1259:
;1260:	AddScore(other, self->r.currentOrigin, CTF_CAPTURE_BONUS*tokens);
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 100
ADDRLP4 0
INDIRI4
MULI4
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 1263
;1261:
;1262:	// add the sprite over the player's head
;1263:	other->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 16
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 1264
;1264:	other->client->ps.eFlags |= EF_AWARD_CAP;
ADDRLP4 20
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 2048
BORI4
ASGNI4
line 1265
;1265:	other->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 1266
;1266:	other->client->ps.persistant[PERS_CAPTURES] += tokens;
ADDRLP4 24
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 304
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
ADDRLP4 0
INDIRI4
ADDI4
ASGNI4
line 1268
;1267:	
;1268:	other->client->ps.generic1 = 0;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 440
ADDP4
CNSTI4 0
ASGNI4
line 1269
;1269:	CalculateRanks();
ADDRGP4 CalculateRanks
CALLV
pop
line 1271
;1270:
;1271:	Team_CaptureFlagSound( self, self->spawnflags );
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
ARGP4
ADDRLP4 28
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ARGI4
ADDRGP4 Team_CaptureFlagSound
CALLV
pop
line 1272
;1272:}
LABELV $604
endproc ObeliskTouch 32 20
proc ObeliskPain 8 12
line 1274
;1273:
;1274:static void ObeliskPain( gentity_t *self, gentity_t *attacker, int damage ) {
line 1275
;1275:	int actualDamage = damage / 10;
ADDRLP4 0
ADDRFP4 8
INDIRI4
CNSTI4 10
DIVI4
ASGNI4
line 1276
;1276:	if (actualDamage <= 0) {
ADDRLP4 0
INDIRI4
CNSTI4 0
GTI4 $619
line 1277
;1277:		actualDamage = 1;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 1278
;1278:	}
LABELV $619
line 1279
;1279:	self->activator->s.modelindex2 = self->health * 0xff / g_obeliskHealth.integer;
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 255
ADDRLP4 4
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
MULI4
ADDRGP4 g_obeliskHealth+12
INDIRI4
DIVI4
ASGNI4
line 1280
;1280:	if (!self->activator->s.frame) {
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 172
ADDP4
INDIRI4
CNSTI4 0
NEI4 $622
line 1281
;1281:		G_AddEvent(self, EV_OBELISKPAIN, 0);
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 70
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 1282
;1282:	}
LABELV $622
line 1283
;1283:	self->activator->s.frame = 1;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 172
ADDP4
CNSTI4 1
ASGNI4
line 1284
;1284:	AddScore(attacker, self->r.currentOrigin, actualDamage);
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 1285
;1285:}
LABELV $618
endproc ObeliskPain 8 12
export SpawnObelisk
proc SpawnObelisk 100 28
line 1287
;1286:
;1287:gentity_t *SpawnObelisk( vec3_t origin, int team, int spawnflags) {
line 1292
;1288:	trace_t		tr;
;1289:	vec3_t		dest;
;1290:	gentity_t	*ent;
;1291:
;1292:	ent = G_Spawn();
ADDRLP4 72
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 72
INDIRP4
ASGNP4
line 1294
;1293:
;1294:	VectorCopy( origin, ent->s.origin );
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
ADDRFP4 0
INDIRP4
INDIRB
ASGNB 12
line 1295
;1295:	VectorCopy( origin, ent->s.pos.trBase );
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRFP4 0
INDIRP4
INDIRB
ASGNB 12
line 1296
;1296:	VectorCopy( origin, ent->r.currentOrigin );
ADDRLP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRFP4 0
INDIRP4
INDIRB
ASGNB 12
line 1298
;1297:
;1298:	VectorSet( ent->r.mins, -15, -15, 0 );
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 0
ASGNF4
line 1299
;1299:	VectorSet( ent->r.maxs, 15, 15, 87 );
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 1118699520
ASGNF4
line 1301
;1300:
;1301:	ent->s.eType = ET_GENERAL;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 0
ASGNI4
line 1302
;1302:	ent->flags = FL_NO_KNOCKBACK;
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
CNSTI4 2048
ASGNI4
line 1304
;1303:
;1304:	if( g_gametype.integer == GT_OBELISK ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
NEI4 $625
line 1305
;1305:		ent->r.contents = CONTENTS_SOLID;
ADDRLP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1
ASGNI4
line 1306
;1306:		ent->takedamage = qtrue;
ADDRLP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 1
ASGNI4
line 1307
;1307:		ent->health = g_obeliskHealth.integer;
ADDRLP4 0
INDIRP4
CNSTI4 732
ADDP4
ADDRGP4 g_obeliskHealth+12
INDIRI4
ASGNI4
line 1308
;1308:		ent->die = ObeliskDie;
ADDRLP4 0
INDIRP4
CNSTI4 716
ADDP4
ADDRGP4 ObeliskDie
ASGNP4
line 1309
;1309:		ent->pain = ObeliskPain;
ADDRLP4 0
INDIRP4
CNSTI4 712
ADDP4
ADDRGP4 ObeliskPain
ASGNP4
line 1310
;1310:		ent->think = ObeliskRegen;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 ObeliskRegen
ASGNP4
line 1311
;1311:		ent->nextthink = level.time + g_obeliskRegenPeriod.integer * 1000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
ADDRGP4 g_obeliskRegenPeriod+12
INDIRI4
MULI4
ADDI4
ASGNI4
line 1312
;1312:	}
LABELV $625
line 1313
;1313:	if( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $631
line 1314
;1314:		ent->r.contents = CONTENTS_TRIGGER;
ADDRLP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 1315
;1315:		ent->touch = ObeliskTouch;
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
ADDRGP4 ObeliskTouch
ASGNP4
line 1316
;1316:	}
LABELV $631
line 1318
;1317:
;1318:	if ( spawnflags & 1 ) {
ADDRFP4 8
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $634
line 1320
;1319:		// suspended
;1320:		G_SetOrigin( ent, ent->s.origin );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 1321
;1321:	} else {
ADDRGP4 $635
JUMPV
LABELV $634
line 1324
;1322:		// mappers like to put them exactly on the floor, but being coplanar
;1323:		// will sometimes show up as starting in solid, so lif it up one pixel
;1324:		ent->s.origin[2] += 1;
ADDRLP4 76
ADDRLP4 0
INDIRP4
CNSTI4 100
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRF4
CNSTF4 1065353216
ADDF4
ASGNF4
line 1327
;1325:
;1326:		// drop to floor
;1327:		VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ASGNF4
ADDRLP4 4+4
ADDRLP4 0
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
ASGNF4
ADDRLP4 4+8
ADDRLP4 0
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
CNSTF4 1166016512
SUBF4
ASGNF4
line 1328
;1328:		trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
ADDRLP4 16
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 436
ADDP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 448
ADDP4
ARGP4
ADDRLP4 4
ARGP4
ADDRLP4 0
INDIRP4
INDIRI4
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1329
;1329:		if ( tr.startsolid ) {
ADDRLP4 16+4
INDIRI4
CNSTI4 0
EQI4 $638
line 1330
;1330:			ent->s.origin[2] -= 1;
ADDRLP4 88
ADDRLP4 0
INDIRP4
CNSTI4 100
ADDP4
ASGNP4
ADDRLP4 88
INDIRP4
ADDRLP4 88
INDIRP4
INDIRF4
CNSTF4 1065353216
SUBF4
ASGNF4
line 1331
;1331:			G_Printf( "SpawnObelisk: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin) );
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 92
ADDRGP4 vtos
CALLP4
ASGNP4
ADDRGP4 $641
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRLP4 92
INDIRP4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 1333
;1332:
;1333:			ent->s.groundEntityNum = ENTITYNUM_NONE;
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 1023
ASGNI4
line 1334
;1334:			G_SetOrigin( ent, ent->s.origin );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 1335
;1335:		}
ADDRGP4 $639
JUMPV
LABELV $638
line 1336
;1336:		else {
line 1338
;1337:			// allow to ride movers
;1338:			ent->s.groundEntityNum = tr.entityNum;
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
ADDRLP4 16+52
INDIRI4
ASGNI4
line 1339
;1339:			G_SetOrigin( ent, tr.endpos );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 16+12
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 1340
;1340:		}
LABELV $639
line 1341
;1341:	}
LABELV $635
line 1343
;1342:
;1343:	ent->spawnflags = team;
ADDRLP4 0
INDIRP4
CNSTI4 528
ADDP4
ADDRFP4 4
INDIRI4
ASGNI4
line 1345
;1344:
;1345:	trap_LinkEntity( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 1347
;1346:
;1347:	return ent;
ADDRLP4 0
INDIRP4
RETP4
LABELV $624
endproc SpawnObelisk 100 28
export SP_team_redobelisk
proc SP_team_redobelisk 12 12
line 1352
;1348:}
;1349:
;1350:/*QUAKED team_redobelisk (1 0 0) (-16 -16 0) (16 16 8)
;1351:*/
;1352:void SP_team_redobelisk( gentity_t *ent ) {
line 1355
;1353:	gentity_t *obelisk;
;1354:
;1355:	if ( g_gametype.integer <= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
GTI4 $645
line 1356
;1356:		G_FreeEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 1357
;1357:		return;
ADDRGP4 $644
JUMPV
LABELV $645
line 1359
;1358:	}
;1359:	ent->s.eType = ET_TEAM;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 12
ASGNI4
line 1360
;1360:	if ( g_gametype.integer == GT_OBELISK ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
NEI4 $648
line 1361
;1361:		obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 92
ADDP4
ARGP4
CNSTI4 1
ARGI4
ADDRLP4 4
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ARGI4
ADDRLP4 8
ADDRGP4 SpawnObelisk
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 1362
;1362:		obelisk->activator = ent;
ADDRLP4 0
INDIRP4
CNSTI4 772
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 1364
;1363:		// initial obelisk health value
;1364:		ent->s.modelindex2 = 0xff;
ADDRFP4 0
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 255
ASGNI4
line 1365
;1365:		ent->s.frame = 0;
ADDRFP4 0
INDIRP4
CNSTI4 172
ADDP4
CNSTI4 0
ASGNI4
line 1366
;1366:	}
LABELV $648
line 1367
;1367:	if ( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $651
line 1368
;1368:		obelisk = SpawnObelisk( ent->s.origin, TEAM_RED, ent->spawnflags );
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 92
ADDP4
ARGP4
CNSTI4 1
ARGI4
ADDRLP4 4
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ARGI4
ADDRLP4 8
ADDRGP4 SpawnObelisk
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 1369
;1369:		obelisk->activator = ent;
ADDRLP4 0
INDIRP4
CNSTI4 772
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 1370
;1370:	}
LABELV $651
line 1371
;1371:	ent->s.modelindex = TEAM_RED;
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
CNSTI4 1
ASGNI4
line 1372
;1372:	trap_LinkEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 1373
;1373:}
LABELV $644
endproc SP_team_redobelisk 12 12
export SP_team_blueobelisk
proc SP_team_blueobelisk 12 12
line 1377
;1374:
;1375:/*QUAKED team_blueobelisk (0 0 1) (-16 -16 0) (16 16 88)
;1376:*/
;1377:void SP_team_blueobelisk( gentity_t *ent ) {
line 1380
;1378:	gentity_t *obelisk;
;1379:
;1380:	if ( g_gametype.integer <= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
GTI4 $655
line 1381
;1381:		G_FreeEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 1382
;1382:		return;
ADDRGP4 $654
JUMPV
LABELV $655
line 1384
;1383:	}
;1384:	ent->s.eType = ET_TEAM;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 12
ASGNI4
line 1385
;1385:	if ( g_gametype.integer == GT_OBELISK ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
NEI4 $658
line 1386
;1386:		obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 92
ADDP4
ARGP4
CNSTI4 2
ARGI4
ADDRLP4 4
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ARGI4
ADDRLP4 8
ADDRGP4 SpawnObelisk
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 1387
;1387:		obelisk->activator = ent;
ADDRLP4 0
INDIRP4
CNSTI4 772
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 1389
;1388:		// initial obelisk health value
;1389:		ent->s.modelindex2 = 0xff;
ADDRFP4 0
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 255
ASGNI4
line 1390
;1390:		ent->s.frame = 0;
ADDRFP4 0
INDIRP4
CNSTI4 172
ADDP4
CNSTI4 0
ASGNI4
line 1391
;1391:	}
LABELV $658
line 1392
;1392:	if ( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $661
line 1393
;1393:		obelisk = SpawnObelisk( ent->s.origin, TEAM_BLUE, ent->spawnflags );
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 92
ADDP4
ARGP4
CNSTI4 2
ARGI4
ADDRLP4 4
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ARGI4
ADDRLP4 8
ADDRGP4 SpawnObelisk
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 1394
;1394:		obelisk->activator = ent;
ADDRLP4 0
INDIRP4
CNSTI4 772
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 1395
;1395:	}
LABELV $661
line 1396
;1396:	ent->s.modelindex = TEAM_BLUE;
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
CNSTI4 2
ASGNI4
line 1397
;1397:	trap_LinkEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 1398
;1398:}
LABELV $654
endproc SP_team_blueobelisk 12 12
export SP_team_neutralobelisk
proc SP_team_neutralobelisk 8 12
line 1402
;1399:
;1400:/*QUAKED team_neutralobelisk (0 0 1) (-16 -16 0) (16 16 88)
;1401:*/
;1402:void SP_team_neutralobelisk( gentity_t *ent ) {
line 1403
;1403:	if ( g_gametype.integer != GT_1FCTF && g_gametype.integer != GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
EQI4 $665
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
EQI4 $665
line 1404
;1404:		G_FreeEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 1405
;1405:		return;
ADDRGP4 $664
JUMPV
LABELV $665
line 1407
;1406:	}
;1407:	ent->s.eType = ET_TEAM;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 12
ASGNI4
line 1408
;1408:	if ( g_gametype.integer == GT_HARVESTER) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $669
line 1409
;1409:		neutralObelisk = SpawnObelisk( ent->s.origin, TEAM_FREE, ent->spawnflags);
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 SpawnObelisk
CALLP4
ASGNP4
ADDRGP4 neutralObelisk
ADDRLP4 4
INDIRP4
ASGNP4
line 1410
;1410:		neutralObelisk->spawnflags = TEAM_FREE;
ADDRGP4 neutralObelisk
INDIRP4
CNSTI4 528
ADDP4
CNSTI4 0
ASGNI4
line 1411
;1411:	}
LABELV $669
line 1412
;1412:	ent->s.modelindex = TEAM_FREE;
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
CNSTI4 0
ASGNI4
line 1413
;1413:	trap_LinkEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 1414
;1414:}
LABELV $664
endproc SP_team_neutralobelisk 8 12
export CheckObeliskAttack
proc CheckObeliskAttack 12 8
line 1422
;1415:
;1416:
;1417:/*
;1418:================
;1419:CheckObeliskAttack
;1420:================
;1421:*/
;1422:qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker ) {
line 1426
;1423:	gentity_t	*te;
;1424:
;1425:	// if this really is an obelisk
;1426:	if( obelisk->die != ObeliskDie ) {
ADDRFP4 0
INDIRP4
CNSTI4 716
ADDP4
INDIRP4
CVPU4 4
ADDRGP4 ObeliskDie
CVPU4 4
EQU4 $673
line 1427
;1427:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $672
JUMPV
LABELV $673
line 1431
;1428:	}
;1429:
;1430:	// if the attacker is a client
;1431:	if( !attacker->client ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $675
line 1432
;1432:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $672
JUMPV
LABELV $675
line 1436
;1433:	}
;1434:
;1435:	// if the obelisk is on the same team as the attacker then don't hurt it
;1436:	if( obelisk->spawnflags == attacker->client->sess.sessionTeam ) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
NEI4 $677
line 1437
;1437:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $672
JUMPV
LABELV $677
line 1443
;1438:	}
;1439:
;1440:	// obelisk may be hurt
;1441:
;1442:	// if not played any sounds recently
;1443:	if ((obelisk->spawnflags == TEAM_RED &&
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 1
NEI4 $686
ADDRGP4 teamgame+28
INDIRI4
ADDRGP4 level+32
INDIRI4
CNSTI4 20000
SUBI4
LTI4 $685
LABELV $686
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 2
NEI4 $679
ADDRGP4 teamgame+32
INDIRI4
ADDRGP4 level+32
INDIRI4
CNSTI4 20000
SUBI4
GEI4 $679
LABELV $685
line 1446
;1444:		teamgame.redObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ||
;1445:		(obelisk->spawnflags == TEAM_BLUE &&
;1446:		teamgame.blueObeliskAttackedTime < level.time - OVERLOAD_ATTACK_BASE_SOUND_TIME) ) {
line 1449
;1447:
;1448:		// tell which obelisk is under attack
;1449:		te = G_TempEntity( obelisk->s.pos.trBase, EV_GLOBAL_TEAM_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 47
ARGI4
ADDRLP4 4
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 1450
;1450:		if( obelisk->spawnflags == TEAM_RED ) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 1
NEI4 $687
line 1451
;1451:			te->s.eventParm = GTS_REDOBELISK_ATTACKED;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 6
ASGNI4
line 1452
;1452:			teamgame.redObeliskAttackedTime = level.time;
ADDRGP4 teamgame+28
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1453
;1453:		}
ADDRGP4 $688
JUMPV
LABELV $687
line 1454
;1454:		else {
line 1455
;1455:			te->s.eventParm = GTS_BLUEOBELISK_ATTACKED;
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
CNSTI4 7
ASGNI4
line 1456
;1456:			teamgame.blueObeliskAttackedTime = level.time;
ADDRGP4 teamgame+32
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1457
;1457:		}
LABELV $688
line 1458
;1458:		te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 1459
;1459:	}
LABELV $679
line 1461
;1460:
;1461:	return qfalse;
CNSTI4 0
RETI4
LABELV $672
endproc CheckObeliskAttack 12 8
bss
export neutralObelisk
align 4
LABELV neutralObelisk
skip 4
export teamgame
align 4
LABELV teamgame
skip 36
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_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_Milliseconds
import trap_Error
import trap_Printf
import g_proxMineTimeout
import g_singlePlayer
import g_enableBreath
import g_enableDust
import g_rankings
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_teamAutoJoin
import g_allowVote
import g_blood
import g_doWarmup
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_maxclients
import g_cheats
import g_dedicated
import g_gametype
import g_entities
import level
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 Svcmd_AbortPodium_f
import SpawnModelsOnVictoryPads
import UpdateTournamentInfo
import G_WriteSessionData
import G_InitWorldSession
import G_InitSessionData
import G_ReadSessionData
import Svcmd_GameMem_f
import G_InitMemory
import G_Alloc
import G_RunClient
import ClientEndFrame
import ClientThink
import ClientCommand
import ClientBegin
import ClientDisconnect
import ClientUserinfoChanged
import ClientConnect
import G_Error
import G_Printf
import SendScoreboardMessageToAllClients
import G_LogPrintf
import G_RunThink
import CheckTeamLeader
import SetLeader
import FindIntermissionPoint
import DeathmatchScoreboardMessage
import G_SetStats
import MoveClientToIntermission
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 InitClientResp
import InitClientPersistant
import BeginIntermission
import respawn
import CopyToBodyQue
import SelectSpawnPoint
import SetClientViewAngle
import PickTeam
import TeamLeader
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 SaveRegisteredItems
import RegisterItem
import ClearRegisteredItems
import Touch_Item
import Add_Ammo
import ArmorIndex
import Think_Weapon
import FinishSpawningItem
import G_SpawnItem
import SetRespawn
import LaunchItem
import Drop_Item
import PrecacheItem
import UseHoldableItem
import RespawnItem
import G_RunItem
import G_CheckTeamItems
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 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 Com_Printf
import Com_Error
import Info_NextPair
import Info_Validate
import Info_SetValueForKey_Big
import Info_SetValueForKey
import Info_RemoveKey_big
import Info_RemoveKey
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 Com_sprintf
import Parse3DMatrix
import Parse2DMatrix
import Parse1DMatrix
import SkipRestOfLine
import SkipBracedSection
import COM_MatchToken
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 Com_Memcpy
import Com_Memset
import Hunk_Alloc
import FloatSwap
import LongSwap
import ShortSwap
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 sscanf
import vsprintf
import _atoi
import atoi
import _atof
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 $641
byte 1 83
byte 1 112
byte 1 97
byte 1 119
byte 1 110
byte 1 79
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 115
byte 1 116
byte 1 97
byte 1 114
byte 1 116
byte 1 115
byte 1 111
byte 1 108
byte 1 105
byte 1 100
byte 1 32
byte 1 97
byte 1 116
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $613
byte 1 0
align 1
LABELV $612
byte 1 115
byte 1 0
align 1
LABELV $611
byte 1 37
byte 1 115
byte 1 94
byte 1 55
byte 1 32
byte 1 98
byte 1 114
byte 1 111
byte 1 117
byte 1 103
byte 1 104
byte 1 116
byte 1 32
byte 1 105
byte 1 110
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 115
byte 1 107
byte 1 117
byte 1 108
byte 1 108
byte 1 37
byte 1 115
byte 1 46
byte 1 10
byte 1 0
align 1
LABELV $548
byte 1 116
byte 1 105
byte 1 110
byte 1 102
byte 1 111
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 115
byte 1 0
align 1
LABELV $544
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 105
byte 1 0
align 1
LABELV $506
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 98
byte 1 108
byte 1 117
byte 1 101
byte 1 115
byte 1 112
byte 1 97
byte 1 119
byte 1 110
byte 1 0
align 1
LABELV $503
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 114
byte 1 101
byte 1 100
byte 1 115
byte 1 112
byte 1 97
byte 1 119
byte 1 110
byte 1 0
align 1
LABELV $500
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 98
byte 1 108
byte 1 117
byte 1 101
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 0
align 1
LABELV $497
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 114
byte 1 101
byte 1 100
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 0
align 1
LABELV $491
byte 1 37
byte 1 115
byte 1 0
align 1
LABELV $490
byte 1 37
byte 1 99
byte 1 37
byte 1 99
byte 1 37
byte 1 115
byte 1 94
byte 1 55
byte 1 0
align 1
LABELV $457
byte 1 68
byte 1 111
byte 1 110
byte 1 39
byte 1 116
byte 1 32
byte 1 107
byte 1 110
byte 1 111
byte 1 119
byte 1 32
byte 1 119
byte 1 104
byte 1 97
byte 1 116
byte 1 32
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 32
byte 1 116
byte 1 104
byte 1 101
byte 1 32
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 32
byte 1 105
byte 1 115
byte 1 32
byte 1 111
byte 1 110
byte 1 46
byte 1 10
byte 1 0
align 1
LABELV $438
byte 1 37
byte 1 115
byte 1 94
byte 1 55
byte 1 32
byte 1 103
byte 1 111
byte 1 116
byte 1 32
byte 1 116
byte 1 104
byte 1 101
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 33
byte 1 10
byte 1 0
align 1
LABELV $435
byte 1 37
byte 1 115
byte 1 94
byte 1 55
byte 1 32
byte 1 103
byte 1 111
byte 1 116
byte 1 32
byte 1 116
byte 1 104
byte 1 101
byte 1 32
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 33
byte 1 10
byte 1 0
align 1
LABELV $406
byte 1 37
byte 1 115
byte 1 94
byte 1 55
byte 1 32
byte 1 99
byte 1 97
byte 1 112
byte 1 116
byte 1 117
byte 1 114
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 104
byte 1 101
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 33
byte 1 10
byte 1 0
align 1
LABELV $405
byte 1 37
byte 1 115
byte 1 94
byte 1 55
byte 1 32
byte 1 99
byte 1 97
byte 1 112
byte 1 116
byte 1 117
byte 1 114
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 104
byte 1 101
byte 1 32
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 33
byte 1 10
byte 1 0
align 1
LABELV $398
byte 1 37
byte 1 115
byte 1 94
byte 1 55
byte 1 32
byte 1 114
byte 1 101
byte 1 116
byte 1 117
byte 1 114
byte 1 110
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 104
byte 1 101
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 33
byte 1 10
byte 1 0
align 1
LABELV $375
byte 1 84
byte 1 104
byte 1 101
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 32
byte 1 104
byte 1 97
byte 1 115
byte 1 32
byte 1 114
byte 1 101
byte 1 116
byte 1 117
byte 1 114
byte 1 110
byte 1 101
byte 1 100
byte 1 33
byte 1 10
byte 1 0
align 1
LABELV $374
byte 1 84
byte 1 104
byte 1 101
byte 1 32
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 32
byte 1 104
byte 1 97
byte 1 115
byte 1 32
byte 1 114
byte 1 101
byte 1 116
byte 1 117
byte 1 114
byte 1 110
byte 1 101
byte 1 100
byte 1 33
byte 1 10
byte 1 0
align 1
LABELV $368
byte 1 87
byte 1 97
byte 1 114
byte 1 110
byte 1 105
byte 1 110
byte 1 103
byte 1 58
byte 1 32
byte 1 32
byte 1 78
byte 1 85
byte 1 76
byte 1 76
byte 1 32
byte 1 112
byte 1 97
byte 1 115
byte 1 115
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 111
byte 1 32
byte 1 84
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 97
byte 1 112
byte 1 116
byte 1 117
byte 1 114
byte 1 101
byte 1 70
byte 1 108
byte 1 97
byte 1 103
byte 1 83
byte 1 111
byte 1 117
byte 1 110
byte 1 100
byte 1 10
byte 1 0
align 1
LABELV $340
byte 1 87
byte 1 97
byte 1 114
byte 1 110
byte 1 105
byte 1 110
byte 1 103
byte 1 58
byte 1 32
byte 1 32
byte 1 78
byte 1 85
byte 1 76
byte 1 76
byte 1 32
byte 1 112
byte 1 97
byte 1 115
byte 1 115
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 111
byte 1 32
byte 1 84
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 84
byte 1 97
byte 1 107
byte 1 101
byte 1 70
byte 1 108
byte 1 97
byte 1 103
byte 1 83
byte 1 111
byte 1 117
byte 1 110
byte 1 100
byte 1 10
byte 1 0
align 1
LABELV $334
byte 1 87
byte 1 97
byte 1 114
byte 1 110
byte 1 105
byte 1 110
byte 1 103
byte 1 58
byte 1 32
byte 1 32
byte 1 78
byte 1 85
byte 1 76
byte 1 76
byte 1 32
byte 1 112
byte 1 97
byte 1 115
byte 1 115
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 111
byte 1 32
byte 1 84
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 82
byte 1 101
byte 1 116
byte 1 117
byte 1 114
byte 1 110
byte 1 70
byte 1 108
byte 1 97
byte 1 103
byte 1 83
byte 1 111
byte 1 117
byte 1 110
byte 1 100
byte 1 10
byte 1 0
align 1
LABELV $318
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 110
byte 1 101
byte 1 117
byte 1 116
byte 1 114
byte 1 97
byte 1 108
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 0
align 1
LABELV $265
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 98
byte 1 108
byte 1 117
byte 1 101
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 0
align 1
LABELV $263
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 114
byte 1 101
byte 1 100
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 0
align 1
LABELV $258
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 110
byte 1 101
byte 1 117
byte 1 116
byte 1 114
byte 1 97
byte 1 108
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 0
align 1
LABELV $254
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 98
byte 1 108
byte 1 117
byte 1 101
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 0
align 1
LABELV $252
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 114
byte 1 101
byte 1 100
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 0
align 1
LABELV $229
byte 1 37
byte 1 115
byte 1 94
byte 1 55
byte 1 32
byte 1 102
byte 1 114
byte 1 97
byte 1 103
byte 1 103
byte 1 101
byte 1 100
byte 1 32
byte 1 37
byte 1 115
byte 1 39
byte 1 115
byte 1 32
byte 1 115
byte 1 107
byte 1 117
byte 1 108
byte 1 108
byte 1 32
byte 1 99
byte 1 97
byte 1 114
byte 1 114
byte 1 105
byte 1 101
byte 1 114
byte 1 33
byte 1 10
byte 1 0
align 1
LABELV $218
byte 1 37
byte 1 115
byte 1 94
byte 1 55
byte 1 32
byte 1 102
byte 1 114
byte 1 97
byte 1 103
byte 1 103
byte 1 101
byte 1 100
byte 1 32
byte 1 37
byte 1 115
byte 1 39
byte 1 115
byte 1 32
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 32
byte 1 99
byte 1 97
byte 1 114
byte 1 114
byte 1 105
byte 1 101
byte 1 114
byte 1 33
byte 1 10
byte 1 0
align 1
LABELV $104
byte 1 112
byte 1 114
byte 1 105
byte 1 110
byte 1 116
byte 1 32
byte 1 34
byte 1 37
byte 1 115
byte 1 34
byte 1 0
align 1
LABELV $99
byte 1 80
byte 1 114
byte 1 105
byte 1 110
byte 1 116
byte 1 77
byte 1 115
byte 1 103
byte 1 32
byte 1 111
byte 1 118
byte 1 101
byte 1 114
byte 1 114
byte 1 117
byte 1 110
byte 1 0
align 1
LABELV $94
byte 1 94
byte 1 55
byte 1 0
align 1
LABELV $93
byte 1 94
byte 1 51
byte 1 0
align 1
LABELV $90
byte 1 94
byte 1 52
byte 1 0
align 1
LABELV $87
byte 1 94
byte 1 49
byte 1 0
align 1
LABELV $76
byte 1 70
byte 1 82
byte 1 69
byte 1 69
byte 1 0
align 1
LABELV $75
byte 1 83
byte 1 80
byte 1 69
byte 1 67
byte 1 84
byte 1 65
byte 1 84
byte 1 79
byte 1 82
byte 1 0
align 1
LABELV $72
byte 1 66
byte 1 76
byte 1 85
byte 1 69
byte 1 0
align 1
LABELV $69
byte 1 82
byte 1 69
byte 1 68
byte 1 0
