data
align 4
LABELV gameCvarTable
address g_cheats
address $53
address $54
byte 4 0
byte 4 0
byte 4 0
skip 4
byte 4 0
address $55
address $56
byte 4 68
byte 4 0
byte 4 0
skip 4
byte 4 0
address $57
address $58
byte 4 64
byte 4 0
byte 4 0
skip 4
address g_restarted
address $59
address $60
byte 4 64
byte 4 0
byte 4 0
skip 4
byte 4 0
address $61
address $54
byte 4 68
byte 4 0
byte 4 0
skip 4
address g_gametype
address $62
address $60
byte 4 38
byte 4 0
byte 4 0
skip 4
address g_maxclients
address $63
address $64
byte 4 37
byte 4 0
byte 4 0
skip 4
address g_maxGameClients
address $65
address $60
byte 4 37
byte 4 0
byte 4 0
skip 4
address g_dmflags
address $66
address $60
byte 4 5
byte 4 0
byte 4 1
skip 4
address g_fraglimit
address $67
address $68
byte 4 1029
byte 4 0
byte 4 1
skip 4
address g_timelimit
address $69
address $60
byte 4 1029
byte 4 0
byte 4 1
skip 4
address g_capturelimit
address $70
address $64
byte 4 1029
byte 4 0
byte 4 1
skip 4
address g_synchronousClients
address $71
address $60
byte 4 8
byte 4 0
byte 4 0
skip 4
address g_friendlyFire
address $72
address $60
byte 4 1
byte 4 0
byte 4 1
skip 4
address g_teamAutoJoin
address $73
address $60
byte 4 1
skip 12
address g_teamForceBalance
address $74
address $60
byte 4 1
skip 12
address g_warmup
address $75
address $68
byte 4 1
byte 4 0
byte 4 1
skip 4
address g_doWarmup
address $76
address $60
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_log
address $77
address $78
byte 4 1
byte 4 0
byte 4 0
skip 4
address g_logSync
address $79
address $60
byte 4 1
byte 4 0
byte 4 0
skip 4
address g_password
address $80
address $54
byte 4 2
byte 4 0
byte 4 0
skip 4
address g_banIPs
address $81
address $54
byte 4 1
byte 4 0
byte 4 0
skip 4
address g_filterBan
address $82
address $83
byte 4 1
byte 4 0
byte 4 0
skip 4
address g_needpass
address $84
address $60
byte 4 68
byte 4 0
byte 4 0
skip 4
address g_dedicated
address $85
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_speed
address $86
address $87
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_gravity
address $88
address $89
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_knockback
address $90
address $91
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_quadfactor
address $92
address $93
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_weaponRespawn
address $94
address $95
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_weaponTeamRespawn
address $96
address $97
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_forcerespawn
address $98
address $68
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_inactivity
address $99
address $60
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_debugMove
address $100
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_debugDamage
address $101
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_debugAlloc
address $102
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_motd
address $103
address $54
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_blood
address $104
address $83
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_podiumDist
address $105
address $106
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_podiumDrop
address $107
address $108
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_allowVote
address $109
address $83
byte 4 1
byte 4 0
byte 4 0
skip 4
address g_listEntity
address $110
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_obeliskHealth
address $111
address $112
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_obeliskRegenPeriod
address $113
address $83
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_obeliskRegenAmount
address $114
address $115
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_obeliskRespawnDelay
address $116
address $117
byte 4 4
byte 4 0
byte 4 0
skip 4
address g_cubeTimeout
address $118
address $97
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_redteam
address $119
address $120
byte 4 7
byte 4 0
byte 4 1
byte 4 1
address g_blueteam
address $121
address $122
byte 4 7
byte 4 0
byte 4 1
byte 4 1
address g_singlePlayer
address $123
address $54
byte 4 0
byte 4 0
byte 4 0
byte 4 0
address g_enableDust
address $124
address $60
byte 4 4
byte 4 0
byte 4 1
byte 4 0
address g_enableBreath
address $125
address $60
byte 4 4
byte 4 0
byte 4 1
byte 4 0
address g_proxMineTimeout
address $126
address $127
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_smoothClients
address $128
address $83
byte 4 0
byte 4 0
byte 4 0
skip 4
address pmove_fixed
address $129
address $60
byte 4 8
byte 4 0
byte 4 0
skip 4
address pmove_msec
address $130
address $64
byte 4 8
byte 4 0
byte 4 0
skip 4
address g_rankings
address $131
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
align 4
LABELV gameCvarTableSize
byte 4 57
export vmMain
code
proc vmMain 16 12
file "debug-x86-Linux-2.3/TA/game/game/g_main.c"
line 183
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:
;4:#include "g_local.h"
;5:
;6:level_locals_t	level;
;7:
;8:typedef struct {
;9:	vmCvar_t	*vmCvar;
;10:	char		*cvarName;
;11:	char		*defaultString;
;12:	int			cvarFlags;
;13:	int			modificationCount;  // for tracking changes
;14:	qboolean	trackChange;	    // track this variable, and announce if changed
;15:  qboolean teamShader;        // track and if changed, update shader state
;16:} cvarTable_t;
;17:
;18:gentity_t		g_entities[MAX_GENTITIES];
;19:gclient_t		g_clients[MAX_CLIENTS];
;20:
;21:vmCvar_t	g_gametype;
;22:vmCvar_t	g_dmflags;
;23:vmCvar_t	g_fraglimit;
;24:vmCvar_t	g_timelimit;
;25:vmCvar_t	g_capturelimit;
;26:vmCvar_t	g_friendlyFire;
;27:vmCvar_t	g_password;
;28:vmCvar_t	g_needpass;
;29:vmCvar_t	g_maxclients;
;30:vmCvar_t	g_maxGameClients;
;31:vmCvar_t	g_dedicated;
;32:vmCvar_t	g_speed;
;33:vmCvar_t	g_gravity;
;34:vmCvar_t	g_cheats;
;35:vmCvar_t	g_knockback;
;36:vmCvar_t	g_quadfactor;
;37:vmCvar_t	g_forcerespawn;
;38:vmCvar_t	g_inactivity;
;39:vmCvar_t	g_debugMove;
;40:vmCvar_t	g_debugDamage;
;41:vmCvar_t	g_debugAlloc;
;42:vmCvar_t	g_weaponRespawn;
;43:vmCvar_t	g_weaponTeamRespawn;
;44:vmCvar_t	g_motd;
;45:vmCvar_t	g_synchronousClients;
;46:vmCvar_t	g_warmup;
;47:vmCvar_t	g_doWarmup;
;48:vmCvar_t	g_restarted;
;49:vmCvar_t	g_log;
;50:vmCvar_t	g_logSync;
;51:vmCvar_t	g_blood;
;52:vmCvar_t	g_podiumDist;
;53:vmCvar_t	g_podiumDrop;
;54:vmCvar_t	g_allowVote;
;55:vmCvar_t	g_teamAutoJoin;
;56:vmCvar_t	g_teamForceBalance;
;57:vmCvar_t	g_banIPs;
;58:vmCvar_t	g_filterBan;
;59:vmCvar_t	g_smoothClients;
;60:vmCvar_t	pmove_fixed;
;61:vmCvar_t	pmove_msec;
;62:vmCvar_t	g_rankings;
;63:vmCvar_t	g_listEntity;
;64:#ifdef MISSIONPACK
;65:vmCvar_t	g_obeliskHealth;
;66:vmCvar_t	g_obeliskRegenPeriod;
;67:vmCvar_t	g_obeliskRegenAmount;
;68:vmCvar_t	g_obeliskRespawnDelay;
;69:vmCvar_t	g_cubeTimeout;
;70:vmCvar_t	g_redteam;
;71:vmCvar_t	g_blueteam;
;72:vmCvar_t	g_singlePlayer;
;73:vmCvar_t	g_enableDust;
;74:vmCvar_t	g_enableBreath;
;75:vmCvar_t	g_proxMineTimeout;
;76:#endif
;77:
;78:// bk001129 - made static to avoid aliasing
;79:static cvarTable_t		gameCvarTable[] = {
;80:	// don't override the cheat state set by the system
;81:	{ &g_cheats, "sv_cheats", "", 0, 0, qfalse },
;82:
;83:	// noset vars
;84:	{ NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse  },
;85:	{ NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse  },
;86:	{ &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse  },
;87:	{ NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse  },
;88:
;89:	// latched vars
;90:	{ &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH, 0, qfalse  },
;91:
;92:	{ &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse  },
;93:	{ &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse  },
;94:
;95:	// change anytime vars
;96:	{ &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue  },
;97:	{ &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
;98:	{ &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
;99:	{ &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
;100:
;101:	{ &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse  },
;102:
;103:	{ &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue  },
;104:
;105:	{ &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE  },
;106:	{ &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE  },
;107:
;108:	{ &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue  },
;109:	{ &g_doWarmup, "g_doWarmup", "0", 0, 0, qtrue  },
;110:	{ &g_log, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse  },
;111:	{ &g_logSync, "g_logSync", "0", CVAR_ARCHIVE, 0, qfalse  },
;112:
;113:	{ &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse  },
;114:
;115:	{ &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse  },
;116:	{ &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse  },
;117:
;118:	{ &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
;119:
;120:	{ &g_dedicated, "dedicated", "0", 0, 0, qfalse  },
;121:
;122:	{ &g_speed, "g_speed", "320", 0, 0, qtrue  },
;123:	{ &g_gravity, "g_gravity", "800", 0, 0, qtrue  },
;124:	{ &g_knockback, "g_knockback", "1000", 0, 0, qtrue  },
;125:	{ &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue  },
;126:	{ &g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue  },
;127:	{ &g_weaponTeamRespawn, "g_weaponTeamRespawn", "30", 0, 0, qtrue },
;128:	{ &g_forcerespawn, "g_forcerespawn", "20", 0, 0, qtrue },
;129:	{ &g_inactivity, "g_inactivity", "0", 0, 0, qtrue },
;130:	{ &g_debugMove, "g_debugMove", "0", 0, 0, qfalse },
;131:	{ &g_debugDamage, "g_debugDamage", "0", 0, 0, qfalse },
;132:	{ &g_debugAlloc, "g_debugAlloc", "0", 0, 0, qfalse },
;133:	{ &g_motd, "g_motd", "", 0, 0, qfalse },
;134:	{ &g_blood, "com_blood", "1", 0, 0, qfalse },
;135:
;136:	{ &g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse },
;137:	{ &g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse },
;138:
;139:	{ &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0, qfalse },
;140:	{ &g_listEntity, "g_listEntity", "0", 0, 0, qfalse },
;141:
;142:#ifdef MISSIONPACK
;143:	{ &g_obeliskHealth, "g_obeliskHealth", "2500", 0, 0, qfalse },
;144:	{ &g_obeliskRegenPeriod, "g_obeliskRegenPeriod", "1", 0, 0, qfalse },
;145:	{ &g_obeliskRegenAmount, "g_obeliskRegenAmount", "15", 0, 0, qfalse },
;146:	{ &g_obeliskRespawnDelay, "g_obeliskRespawnDelay", "10", CVAR_SERVERINFO, 0, qfalse },
;147:
;148:	{ &g_cubeTimeout, "g_cubeTimeout", "30", 0, 0, qfalse },
;149:	{ &g_redteam, "g_redteam", "Stroggs", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
;150:	{ &g_blueteam, "g_blueteam", "Pagans", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue  },
;151:	{ &g_singlePlayer, "ui_singlePlayerActive", "", 0, 0, qfalse, qfalse  },
;152:
;153:	{ &g_enableDust, "g_enableDust", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
;154:	{ &g_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
;155:	{ &g_proxMineTimeout, "g_proxMineTimeout", "20000", 0, 0, qfalse },
;156:#endif
;157:	{ &g_smoothClients, "g_smoothClients", "1", 0, 0, qfalse},
;158:	{ &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO, 0, qfalse},
;159:	{ &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO, 0, qfalse},
;160:
;161:	{ &g_rankings, "g_rankings", "0", 0, 0, qfalse}
;162:
;163:};
;164:
;165:// bk001129 - made static to avoid aliasing
;166:static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[0] );
;167:
;168:
;169:void G_InitGame( int levelTime, int randomSeed, int restart );
;170:void G_RunFrame( int levelTime );
;171:void G_ShutdownGame( int restart );
;172:void CheckExitRules( void );
;173:
;174:
;175:/*
;176:================
;177:vmMain
;178:
;179:This is the only way control passes into the module.
;180:This must be the very first function compiled into the .q3vm file
;181:================
;182:*/
;183:int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11  ) {
line 184
;184:	switch ( command ) {
ADDRLP4 0
ADDRFP4 0
INDIRI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 0
LTI4 $133
ADDRLP4 0
INDIRI4
CNSTI4 10
GTI4 $133
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $146
ADDP4
INDIRP4
JUMPV
lit
align 4
LABELV $146
address $135
address $136
address $137
address $141
address $139
address $140
address $142
address $138
address $143
address $144
address $145
code
LABELV $135
line 186
;185:	case GAME_INIT:
;186:		G_InitGame( arg0, arg1, arg2 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRFP4 8
INDIRI4
ARGI4
ADDRFP4 12
INDIRI4
ARGI4
ADDRGP4 G_InitGame
CALLV
pop
line 187
;187:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $132
JUMPV
LABELV $136
line 189
;188:	case GAME_SHUTDOWN:
;189:		G_ShutdownGame( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 G_ShutdownGame
CALLV
pop
line 190
;190:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $132
JUMPV
LABELV $137
line 192
;191:	case GAME_CLIENT_CONNECT:
;192:		return (int)ClientConnect( arg0, arg1, arg2 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRFP4 8
INDIRI4
ARGI4
ADDRFP4 12
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 ClientConnect
CALLP4
ASGNP4
ADDRLP4 4
INDIRP4
CVPU4 4
CVUI4 4
RETI4
ADDRGP4 $132
JUMPV
LABELV $138
line 194
;193:	case GAME_CLIENT_THINK:
;194:		ClientThink( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientThink
CALLV
pop
line 195
;195:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $132
JUMPV
LABELV $139
line 197
;196:	case GAME_CLIENT_USERINFO_CHANGED:
;197:		ClientUserinfoChanged( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 198
;198:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $132
JUMPV
LABELV $140
line 200
;199:	case GAME_CLIENT_DISCONNECT:
;200:		ClientDisconnect( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientDisconnect
CALLV
pop
line 201
;201:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $132
JUMPV
LABELV $141
line 203
;202:	case GAME_CLIENT_BEGIN:
;203:		ClientBegin( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientBegin
CALLV
pop
line 204
;204:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $132
JUMPV
LABELV $142
line 206
;205:	case GAME_CLIENT_COMMAND:
;206:		ClientCommand( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientCommand
CALLV
pop
line 207
;207:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $132
JUMPV
LABELV $143
line 209
;208:	case GAME_RUN_FRAME:
;209:		G_RunFrame( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 G_RunFrame
CALLV
pop
line 210
;210:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $132
JUMPV
LABELV $144
line 212
;211:	case GAME_CONSOLE_COMMAND:
;212:		return ConsoleCommand();
ADDRLP4 8
ADDRGP4 ConsoleCommand
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
RETI4
ADDRGP4 $132
JUMPV
LABELV $145
line 214
;213:	case BOTAI_START_FRAME:
;214:		return BotAIStartFrame( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRLP4 12
ADDRGP4 BotAIStartFrame
CALLI4
ASGNI4
ADDRLP4 12
INDIRI4
RETI4
ADDRGP4 $132
JUMPV
LABELV $133
line 217
;215:	}
;216:
;217:	return -1;
CNSTI4 -1
RETI4
LABELV $132
endproc vmMain 16 12
export G_Printf
proc G_Printf 1028 12
line 221
;218:}
;219:
;220:
;221:void QDECL G_Printf( const char *fmt, ... ) {
line 225
;222:	va_list		argptr;
;223:	char		text[1024];
;224:
;225:	va_start (argptr, fmt);
ADDRLP4 0
ADDRFP4 0+4
ASGNP4
line 226
;226:	vsprintf (text, fmt, argptr);
ADDRLP4 4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 vsprintf
CALLI4
pop
line 227
;227:	va_end (argptr);
ADDRLP4 0
CNSTP4 0
ASGNP4
line 229
;228:
;229:	trap_Printf( text );
ADDRLP4 4
ARGP4
ADDRGP4 trap_Printf
CALLV
pop
line 230
;230:}
LABELV $147
endproc G_Printf 1028 12
export G_Error
proc G_Error 1028 12
line 232
;231:
;232:void QDECL G_Error( const char *fmt, ... ) {
line 236
;233:	va_list		argptr;
;234:	char		text[1024];
;235:
;236:	va_start (argptr, fmt);
ADDRLP4 0
ADDRFP4 0+4
ASGNP4
line 237
;237:	vsprintf (text, fmt, argptr);
ADDRLP4 4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 vsprintf
CALLI4
pop
line 238
;238:	va_end (argptr);
ADDRLP4 0
CNSTP4 0
ASGNP4
line 240
;239:
;240:	trap_Error( text );
ADDRLP4 4
ARGP4
ADDRGP4 trap_Error
CALLV
pop
line 241
;241:}
LABELV $149
endproc G_Error 1028 12
export G_FindTeams
proc G_FindTeams 48 12
line 254
;242:
;243:/*
;244:================
;245:G_FindTeams
;246:
;247:Chain together all entities with a matching team field.
;248:Entity teams are used for item groups and multi-entity mover groups.
;249:
;250:All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
;251:All but the last will have the teamchain field set to the next one
;252:================
;253:*/
;254:void G_FindTeams( void ) {
line 259
;255:	gentity_t	*e, *e2;
;256:	int		i, j;
;257:	int		c, c2;
;258:
;259:	c = 0;
ADDRLP4 20
CNSTI4 0
ASGNI4
line 260
;260:	c2 = 0;
ADDRLP4 12
CNSTI4 0
ASGNI4
line 261
;261:	for ( i=1, e=g_entities+i ; i < level.num_entities ; i++,e++ ){
ADDRLP4 16
CNSTI4 1
ASGNI4
ADDRLP4 4
CNSTI4 816
ADDRLP4 16
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
ADDRGP4 $155
JUMPV
LABELV $152
line 262
;262:		if (!e->inuse)
ADDRLP4 4
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $157
line 263
;263:			continue;
ADDRGP4 $153
JUMPV
LABELV $157
line 264
;264:		if (!e->team)
ADDRLP4 4
INDIRP4
CNSTI4 656
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $159
line 265
;265:			continue;
ADDRGP4 $153
JUMPV
LABELV $159
line 266
;266:		if (e->flags & FL_TEAMSLAVE)
ADDRLP4 4
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
EQI4 $161
line 267
;267:			continue;
ADDRGP4 $153
JUMPV
LABELV $161
line 268
;268:		e->teammaster = e;
ADDRLP4 4
INDIRP4
CNSTI4 780
ADDP4
ADDRLP4 4
INDIRP4
ASGNP4
line 269
;269:		c++;
ADDRLP4 20
ADDRLP4 20
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 270
;270:		c2++;
ADDRLP4 12
ADDRLP4 12
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 271
;271:		for (j=i+1, e2=e+1 ; j < level.num_entities ; j++,e2++)
ADDRLP4 8
ADDRLP4 16
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 4
INDIRP4
CNSTI4 816
ADDP4
ASGNP4
ADDRGP4 $166
JUMPV
LABELV $163
line 272
;272:		{
line 273
;273:			if (!e2->inuse)
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $168
line 274
;274:				continue;
ADDRGP4 $164
JUMPV
LABELV $168
line 275
;275:			if (!e2->team)
ADDRLP4 0
INDIRP4
CNSTI4 656
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $170
line 276
;276:				continue;
ADDRGP4 $164
JUMPV
LABELV $170
line 277
;277:			if (e2->flags & FL_TEAMSLAVE)
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
EQI4 $172
line 278
;278:				continue;
ADDRGP4 $164
JUMPV
LABELV $172
line 279
;279:			if (!strcmp(e->team, e2->team))
ADDRLP4 28
CNSTI4 656
ASGNI4
ADDRLP4 4
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRP4
ARGP4
ADDRLP4 32
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 32
INDIRI4
CNSTI4 0
NEI4 $174
line 280
;280:			{
line 281
;281:				c2++;
ADDRLP4 12
ADDRLP4 12
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 282
;282:				e2->teamchain = e->teamchain;
ADDRLP4 36
CNSTI4 776
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 36
INDIRI4
ADDP4
ADDRLP4 4
INDIRP4
ADDRLP4 36
INDIRI4
ADDP4
INDIRP4
ASGNP4
line 283
;283:				e->teamchain = e2;
ADDRLP4 4
INDIRP4
CNSTI4 776
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 284
;284:				e2->teammaster = e;
ADDRLP4 0
INDIRP4
CNSTI4 780
ADDP4
ADDRLP4 4
INDIRP4
ASGNP4
line 285
;285:				e2->flags |= FL_TEAMSLAVE;
ADDRLP4 40
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 1024
BORI4
ASGNI4
line 288
;286:
;287:				// make sure that targets only point at the master
;288:				if ( e2->targetname ) {
ADDRLP4 0
INDIRP4
CNSTI4 652
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $176
line 289
;289:					e->targetname = e2->targetname;
ADDRLP4 44
CNSTI4 652
ASGNI4
ADDRLP4 4
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
ADDRLP4 0
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
INDIRP4
ASGNP4
line 290
;290:					e2->targetname = NULL;
ADDRLP4 0
INDIRP4
CNSTI4 652
ADDP4
CNSTP4 0
ASGNP4
line 291
;291:				}
LABELV $176
line 292
;292:			}
LABELV $174
line 293
;293:		}
LABELV $164
line 271
ADDRLP4 8
ADDRLP4 8
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 816
ADDP4
ASGNP4
LABELV $166
ADDRLP4 8
INDIRI4
ADDRGP4 level+12
INDIRI4
LTI4 $163
line 294
;294:	}
LABELV $153
line 261
ADDRLP4 16
ADDRLP4 16
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
ADDRLP4 4
INDIRP4
CNSTI4 816
ADDP4
ASGNP4
LABELV $155
ADDRLP4 16
INDIRI4
ADDRGP4 level+12
INDIRI4
LTI4 $152
line 296
;295:
;296:	G_Printf ("%i teams with %i entities\n", c, c2);
ADDRGP4 $178
ARGP4
ADDRLP4 20
INDIRI4
ARGI4
ADDRLP4 12
INDIRI4
ARGI4
ADDRGP4 G_Printf
CALLV
pop
line 297
;297:}
LABELV $151
endproc G_FindTeams 48 12
export G_RemapTeamShaders
proc G_RemapTeamShaders 1032 16
line 299
;298:
;299:void G_RemapTeamShaders() {
line 302
;300:#ifdef MISSIONPACK
;301:	char string[1024];
;302:	float f = level.time * 0.001;
ADDRLP4 1024
CNSTF4 981668463
ADDRGP4 level+32
INDIRI4
CVIF4 4
MULF4
ASGNF4
line 303
;303:	Com_sprintf( string, sizeof(string), "team_icon/%s_red", g_redteam.string );
ADDRLP4 0
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 $181
ARGP4
ADDRGP4 g_redteam+16
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 304
;304:	AddRemap("textures/ctf2/redteam01", string, f); 
ADDRGP4 $183
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 1024
INDIRF4
ARGF4
ADDRGP4 AddRemap
CALLV
pop
line 305
;305:	AddRemap("textures/ctf2/redteam02", string, f); 
ADDRGP4 $184
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 1024
INDIRF4
ARGF4
ADDRGP4 AddRemap
CALLV
pop
line 306
;306:	Com_sprintf( string, sizeof(string), "team_icon/%s_blue", g_blueteam.string );
ADDRLP4 0
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 $185
ARGP4
ADDRGP4 g_blueteam+16
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 307
;307:	AddRemap("textures/ctf2/blueteam01", string, f); 
ADDRGP4 $187
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 1024
INDIRF4
ARGF4
ADDRGP4 AddRemap
CALLV
pop
line 308
;308:	AddRemap("textures/ctf2/blueteam02", string, f); 
ADDRGP4 $188
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 1024
INDIRF4
ARGF4
ADDRGP4 AddRemap
CALLV
pop
line 309
;309:	trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
ADDRLP4 1028
ADDRGP4 BuildShaderStateConfig
CALLP4
ASGNP4
CNSTI4 24
ARGI4
ADDRLP4 1028
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 311
;310:#endif
;311:}
LABELV $179
endproc G_RemapTeamShaders 1032 16
export G_RegisterCvars
proc G_RegisterCvars 20 16
line 319
;312:
;313:
;314:/*
;315:=================
;316:G_RegisterCvars
;317:=================
;318:*/
;319:void G_RegisterCvars( void ) {
line 322
;320:	int			i;
;321:	cvarTable_t	*cv;
;322:	qboolean remapped = qfalse;
ADDRLP4 8
CNSTI4 0
ASGNI4
line 324
;323:
;324:	for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRLP4 0
ADDRGP4 gameCvarTable
ASGNP4
ADDRGP4 $193
JUMPV
LABELV $190
line 325
;325:		trap_Cvar_Register( cv->vmCvar, cv->cvarName,
ADDRLP4 0
INDIRP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ARGI4
ADDRGP4 trap_Cvar_Register
CALLV
pop
line 327
;326:			cv->defaultString, cv->cvarFlags );
;327:		if ( cv->vmCvar )
ADDRLP4 0
INDIRP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $194
line 328
;328:			cv->modificationCount = cv->vmCvar->modificationCount;
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
LABELV $194
line 330
;329:
;330:		if (cv->teamShader) {
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRI4
CNSTI4 0
EQI4 $196
line 331
;331:			remapped = qtrue;
ADDRLP4 8
CNSTI4 1
ASGNI4
line 332
;332:		}
LABELV $196
line 333
;333:	}
LABELV $191
line 324
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
ASGNP4
LABELV $193
ADDRLP4 4
INDIRI4
ADDRGP4 gameCvarTableSize
INDIRI4
LTI4 $190
line 335
;334:
;335:	if (remapped) {
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $198
line 336
;336:		G_RemapTeamShaders();
ADDRGP4 G_RemapTeamShaders
CALLV
pop
line 337
;337:	}
LABELV $198
line 340
;338:
;339:	// check some things
;340:	if ( g_gametype.integer < 0 || g_gametype.integer >= GT_MAX_GAME_TYPE ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 0
LTI4 $204
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 8
LTI4 $200
LABELV $204
line 341
;341:		G_Printf( "g_gametype %i is out of range, defaulting to 0\n", g_gametype.integer );
ADDRGP4 $205
ARGP4
ADDRGP4 g_gametype+12
INDIRI4
ARGI4
ADDRGP4 G_Printf
CALLV
pop
line 342
;342:		trap_Cvar_Set( "g_gametype", "0" );
ADDRGP4 $62
ARGP4
ADDRGP4 $60
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 343
;343:	}
LABELV $200
line 345
;344:
;345:	level.warmupModificationCount = g_warmup.modificationCount;
ADDRGP4 level+352
ADDRGP4 g_warmup+4
INDIRI4
ASGNI4
line 346
;346:}
LABELV $189
endproc G_RegisterCvars 20 16
export G_UpdateCvars
proc G_UpdateCvars 28 12
line 353
;347:
;348:/*
;349:=================
;350:G_UpdateCvars
;351:=================
;352:*/
;353:void G_UpdateCvars( void ) {
line 356
;354:	int			i;
;355:	cvarTable_t	*cv;
;356:	qboolean remapped = qfalse;
ADDRLP4 8
CNSTI4 0
ASGNI4
line 358
;357:
;358:	for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRLP4 0
ADDRGP4 gameCvarTable
ASGNP4
ADDRGP4 $213
JUMPV
LABELV $210
line 359
;359:		if ( cv->vmCvar ) {
ADDRLP4 0
INDIRP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $214
line 360
;360:			trap_Cvar_Update( cv->vmCvar );
ADDRLP4 0
INDIRP4
INDIRP4
ARGP4
ADDRGP4 trap_Cvar_Update
CALLV
pop
line 362
;361:
;362:			if ( cv->modificationCount != cv->vmCvar->modificationCount ) {
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
EQI4 $216
line 363
;363:				cv->modificationCount = cv->vmCvar->modificationCount;
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
line 365
;364:
;365:				if ( cv->trackChange ) {
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 0
EQI4 $218
line 366
;366:					trap_SendServerCommand( -1, va("print \"Server: %s changed to %s\n\"", 
ADDRGP4 $220
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
ARGP4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 -1
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 368
;367:						cv->cvarName, cv->vmCvar->string ) );
;368:				}
LABELV $218
line 370
;369:
;370:				if (cv->teamShader) {
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRI4
CNSTI4 0
EQI4 $221
line 371
;371:					remapped = qtrue;
ADDRLP4 8
CNSTI4 1
ASGNI4
line 372
;372:				}
LABELV $221
line 373
;373:			}
LABELV $216
line 374
;374:		}
LABELV $214
line 375
;375:	}
LABELV $211
line 358
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
ASGNP4
LABELV $213
ADDRLP4 4
INDIRI4
ADDRGP4 gameCvarTableSize
INDIRI4
LTI4 $210
line 377
;376:
;377:	if (remapped) {
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $223
line 378
;378:		G_RemapTeamShaders();
ADDRGP4 G_RemapTeamShaders
CALLV
pop
line 379
;379:	}
LABELV $223
line 380
;380:}
LABELV $209
endproc G_UpdateCvars 28 12
export G_InitGame
proc G_InitGame 1032 20
line 388
;381:
;382:/*
;383:============
;384:G_InitGame
;385:
;386:============
;387:*/
;388:void G_InitGame( int levelTime, int randomSeed, int restart ) {
line 391
;389:	int					i;
;390:
;391:	G_Printf ("------- Game Initialization -------\n");
ADDRGP4 $226
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 392
;392:	G_Printf ("gamename: %s\n", GAMEVERSION);
ADDRGP4 $227
ARGP4
ADDRGP4 $56
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 393
;393:	G_Printf ("gamedate: %s\n", __DATE__);
ADDRGP4 $228
ARGP4
ADDRGP4 $58
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 395
;394:
;395:	srand( randomSeed );
ADDRFP4 4
INDIRI4
CVIU4 4
ARGU4
ADDRGP4 srand
CALLV
pop
line 397
;396:
;397:	G_RegisterCvars();
ADDRGP4 G_RegisterCvars
CALLV
pop
line 399
;398:
;399:	G_ProcessIPBans();
ADDRGP4 G_ProcessIPBans
CALLV
pop
line 401
;400:
;401:	G_InitMemory();
ADDRGP4 G_InitMemory
CALLV
pop
line 404
;402:
;403:	// set some level globals
;404:	memset( &level, 0, sizeof( level ) );
ADDRGP4 level
ARGP4
CNSTI4 0
ARGI4
CNSTI4 9216
ARGI4
ADDRGP4 memset
CALLP4
pop
line 405
;405:	level.time = levelTime;
ADDRGP4 level+32
ADDRFP4 0
INDIRI4
ASGNI4
line 406
;406:	level.startTime = levelTime;
ADDRGP4 level+40
ADDRFP4 0
INDIRI4
ASGNI4
line 408
;407:
;408:	level.snd_fry = G_SoundIndex("sound/player/fry.wav");	// FIXME standing in lava / slime
ADDRGP4 $232
ARGP4
ADDRLP4 4
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRGP4 level+348
ADDRLP4 4
INDIRI4
ASGNI4
line 410
;409:
;410:	if ( g_gametype.integer != GT_SINGLE_PLAYER && g_log.string[0] ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
EQI4 $233
ADDRGP4 g_log+16
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $233
line 411
;411:		if ( g_logSync.integer ) {
ADDRGP4 g_logSync+12
INDIRI4
CNSTI4 0
EQI4 $237
line 412
;412:			trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND_SYNC );
ADDRGP4 g_log+16
ARGP4
ADDRGP4 level+20
ARGP4
CNSTI4 3
ARGI4
ADDRGP4 trap_FS_FOpenFile
CALLI4
pop
line 413
;413:		} else {
ADDRGP4 $238
JUMPV
LABELV $237
line 414
;414:			trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND );
ADDRGP4 g_log+16
ARGP4
ADDRGP4 level+20
ARGP4
CNSTI4 2
ARGI4
ADDRGP4 trap_FS_FOpenFile
CALLI4
pop
line 415
;415:		}
LABELV $238
line 416
;416:		if ( !level.logFile ) {
ADDRGP4 level+20
INDIRI4
CNSTI4 0
NEI4 $244
line 417
;417:			G_Printf( "WARNING: Couldn't open logfile: %s\n", g_log.string );
ADDRGP4 $247
ARGP4
ADDRGP4 g_log+16
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 418
;418:		} else {
ADDRGP4 $234
JUMPV
LABELV $244
line 421
;419:			char	serverinfo[MAX_INFO_STRING];
;420:
;421:			trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
ADDRLP4 8
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetServerinfo
CALLV
pop
line 423
;422:
;423:			G_LogPrintf("------------------------------------------------------------\n" );
ADDRGP4 $249
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 424
;424:			G_LogPrintf("InitGame: %s\n", serverinfo );
ADDRGP4 $250
ARGP4
ADDRLP4 8
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 425
;425:		}
line 426
;426:	} else {
ADDRGP4 $234
JUMPV
LABELV $233
line 427
;427:		G_Printf( "Not logging to disk.\n" );
ADDRGP4 $251
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 428
;428:	}
LABELV $234
line 430
;429:
;430:	G_InitWorldSession();
ADDRGP4 G_InitWorldSession
CALLV
pop
line 433
;431:
;432:	// initialize all entities for this game
;433:	memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
ADDRGP4 g_entities
ARGP4
CNSTI4 0
ARGI4
CNSTI4 835584
ARGI4
ADDRGP4 memset
CALLP4
pop
line 434
;434:	level.gentities = g_entities;
ADDRGP4 level+4
ADDRGP4 g_entities
ASGNP4
line 437
;435:
;436:	// initialize all clients for this game
;437:	level.maxclients = g_maxclients.integer;
ADDRGP4 level+24
ADDRGP4 g_maxclients+12
INDIRI4
ASGNI4
line 438
;438:	memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) );
ADDRGP4 g_clients
ARGP4
CNSTI4 0
ARGI4
CNSTI4 54016
ARGI4
ADDRGP4 memset
CALLP4
pop
line 439
;439:	level.clients = g_clients;
ADDRGP4 level
ADDRGP4 g_clients
ASGNP4
line 442
;440:
;441:	// set client fields on player ents
;442:	for ( i=0 ; i<level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $258
JUMPV
LABELV $255
line 443
;443:		g_entities[i].client = level.clients + i;
CNSTI4 816
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities+516
ADDP4
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 444
;444:	}
LABELV $256
line 442
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $258
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $255
line 449
;445:
;446:	// always leave room for the max number of clients,
;447:	// even if they aren't all used, so numbers inside that
;448:	// range are NEVER anything but clients
;449:	level.num_entities = MAX_CLIENTS;
ADDRGP4 level+12
CNSTI4 64
ASGNI4
line 452
;450:
;451:	// let the server system know where the entites are
;452:	trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), 
ADDRGP4 level+4
INDIRP4
ARGP4
ADDRGP4 level+12
INDIRI4
ARGI4
CNSTI4 816
ARGI4
ADDRGP4 level
INDIRP4
ARGP4
CNSTI4 844
ARGI4
ADDRGP4 trap_LocateGameData
CALLV
pop
line 456
;453:		&level.clients[0].ps, sizeof( level.clients[0] ) );
;454:
;455:	// reserve some spots for dead player bodies
;456:	InitBodyQue();
ADDRGP4 InitBodyQue
CALLV
pop
line 458
;457:
;458:	ClearRegisteredItems();
ADDRGP4 ClearRegisteredItems
CALLV
pop
line 461
;459:
;460:	// parse the key/value pairs and spawn gentities
;461:	G_SpawnEntitiesFromString();
ADDRGP4 G_SpawnEntitiesFromString
CALLV
pop
line 464
;462:
;463:	// general initialization
;464:	G_FindTeams();
ADDRGP4 G_FindTeams
CALLV
pop
line 467
;465:
;466:	// make sure we have flags for CTF, etc
;467:	if( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $264
line 468
;468:		G_CheckTeamItems();
ADDRGP4 G_CheckTeamItems
CALLV
pop
line 469
;469:	}
LABELV $264
line 471
;470:
;471:	SaveRegisteredItems();
ADDRGP4 SaveRegisteredItems
CALLV
pop
line 473
;472:
;473:	G_Printf ("-----------------------------------\n");
ADDRGP4 $267
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 475
;474:
;475:	if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
EQI4 $272
ADDRGP4 $271
ARGP4
ADDRLP4 8
ADDRGP4 trap_Cvar_VariableIntegerValue
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $268
LABELV $272
line 476
;476:		G_ModelIndex( SP_PODIUM_MODEL );
ADDRGP4 $273
ARGP4
ADDRGP4 G_ModelIndex
CALLI4
pop
line 477
;477:		G_SoundIndex( "sound/player/gurp1.wav" );
ADDRGP4 $274
ARGP4
ADDRGP4 G_SoundIndex
CALLI4
pop
line 478
;478:		G_SoundIndex( "sound/player/gurp2.wav" );
ADDRGP4 $275
ARGP4
ADDRGP4 G_SoundIndex
CALLI4
pop
line 479
;479:	}
LABELV $268
line 481
;480:
;481:	if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
ADDRGP4 $278
ARGP4
ADDRLP4 12
ADDRGP4 trap_Cvar_VariableIntegerValue
CALLI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 0
EQI4 $276
line 482
;482:		BotAISetup( restart );
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 BotAISetup
CALLI4
pop
line 483
;483:		BotAILoadMap( restart );
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 BotAILoadMap
CALLI4
pop
line 484
;484:		G_InitBots( restart );
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 G_InitBots
CALLV
pop
line 485
;485:	}
LABELV $276
line 487
;486:
;487:	G_RemapTeamShaders();
ADDRGP4 G_RemapTeamShaders
CALLV
pop
line 489
;488:
;489:}
LABELV $225
endproc G_InitGame 1032 20
export G_ShutdownGame
proc G_ShutdownGame 4 4
line 498
;490:
;491:
;492:
;493:/*
;494:=================
;495:G_ShutdownGame
;496:=================
;497:*/
;498:void G_ShutdownGame( int restart ) {
line 499
;499:	G_Printf ("==== ShutdownGame ====\n");
ADDRGP4 $280
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 501
;500:
;501:	if ( level.logFile ) {
ADDRGP4 level+20
INDIRI4
CNSTI4 0
EQI4 $281
line 502
;502:		G_LogPrintf("ShutdownGame:\n" );
ADDRGP4 $284
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 503
;503:		G_LogPrintf("------------------------------------------------------------\n" );
ADDRGP4 $249
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 504
;504:		trap_FS_FCloseFile( level.logFile );
ADDRGP4 level+20
INDIRI4
ARGI4
ADDRGP4 trap_FS_FCloseFile
CALLV
pop
line 505
;505:	}
LABELV $281
line 508
;506:
;507:	// write all the client session data so we can get it back
;508:	G_WriteSessionData();
ADDRGP4 G_WriteSessionData
CALLV
pop
line 510
;509:
;510:	if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
ADDRGP4 $278
ARGP4
ADDRLP4 0
ADDRGP4 trap_Cvar_VariableIntegerValue
CALLI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $286
line 511
;511:		BotAIShutdown( restart );
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 BotAIShutdown
CALLI4
pop
line 512
;512:	}
LABELV $286
line 513
;513:}
LABELV $279
endproc G_ShutdownGame 4 4
export Com_Error
proc Com_Error 1028 12
line 522
;514:
;515:
;516:
;517://===================================================================
;518:
;519:#ifndef GAME_HARD_LINKED
;520:// this is only here so the functions in q_shared.c and bg_*.c can link
;521:
;522:void QDECL Com_Error ( int level, const char *error, ... ) {
line 526
;523:	va_list		argptr;
;524:	char		text[1024];
;525:
;526:	va_start (argptr, error);
ADDRLP4 0
ADDRFP4 4+4
ASGNP4
line 527
;527:	vsprintf (text, error, argptr);
ADDRLP4 4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 vsprintf
CALLI4
pop
line 528
;528:	va_end (argptr);
ADDRLP4 0
CNSTP4 0
ASGNP4
line 530
;529:
;530:	G_Error( "%s", text);
ADDRGP4 $290
ARGP4
ADDRLP4 4
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 531
;531:}
LABELV $288
endproc Com_Error 1028 12
export Com_Printf
proc Com_Printf 1028 12
line 533
;532:
;533:void QDECL Com_Printf( const char *msg, ... ) {
line 537
;534:	va_list		argptr;
;535:	char		text[1024];
;536:
;537:	va_start (argptr, msg);
ADDRLP4 0
ADDRFP4 0+4
ASGNP4
line 538
;538:	vsprintf (text, msg, argptr);
ADDRLP4 4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 vsprintf
CALLI4
pop
line 539
;539:	va_end (argptr);
ADDRLP4 0
CNSTP4 0
ASGNP4
line 541
;540:
;541:	G_Printf ("%s", text);
ADDRGP4 $290
ARGP4
ADDRLP4 4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 542
;542:}
LABELV $291
endproc Com_Printf 1028 12
export AddTournamentPlayer
proc AddTournamentPlayer 24 8
line 562
;543:
;544:#endif
;545:
;546:/*
;547:========================================================================
;548:
;549:PLAYER COUNTING / SCORE SORTING
;550:
;551:========================================================================
;552:*/
;553:
;554:/*
;555:=============
;556:AddTournamentPlayer
;557:
;558:If there are less than two tournament players, put a
;559:spectator in the game and restart
;560:=============
;561:*/
;562:void AddTournamentPlayer( void ) {
line 567
;563:	int			i;
;564:	gclient_t	*client;
;565:	gclient_t	*nextInLine;
;566:
;567:	if ( level.numPlayingClients >= 2 ) {
ADDRGP4 level+80
INDIRI4
CNSTI4 2
LTI4 $294
line 568
;568:		return;
ADDRGP4 $293
JUMPV
LABELV $294
line 572
;569:	}
;570:
;571:	// never change during intermission
;572:	if ( level.intermissiontime ) {
ADDRGP4 level+9128
INDIRI4
CNSTI4 0
EQI4 $297
line 573
;573:		return;
ADDRGP4 $293
JUMPV
LABELV $297
line 576
;574:	}
;575:
;576:	nextInLine = NULL;
ADDRLP4 8
CNSTP4 0
ASGNP4
line 578
;577:
;578:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $303
JUMPV
LABELV $300
line 579
;579:		client = &level.clients[i];
ADDRLP4 0
CNSTI4 844
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 580
;580:		if ( client->pers.connected != CON_CONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $305
line 581
;581:			continue;
ADDRGP4 $301
JUMPV
LABELV $305
line 583
;582:		}
;583:		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
ADDRLP4 0
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
EQI4 $307
line 584
;584:			continue;
ADDRGP4 $301
JUMPV
LABELV $307
line 587
;585:		}
;586:		// never select the dedicated follow or scoreboard clients
;587:		if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD || 
ADDRLP4 0
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
EQI4 $311
ADDRLP4 0
INDIRP4
CNSTI4 628
ADDP4
INDIRI4
CNSTI4 0
GEI4 $309
LABELV $311
line 588
;588:			client->sess.spectatorClient < 0  ) {
line 589
;589:			continue;
ADDRGP4 $301
JUMPV
LABELV $309
line 592
;590:		}
;591:
;592:		if ( !nextInLine || client->sess.spectatorTime < nextInLine->sess.spectatorTime ) {
ADDRLP4 8
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $314
ADDRLP4 20
CNSTI4 620
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
INDIRI4
ADDRLP4 8
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
INDIRI4
GEI4 $312
LABELV $314
line 593
;593:			nextInLine = client;
ADDRLP4 8
ADDRLP4 0
INDIRP4
ASGNP4
line 594
;594:		}
LABELV $312
line 595
;595:	}
LABELV $301
line 578
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $303
ADDRLP4 4
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $300
line 597
;596:
;597:	if ( !nextInLine ) {
ADDRLP4 8
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $315
line 598
;598:		return;
ADDRGP4 $293
JUMPV
LABELV $315
line 601
;599:	}
;600:
;601:	level.warmupTime = -1;
ADDRGP4 level+16
CNSTI4 -1
ASGNI4
line 604
;602:
;603:	// set them to free-for-all team
;604:	SetTeam( &g_entities[ nextInLine - level.clients ], "f" );
CNSTI4 816
ADDRLP4 8
INDIRP4
CVPU4 4
ADDRGP4 level
INDIRP4
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 844
DIVI4
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 $318
ARGP4
ADDRGP4 SetTeam
CALLV
pop
line 605
;605:}
LABELV $293
endproc AddTournamentPlayer 24 8
export RemoveTournamentLoser
proc RemoveTournamentLoser 4 8
line 614
;606:
;607:/*
;608:=======================
;609:RemoveTournamentLoser
;610:
;611:Make the loser a spectator at the back of the line
;612:=======================
;613:*/
;614:void RemoveTournamentLoser( void ) {
line 617
;615:	int			clientNum;
;616:
;617:	if ( level.numPlayingClients != 2 ) {
ADDRGP4 level+80
INDIRI4
CNSTI4 2
EQI4 $320
line 618
;618:		return;
ADDRGP4 $319
JUMPV
LABELV $320
line 621
;619:	}
;620:
;621:	clientNum = level.sortedClients[1];
ADDRLP4 0
ADDRGP4 level+84+4
INDIRI4
ASGNI4
line 623
;622:
;623:	if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $325
line 624
;624:		return;
ADDRGP4 $319
JUMPV
LABELV $325
line 628
;625:	}
;626:
;627:	// make them a spectator
;628:	SetTeam( &g_entities[ clientNum ], "s" );
CNSTI4 816
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 $327
ARGP4
ADDRGP4 SetTeam
CALLV
pop
line 629
;629:}
LABELV $319
endproc RemoveTournamentLoser 4 8
export RemoveTournamentWinner
proc RemoveTournamentWinner 4 8
line 636
;630:
;631:/*
;632:=======================
;633:RemoveTournamentWinner
;634:=======================
;635:*/
;636:void RemoveTournamentWinner( void ) {
line 639
;637:	int			clientNum;
;638:
;639:	if ( level.numPlayingClients != 2 ) {
ADDRGP4 level+80
INDIRI4
CNSTI4 2
EQI4 $329
line 640
;640:		return;
ADDRGP4 $328
JUMPV
LABELV $329
line 643
;641:	}
;642:
;643:	clientNum = level.sortedClients[0];
ADDRLP4 0
ADDRGP4 level+84
INDIRI4
ASGNI4
line 645
;644:
;645:	if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $333
line 646
;646:		return;
ADDRGP4 $328
JUMPV
LABELV $333
line 650
;647:	}
;648:
;649:	// make them a spectator
;650:	SetTeam( &g_entities[ clientNum ], "s" );
CNSTI4 816
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 $327
ARGP4
ADDRGP4 SetTeam
CALLV
pop
line 651
;651:}
LABELV $328
endproc RemoveTournamentWinner 4 8
export AdjustTournamentScores
proc AdjustTournamentScores 8 4
line 658
;652:
;653:/*
;654:=======================
;655:AdjustTournamentScores
;656:=======================
;657:*/
;658:void AdjustTournamentScores( void ) {
line 661
;659:	int			clientNum;
;660:
;661:	clientNum = level.sortedClients[0];
ADDRLP4 0
ADDRGP4 level+84
INDIRI4
ASGNI4
line 662
;662:	if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $337
line 663
;663:		level.clients[ clientNum ].sess.wins++;
ADDRLP4 4
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 632
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 664
;664:		ClientUserinfoChanged( clientNum );
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 665
;665:	}
LABELV $337
line 667
;666:
;667:	clientNum = level.sortedClients[1];
ADDRLP4 0
ADDRGP4 level+84+4
INDIRI4
ASGNI4
line 668
;668:	if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $341
line 669
;669:		level.clients[ clientNum ].sess.losses++;
ADDRLP4 4
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 636
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 670
;670:		ClientUserinfoChanged( clientNum );
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 671
;671:	}
LABELV $341
line 673
;672:
;673:}
LABELV $335
endproc AdjustTournamentScores 8 4
export SortRanks
proc SortRanks 32 0
line 681
;674:
;675:/*
;676:=============
;677:SortRanks
;678:
;679:=============
;680:*/
;681:int QDECL SortRanks( const void *a, const void *b ) {
line 684
;682:	gclient_t	*ca, *cb;
;683:
;684:	ca = &level.clients[*(int *)a];
ADDRLP4 0
CNSTI4 844
ADDRFP4 0
INDIRP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 685
;685:	cb = &level.clients[*(int *)b];
ADDRLP4 4
CNSTI4 844
ADDRFP4 4
INDIRP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 688
;686:
;687:	// sort special clients last
;688:	if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD || ca->sess.spectatorClient < 0 ) {
ADDRLP4 0
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
EQI4 $346
ADDRLP4 0
INDIRP4
CNSTI4 628
ADDP4
INDIRI4
CNSTI4 0
GEI4 $344
LABELV $346
line 689
;689:		return 1;
CNSTI4 1
RETI4
ADDRGP4 $343
JUMPV
LABELV $344
line 691
;690:	}
;691:	if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD || cb->sess.spectatorClient < 0  ) {
ADDRLP4 4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
EQI4 $349
ADDRLP4 4
INDIRP4
CNSTI4 628
ADDP4
INDIRI4
CNSTI4 0
GEI4 $347
LABELV $349
line 692
;692:		return -1;
CNSTI4 -1
RETI4
ADDRGP4 $343
JUMPV
LABELV $347
line 696
;693:	}
;694:
;695:	// then connecting clients
;696:	if ( ca->pers.connected == CON_CONNECTING ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 1
NEI4 $350
line 697
;697:		return 1;
CNSTI4 1
RETI4
ADDRGP4 $343
JUMPV
LABELV $350
line 699
;698:	}
;699:	if ( cb->pers.connected == CON_CONNECTING ) {
ADDRLP4 4
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 1
NEI4 $352
line 700
;700:		return -1;
CNSTI4 -1
RETI4
ADDRGP4 $343
JUMPV
LABELV $352
line 705
;701:	}
;702:
;703:
;704:	// then spectators
;705:	if ( ca->sess.sessionTeam == TEAM_SPECTATOR && cb->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 16
CNSTI4 616
ASGNI4
ADDRLP4 20
CNSTI4 3
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 16
INDIRI4
ADDP4
INDIRI4
ADDRLP4 20
INDIRI4
NEI4 $354
ADDRLP4 4
INDIRP4
ADDRLP4 16
INDIRI4
ADDP4
INDIRI4
ADDRLP4 20
INDIRI4
NEI4 $354
line 706
;706:		if ( ca->sess.spectatorTime < cb->sess.spectatorTime ) {
ADDRLP4 24
CNSTI4 620
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
GEI4 $356
line 707
;707:			return -1;
CNSTI4 -1
RETI4
ADDRGP4 $343
JUMPV
LABELV $356
line 709
;708:		}
;709:		if ( ca->sess.spectatorTime > cb->sess.spectatorTime ) {
ADDRLP4 28
CNSTI4 620
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRI4
LEI4 $358
line 710
;710:			return 1;
CNSTI4 1
RETI4
ADDRGP4 $343
JUMPV
LABELV $358
line 712
;711:		}
;712:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $343
JUMPV
LABELV $354
line 714
;713:	}
;714:	if ( ca->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 0
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
NEI4 $360
line 715
;715:		return 1;
CNSTI4 1
RETI4
ADDRGP4 $343
JUMPV
LABELV $360
line 717
;716:	}
;717:	if ( cb->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
NEI4 $362
line 718
;718:		return -1;
CNSTI4 -1
RETI4
ADDRGP4 $343
JUMPV
LABELV $362
line 722
;719:	}
;720:
;721:	// then sort by score
;722:	if ( ca->ps.persistant[PERS_SCORE]
ADDRLP4 24
CNSTI4 248
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
LEI4 $364
line 723
;723:		> cb->ps.persistant[PERS_SCORE] ) {
line 724
;724:		return -1;
CNSTI4 -1
RETI4
ADDRGP4 $343
JUMPV
LABELV $364
line 726
;725:	}
;726:	if ( ca->ps.persistant[PERS_SCORE]
ADDRLP4 28
CNSTI4 248
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRI4
GEI4 $366
line 727
;727:		< cb->ps.persistant[PERS_SCORE] ) {
line 728
;728:		return 1;
CNSTI4 1
RETI4
ADDRGP4 $343
JUMPV
LABELV $366
line 730
;729:	}
;730:	return 0;
CNSTI4 0
RETI4
LABELV $343
endproc SortRanks 32 0
export CalculateRanks
proc CalculateRanks 44 16
line 742
;731:}
;732:
;733:/*
;734:============
;735:CalculateRanks
;736:
;737:Recalculates the score ranks of all players
;738:This will be called on every client connect, begin, disconnect, death,
;739:and team change.
;740:============
;741:*/
;742:void CalculateRanks( void ) {
line 749
;743:	int		i;
;744:	int		rank;
;745:	int		score;
;746:	int		newScore;
;747:	gclient_t	*cl;
;748:
;749:	level.follow1 = -1;
ADDRGP4 level+340
CNSTI4 -1
ASGNI4
line 750
;750:	level.follow2 = -1;
ADDRGP4 level+344
CNSTI4 -1
ASGNI4
line 751
;751:	level.numConnectedClients = 0;
ADDRGP4 level+72
CNSTI4 0
ASGNI4
line 752
;752:	level.numNonSpectatorClients = 0;
ADDRGP4 level+76
CNSTI4 0
ASGNI4
line 753
;753:	level.numPlayingClients = 0;
ADDRGP4 level+80
CNSTI4 0
ASGNI4
line 754
;754:	level.numVotingClients = 0;		// don't count bots
ADDRGP4 level+2420
CNSTI4 0
ASGNI4
line 755
;755:	for ( i = 0; i < TEAM_NUM_TEAMS; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $375
line 756
;756:		level.numteamVotingClients[i] = 0;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+4496
ADDP4
CNSTI4 0
ASGNI4
line 757
;757:	}
LABELV $376
line 755
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 4
LTI4 $375
line 758
;758:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $383
JUMPV
LABELV $380
line 759
;759:		if ( level.clients[i].pers.connected != CON_DISCONNECTED ) {
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 0
EQI4 $385
line 760
;760:			level.sortedClients[level.numConnectedClients] = i;
ADDRGP4 level+72
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
ADDRLP4 0
INDIRI4
ASGNI4
line 761
;761:			level.numConnectedClients++;
ADDRLP4 20
ADDRGP4 level+72
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 763
;762:
;763:			if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR ) {
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
EQI4 $390
line 764
;764:				level.numNonSpectatorClients++;
ADDRLP4 24
ADDRGP4 level+76
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 767
;765:			
;766:				// decide if this should be auto-followed
;767:				if ( level.clients[i].pers.connected == CON_CONNECTED ) {
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $393
line 768
;768:					level.numPlayingClients++;
ADDRLP4 28
ADDRGP4 level+80
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 769
;769:					if ( !(g_entities[i].r.svFlags & SVF_BOT) ) {
CNSTI4 816
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities+208+216
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
NEI4 $396
line 770
;770:						level.numVotingClients++;
ADDRLP4 32
ADDRGP4 level+2420
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 771
;771:						if ( level.clients[i].sess.sessionTeam == TEAM_RED )
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 1
NEI4 $401
line 772
;772:							level.numteamVotingClients[0]++;
ADDRLP4 36
ADDRGP4 level+4496
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRGP4 $402
JUMPV
LABELV $401
line 773
;773:						else if ( level.clients[i].sess.sessionTeam == TEAM_BLUE )
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 2
NEI4 $404
line 774
;774:							level.numteamVotingClients[1]++;
ADDRLP4 40
ADDRGP4 level+4496+4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $404
LABELV $402
line 775
;775:					}
LABELV $396
line 776
;776:					if ( level.follow1 == -1 ) {
ADDRGP4 level+340
INDIRI4
CNSTI4 -1
NEI4 $408
line 777
;777:						level.follow1 = i;
ADDRGP4 level+340
ADDRLP4 0
INDIRI4
ASGNI4
line 778
;778:					} else if ( level.follow2 == -1 ) {
ADDRGP4 $409
JUMPV
LABELV $408
ADDRGP4 level+344
INDIRI4
CNSTI4 -1
NEI4 $412
line 779
;779:						level.follow2 = i;
ADDRGP4 level+344
ADDRLP4 0
INDIRI4
ASGNI4
line 780
;780:					}
LABELV $412
LABELV $409
line 781
;781:				}
LABELV $393
line 782
;782:			}
LABELV $390
line 783
;783:		}
LABELV $385
line 784
;784:	}
LABELV $381
line 758
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $383
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $380
line 786
;785:
;786:	qsort( level.sortedClients, level.numConnectedClients, 
ADDRGP4 level+84
ARGP4
ADDRGP4 level+72
INDIRI4
ARGI4
CNSTI4 4
ARGI4
ADDRGP4 SortRanks
ARGP4
ADDRGP4 qsort
CALLV
pop
line 790
;787:		sizeof(level.sortedClients[0]), SortRanks );
;788:
;789:	// set the rank value for all clients that are connected and not spectators
;790:	if ( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $419
line 792
;791:		// in team games, rank is just the order of the teams, 0=red, 1=blue, 2=tied
;792:		for ( i = 0;  i < level.numConnectedClients; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $425
JUMPV
LABELV $422
line 793
;793:			cl = &level.clients[ level.sortedClients[i] ];
ADDRLP4 4
CNSTI4 844
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 794
;794:			if ( level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE] ) {
ADDRGP4 level+44+4
INDIRI4
ADDRGP4 level+44+8
INDIRI4
NEI4 $428
line 795
;795:				cl->ps.persistant[PERS_RANK] = 2;
ADDRLP4 4
INDIRP4
CNSTI4 256
ADDP4
CNSTI4 2
ASGNI4
line 796
;796:			} else if ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] ) {
ADDRGP4 $429
JUMPV
LABELV $428
ADDRGP4 level+44+4
INDIRI4
ADDRGP4 level+44+8
INDIRI4
LEI4 $434
line 797
;797:				cl->ps.persistant[PERS_RANK] = 0;
ADDRLP4 4
INDIRP4
CNSTI4 256
ADDP4
CNSTI4 0
ASGNI4
line 798
;798:			} else {
ADDRGP4 $435
JUMPV
LABELV $434
line 799
;799:				cl->ps.persistant[PERS_RANK] = 1;
ADDRLP4 4
INDIRP4
CNSTI4 256
ADDP4
CNSTI4 1
ASGNI4
line 800
;800:			}
LABELV $435
LABELV $429
line 801
;801:		}
LABELV $423
line 792
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $425
ADDRLP4 0
INDIRI4
ADDRGP4 level+72
INDIRI4
LTI4 $422
line 802
;802:	} else {	
ADDRGP4 $420
JUMPV
LABELV $419
line 803
;803:		rank = -1;
ADDRLP4 12
CNSTI4 -1
ASGNI4
line 804
;804:		score = 0;
ADDRLP4 16
CNSTI4 0
ASGNI4
line 805
;805:		for ( i = 0;  i < level.numPlayingClients; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $443
JUMPV
LABELV $440
line 806
;806:			cl = &level.clients[ level.sortedClients[i] ];
ADDRLP4 4
CNSTI4 844
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 807
;807:			newScore = cl->ps.persistant[PERS_SCORE];
ADDRLP4 8
ADDRLP4 4
INDIRP4
CNSTI4 248
ADDP4
INDIRI4
ASGNI4
line 808
;808:			if ( i == 0 || newScore != score ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $448
ADDRLP4 8
INDIRI4
ADDRLP4 16
INDIRI4
EQI4 $446
LABELV $448
line 809
;809:				rank = i;
ADDRLP4 12
ADDRLP4 0
INDIRI4
ASGNI4
line 811
;810:				// assume we aren't tied until the next client is checked
;811:				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank;
CNSTI4 844
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 256
ADDP4
ADDRLP4 12
INDIRI4
ASGNI4
line 812
;812:			} else {
ADDRGP4 $447
JUMPV
LABELV $446
line 814
;813:				// we are tied with the previous client
;814:				level.clients[ level.sortedClients[i-1] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
CNSTI4 844
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84-4
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 256
ADDP4
ADDRLP4 12
INDIRI4
CNSTI4 16384
BORI4
ASGNI4
line 815
;815:				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
CNSTI4 844
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 256
ADDP4
ADDRLP4 12
INDIRI4
CNSTI4 16384
BORI4
ASGNI4
line 816
;816:			}
LABELV $447
line 817
;817:			score = newScore;
ADDRLP4 16
ADDRLP4 8
INDIRI4
ASGNI4
line 818
;818:			if ( g_gametype.integer == GT_SINGLE_PLAYER && level.numPlayingClients == 1 ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
NEI4 $453
ADDRGP4 level+80
INDIRI4
CNSTI4 1
NEI4 $453
line 819
;819:				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
CNSTI4 844
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 256
ADDP4
ADDRLP4 12
INDIRI4
CNSTI4 16384
BORI4
ASGNI4
line 820
;820:			}
LABELV $453
line 821
;821:		}
LABELV $441
line 805
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $443
ADDRLP4 0
INDIRI4
ADDRGP4 level+80
INDIRI4
LTI4 $440
line 822
;822:	}
LABELV $420
line 825
;823:
;824:	// set the CS_SCORES1/2 configstrings, which will be visible to everyone
;825:	if ( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $458
line 826
;826:		trap_SetConfigstring( CS_SCORES1, va("%i", level.teamScores[TEAM_RED] ) );
ADDRGP4 $461
ARGP4
ADDRGP4 level+44+4
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 6
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 827
;827:		trap_SetConfigstring( CS_SCORES2, va("%i", level.teamScores[TEAM_BLUE] ) );
ADDRGP4 $461
ARGP4
ADDRGP4 level+44+8
INDIRI4
ARGI4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 7
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 828
;828:	} else {
ADDRGP4 $459
JUMPV
LABELV $458
line 829
;829:		if ( level.numConnectedClients == 0 ) {
ADDRGP4 level+72
INDIRI4
CNSTI4 0
NEI4 $466
line 830
;830:			trap_SetConfigstring( CS_SCORES1, va("%i", SCORE_NOT_PRESENT) );
ADDRGP4 $461
ARGP4
CNSTI4 -9999
ARGI4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 6
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 831
;831:			trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
ADDRGP4 $461
ARGP4
CNSTI4 -9999
ARGI4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 7
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 832
;832:		} else if ( level.numConnectedClients == 1 ) {
ADDRGP4 $467
JUMPV
LABELV $466
ADDRGP4 level+72
INDIRI4
CNSTI4 1
NEI4 $469
line 833
;833:			trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
ADDRGP4 $461
ARGP4
CNSTI4 844
ADDRGP4 level+84
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 248
ADDP4
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 6
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 834
;834:			trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
ADDRGP4 $461
ARGP4
CNSTI4 -9999
ARGI4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 7
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 835
;835:		} else {
ADDRGP4 $470
JUMPV
LABELV $469
line 836
;836:			trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
ADDRGP4 $461
ARGP4
CNSTI4 844
ADDRGP4 level+84
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 248
ADDP4
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 6
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 837
;837:			trap_SetConfigstring( CS_SCORES2, va("%i", level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] ) );
ADDRGP4 $461
ARGP4
CNSTI4 844
ADDRGP4 level+84+4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 248
ADDP4
INDIRI4
ARGI4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 7
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 838
;838:		}
LABELV $470
LABELV $467
line 839
;839:	}
LABELV $459
line 842
;840:
;841:	// see if it is time to end the level
;842:	CheckExitRules();
ADDRGP4 CheckExitRules
CALLV
pop
line 845
;843:
;844:	// if we are at the intermission, send the new info to everyone
;845:	if ( level.intermissiontime ) {
ADDRGP4 level+9128
INDIRI4
CNSTI4 0
EQI4 $476
line 846
;846:		SendScoreboardMessageToAllClients();
ADDRGP4 SendScoreboardMessageToAllClients
CALLV
pop
line 847
;847:	}
LABELV $476
line 848
;848:}
LABELV $368
endproc CalculateRanks 44 16
export SendScoreboardMessageToAllClients
proc SendScoreboardMessageToAllClients 4 4
line 867
;849:
;850:
;851:/*
;852:========================================================================
;853:
;854:MAP CHANGING
;855:
;856:========================================================================
;857:*/
;858:
;859:/*
;860:========================
;861:SendScoreboardMessageToAllClients
;862:
;863:Do this at BeginIntermission time and whenever ranks are recalculated
;864:due to enters/exits/forced team changes
;865:========================
;866:*/
;867:void SendScoreboardMessageToAllClients( void ) {
line 870
;868:	int		i;
;869:
;870:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $483
JUMPV
LABELV $480
line 871
;871:		if ( level.clients[ i ].pers.connected == CON_CONNECTED ) {
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $485
line 872
;872:			DeathmatchScoreboardMessage( g_entities + i );
CNSTI4 816
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 DeathmatchScoreboardMessage
CALLV
pop
line 873
;873:		}
LABELV $485
line 874
;874:	}
LABELV $481
line 870
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $483
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $480
line 875
;875:}
LABELV $479
endproc SendScoreboardMessageToAllClients 4 4
export MoveClientToIntermission
proc MoveClientToIntermission 0 12
line 885
;876:
;877:/*
;878:========================
;879:MoveClientToIntermission
;880:
;881:When the intermission starts, this will be called for all players.
;882:If a new client connects, this will be called after the spawn function.
;883:========================
;884:*/
;885:void MoveClientToIntermission( gentity_t *ent ) {
line 887
;886:	// take out of follow mode if needed
;887:	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 2
NEI4 $488
line 888
;888:		StopFollowing( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 StopFollowing
CALLV
pop
line 889
;889:	}
LABELV $488
line 893
;890:
;891:
;892:	// move to the spot
;893:	VectorCopy( level.intermission_origin, ent->s.origin );
ADDRFP4 0
INDIRP4
CNSTI4 92
ADDP4
ADDRGP4 level+9144
INDIRB
ASGNB 12
line 894
;894:	VectorCopy( level.intermission_origin, ent->client->ps.origin );
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ADDRGP4 level+9144
INDIRB
ASGNB 12
line 895
;895:	VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 152
ADDP4
ADDRGP4 level+9156
INDIRB
ASGNB 12
line 896
;896:	ent->client->ps.pm_type = PM_INTERMISSION;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 5
ASGNI4
line 899
;897:
;898:	// clean up powerup info
;899:	memset( ent->client->ps.powerups, 0, sizeof(ent->client->ps.powerups) );
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 64
ARGI4
ADDRGP4 memset
CALLP4
pop
line 901
;900:
;901:	ent->client->ps.eFlags = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
CNSTI4 0
ASGNI4
line 902
;902:	ent->s.eFlags = 0;
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
CNSTI4 0
ASGNI4
line 903
;903:	ent->s.eType = ET_GENERAL;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 0
ASGNI4
line 904
;904:	ent->s.modelindex = 0;
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
CNSTI4 0
ASGNI4
line 905
;905:	ent->s.loopSound = 0;
ADDRFP4 0
INDIRP4
CNSTI4 156
ADDP4
CNSTI4 0
ASGNI4
line 906
;906:	ent->s.event = 0;
ADDRFP4 0
INDIRP4
CNSTI4 180
ADDP4
CNSTI4 0
ASGNI4
line 907
;907:	ent->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 908
;908:}
LABELV $487
endproc MoveClientToIntermission 0 12
export FindIntermissionPoint
proc FindIntermissionPoint 32 12
line 917
;909:
;910:/*
;911:==================
;912:FindIntermissionPoint
;913:
;914:This is also used for spectator spawns
;915:==================
;916:*/
;917:void FindIntermissionPoint( void ) {
line 922
;918:	gentity_t	*ent, *target;
;919:	vec3_t		dir;
;920:
;921:	// find the intermission spot
;922:	ent = G_Find (NULL, FOFS(classname), "info_player_intermission");
CNSTP4 0
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $494
ARGP4
ADDRLP4 20
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20
INDIRP4
ASGNP4
line 923
;923:	if ( !ent ) {	// the map creator forgot to put in an intermission point...
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $495
line 924
;924:		SelectSpawnPoint ( vec3_origin, level.intermission_origin, level.intermission_angle );
ADDRGP4 vec3_origin
ARGP4
ADDRGP4 level+9144
ARGP4
ADDRGP4 level+9156
ARGP4
ADDRGP4 SelectSpawnPoint
CALLP4
pop
line 925
;925:	} else {
ADDRGP4 $496
JUMPV
LABELV $495
line 926
;926:		VectorCopy (ent->s.origin, level.intermission_origin);
ADDRGP4 level+9144
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 927
;927:		VectorCopy (ent->s.angles, level.intermission_angle);
ADDRGP4 level+9156
ADDRLP4 0
INDIRP4
CNSTI4 116
ADDP4
INDIRB
ASGNB 12
line 929
;928:		// if it has a target, look towards it
;929:		if ( ent->target ) {
ADDRLP4 0
INDIRP4
CNSTI4 648
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $501
line 930
;930:			target = G_PickTarget( ent->target );
ADDRLP4 0
INDIRP4
CNSTI4 648
ADDP4
INDIRP4
ARGP4
ADDRLP4 24
ADDRGP4 G_PickTarget
CALLP4
ASGNP4
ADDRLP4 4
ADDRLP4 24
INDIRP4
ASGNP4
line 931
;931:			if ( target ) {
ADDRLP4 4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $503
line 932
;932:				VectorSubtract( target->s.origin, level.intermission_origin, dir );
ADDRLP4 28
ADDRLP4 4
INDIRP4
ASGNP4
ADDRLP4 8
ADDRLP4 28
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ADDRGP4 level+9144
INDIRF4
SUBF4
ASGNF4
ADDRLP4 8+4
ADDRLP4 28
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
ADDRGP4 level+9144+4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 8+8
ADDRLP4 4
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
ADDRGP4 level+9144+8
INDIRF4
SUBF4
ASGNF4
line 933
;933:				vectoangles( dir, level.intermission_angle );
ADDRLP4 8
ARGP4
ADDRGP4 level+9156
ARGP4
ADDRGP4 vectoangles
CALLV
pop
line 934
;934:			}
LABELV $503
line 935
;935:		}
LABELV $501
line 936
;936:	}
LABELV $496
line 938
;937:
;938:}
LABELV $493
endproc FindIntermissionPoint 32 12
export BeginIntermission
proc BeginIntermission 8 8
line 945
;939:
;940:/*
;941:==================
;942:BeginIntermission
;943:==================
;944:*/
;945:void BeginIntermission( void ) {
line 949
;946:	int			i;
;947:	gentity_t	*client;
;948:
;949:	if ( level.intermissiontime ) {
ADDRGP4 level+9128
INDIRI4
CNSTI4 0
EQI4 $514
line 950
;950:		return;		// already active
ADDRGP4 $513
JUMPV
LABELV $514
line 954
;951:	}
;952:
;953:	// if in tournement mode, change the wins / losses
;954:	if ( g_gametype.integer == GT_TOURNAMENT ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 1
NEI4 $517
line 955
;955:		AdjustTournamentScores();
ADDRGP4 AdjustTournamentScores
CALLV
pop
line 956
;956:	}
LABELV $517
line 958
;957:
;958:	level.intermissiontime = level.time;
ADDRGP4 level+9128
ADDRGP4 level+32
INDIRI4
ASGNI4
line 959
;959:	FindIntermissionPoint();
ADDRGP4 FindIntermissionPoint
CALLV
pop
line 962
;960:
;961:#ifdef MISSIONPACK
;962:	if (g_singlePlayer.integer) {
ADDRGP4 g_singlePlayer+12
INDIRI4
CNSTI4 0
EQI4 $522
line 963
;963:		trap_Cvar_Set("ui_singlePlayerActive", "0");
ADDRGP4 $123
ARGP4
ADDRGP4 $60
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 964
;964:		UpdateTournamentInfo();
ADDRGP4 UpdateTournamentInfo
CALLV
pop
line 965
;965:	}
LABELV $522
line 975
;966:#else
;967:	// if single player game
;968:	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
;969:		UpdateTournamentInfo();
;970:		SpawnModelsOnVictoryPads();
;971:	}
;972:#endif
;973:
;974:	// move all clients to the intermission point
;975:	for (i=0 ; i< level.maxclients ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $528
JUMPV
LABELV $525
line 976
;976:		client = g_entities + i;
ADDRLP4 0
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 977
;977:		if (!client->inuse)
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $530
line 978
;978:			continue;
ADDRGP4 $526
JUMPV
LABELV $530
line 980
;979:		// respawn if dead
;980:		if (client->health <= 0) {
ADDRLP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 0
GTI4 $532
line 981
;981:			respawn(client);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 respawn
CALLV
pop
line 982
;982:		}
LABELV $532
line 983
;983:		MoveClientToIntermission( client );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 MoveClientToIntermission
CALLV
pop
line 984
;984:	}
LABELV $526
line 975
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $528
ADDRLP4 4
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $525
line 987
;985:
;986:	// send the current scoring to all clients
;987:	SendScoreboardMessageToAllClients();
ADDRGP4 SendScoreboardMessageToAllClients
CALLV
pop
line 989
;988:
;989:}
LABELV $513
endproc BeginIntermission 8 8
export ExitLevel
proc ExitLevel 8 8
line 1001
;990:
;991:
;992:/*
;993:=============
;994:ExitLevel
;995:
;996:When the intermission has been exited, the server is either killed
;997:or moved to a new level based on the "nextmap" cvar 
;998:
;999:=============
;1000:*/
;1001:void ExitLevel (void) {
line 1006
;1002:	int		i;
;1003:	gclient_t *cl;
;1004:
;1005:	//bot interbreeding
;1006:	BotInterbreedEndMatch();
ADDRGP4 BotInterbreedEndMatch
CALLV
pop
line 1010
;1007:
;1008:	// if we are running a tournement map, kick the loser to spectator status,
;1009:	// which will automatically grab the next spectator and restart
;1010:	if ( g_gametype.integer == GT_TOURNAMENT  ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 1
NEI4 $535
line 1011
;1011:		if ( !level.restarted ) {
ADDRGP4 level+68
INDIRI4
CNSTI4 0
NEI4 $534
line 1012
;1012:			RemoveTournamentLoser();
ADDRGP4 RemoveTournamentLoser
CALLV
pop
line 1013
;1013:			trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
CNSTI4 2
ARGI4
ADDRGP4 $541
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1014
;1014:			level.restarted = qtrue;
ADDRGP4 level+68
CNSTI4 1
ASGNI4
line 1015
;1015:			level.changemap = NULL;
ADDRGP4 level+9132
CNSTP4 0
ASGNP4
line 1016
;1016:			level.intermissiontime = 0;
ADDRGP4 level+9128
CNSTI4 0
ASGNI4
line 1017
;1017:		}
line 1018
;1018:		return;	
ADDRGP4 $534
JUMPV
LABELV $535
line 1022
;1019:	}
;1020:
;1021:
;1022:	trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" );
CNSTI4 2
ARGI4
ADDRGP4 $545
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1023
;1023:	level.changemap = NULL;
ADDRGP4 level+9132
CNSTP4 0
ASGNP4
line 1024
;1024:	level.intermissiontime = 0;
ADDRGP4 level+9128
CNSTI4 0
ASGNI4
line 1027
;1025:
;1026:	// reset all the scores so we don't enter the intermission again
;1027:	level.teamScores[TEAM_RED] = 0;
ADDRGP4 level+44+4
CNSTI4 0
ASGNI4
line 1028
;1028:	level.teamScores[TEAM_BLUE] = 0;
ADDRGP4 level+44+8
CNSTI4 0
ASGNI4
line 1029
;1029:	for ( i=0 ; i< g_maxclients.integer ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $555
JUMPV
LABELV $552
line 1030
;1030:		cl = level.clients + i;
ADDRLP4 4
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1031
;1031:		if ( cl->pers.connected != CON_CONNECTED ) {
ADDRLP4 4
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $557
line 1032
;1032:			continue;
ADDRGP4 $553
JUMPV
LABELV $557
line 1034
;1033:		}
;1034:		cl->ps.persistant[PERS_SCORE] = 0;
ADDRLP4 4
INDIRP4
CNSTI4 248
ADDP4
CNSTI4 0
ASGNI4
line 1035
;1035:	}
LABELV $553
line 1029
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $555
ADDRLP4 0
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $552
line 1038
;1036:
;1037:	// we need to do this here before chaning to CON_CONNECTING
;1038:	G_WriteSessionData();
ADDRGP4 G_WriteSessionData
CALLV
pop
line 1042
;1039:
;1040:	// change all client states to connecting, so the early players into the
;1041:	// next level will know the others aren't done reconnecting
;1042:	for (i=0 ; i< g_maxclients.integer ; i++) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $562
JUMPV
LABELV $559
line 1043
;1043:		if ( level.clients[i].pers.connected == CON_CONNECTED ) {
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $564
line 1044
;1044:			level.clients[i].pers.connected = CON_CONNECTING;
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
CNSTI4 1
ASGNI4
line 1045
;1045:		}
LABELV $564
line 1046
;1046:	}
LABELV $560
line 1042
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $562
ADDRLP4 0
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $559
line 1048
;1047:
;1048:}
LABELV $534
endproc ExitLevel 8 8
export G_LogPrintf
proc G_LogPrintf 1044 24
line 1057
;1049:
;1050:/*
;1051:=================
;1052:G_LogPrintf
;1053:
;1054:Print to the logfile with a time stamp if it is open
;1055:=================
;1056:*/
;1057:void QDECL G_LogPrintf( const char *fmt, ... ) {
line 1062
;1058:	va_list		argptr;
;1059:	char		string[1024];
;1060:	int			min, tens, sec;
;1061:
;1062:	sec = level.time / 1000;
ADDRLP4 0
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
DIVI4
ASGNI4
line 1064
;1063:
;1064:	min = sec / 60;
ADDRLP4 1032
ADDRLP4 0
INDIRI4
CNSTI4 60
DIVI4
ASGNI4
line 1065
;1065:	sec -= min * 60;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 60
ADDRLP4 1032
INDIRI4
MULI4
SUBI4
ASGNI4
line 1066
;1066:	tens = sec / 10;
ADDRLP4 1036
ADDRLP4 0
INDIRI4
CNSTI4 10
DIVI4
ASGNI4
line 1067
;1067:	sec -= tens * 10;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 10
ADDRLP4 1036
INDIRI4
MULI4
SUBI4
ASGNI4
line 1069
;1068:
;1069:	Com_sprintf( string, sizeof(string), "%3i:%i%i ", min, tens, sec );
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 $568
ARGP4
ADDRLP4 1032
INDIRI4
ARGI4
ADDRLP4 1036
INDIRI4
ARGI4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 Com_sprintf
CALLV
pop
line 1071
;1070:
;1071:	va_start( argptr, fmt );
ADDRLP4 1028
ADDRFP4 0+4
ASGNP4
line 1072
;1072:	vsprintf( string +7 , fmt,argptr );
ADDRLP4 4+7
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 1028
INDIRP4
ARGP4
ADDRGP4 vsprintf
CALLI4
pop
line 1073
;1073:	va_end( argptr );
ADDRLP4 1028
CNSTP4 0
ASGNP4
line 1075
;1074:
;1075:	if ( g_dedicated.integer ) {
ADDRGP4 g_dedicated+12
INDIRI4
CNSTI4 0
EQI4 $571
line 1076
;1076:		G_Printf( "%s", string + 7 );
ADDRGP4 $290
ARGP4
ADDRLP4 4+7
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 1077
;1077:	}
LABELV $571
line 1079
;1078:
;1079:	if ( !level.logFile ) {
ADDRGP4 level+20
INDIRI4
CNSTI4 0
NEI4 $575
line 1080
;1080:		return;
ADDRGP4 $566
JUMPV
LABELV $575
line 1083
;1081:	}
;1082:
;1083:	trap_FS_Write( string, strlen( string ), level.logFile );
ADDRLP4 4
ARGP4
ADDRLP4 1040
ADDRGP4 strlen
CALLI4
ASGNI4
ADDRLP4 4
ARGP4
ADDRLP4 1040
INDIRI4
ARGI4
ADDRGP4 level+20
INDIRI4
ARGI4
ADDRGP4 trap_FS_Write
CALLV
pop
line 1084
;1084:}
LABELV $566
endproc G_LogPrintf 1044 24
export LogExit
proc LogExit 36 20
line 1093
;1085:
;1086:/*
;1087:================
;1088:LogExit
;1089:
;1090:Append information about this game to the log file
;1091:================
;1092:*/
;1093:void LogExit( const char *string ) {
line 1097
;1094:	int				i, numSorted;
;1095:	gclient_t		*cl;
;1096:#ifdef MISSIONPACK // bk001205
;1097:	qboolean won = qtrue;
ADDRLP4 12
CNSTI4 1
ASGNI4
line 1099
;1098:#endif
;1099:	G_LogPrintf( "Exit: %s\n", string );
ADDRGP4 $580
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1101
;1100:
;1101:	level.intermissionQueued = level.time;
ADDRGP4 level+9124
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1105
;1102:
;1103:	// this will keep the clients from playing any voice sounds
;1104:	// that will get cut off when the queued intermission starts
;1105:	trap_SetConfigstring( CS_INTERMISSION, "1" );
CNSTI4 22
ARGI4
ADDRGP4 $83
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1108
;1106:
;1107:	// don't send more than 32 scores (FIXME?)
;1108:	numSorted = level.numConnectedClients;
ADDRLP4 8
ADDRGP4 level+72
INDIRI4
ASGNI4
line 1109
;1109:	if ( numSorted > 32 ) {
ADDRLP4 8
INDIRI4
CNSTI4 32
LEI4 $584
line 1110
;1110:		numSorted = 32;
ADDRLP4 8
CNSTI4 32
ASGNI4
line 1111
;1111:	}
LABELV $584
line 1113
;1112:
;1113:	if ( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $586
line 1114
;1114:		G_LogPrintf( "red:%i  blue:%i\n",
ADDRGP4 $589
ARGP4
ADDRGP4 level+44+4
INDIRI4
ARGI4
ADDRGP4 level+44+8
INDIRI4
ARGI4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1116
;1115:			level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE] );
;1116:	}
LABELV $586
line 1118
;1117:
;1118:	for (i=0 ; i < numSorted ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $597
JUMPV
LABELV $594
line 1121
;1119:		int		ping;
;1120:
;1121:		cl = &level.clients[level.sortedClients[i]];
ADDRLP4 0
CNSTI4 844
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1123
;1122:
;1123:		if ( cl->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 0
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
NEI4 $599
line 1124
;1124:			continue;
ADDRGP4 $595
JUMPV
LABELV $599
line 1126
;1125:		}
;1126:		if ( cl->pers.connected == CON_CONNECTING ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 1
NEI4 $601
line 1127
;1127:			continue;
ADDRGP4 $595
JUMPV
LABELV $601
line 1130
;1128:		}
;1129:
;1130:		ping = cl->ps.ping < 999 ? cl->ps.ping : 999;
ADDRLP4 0
INDIRP4
CNSTI4 452
ADDP4
INDIRI4
CNSTI4 999
GEI4 $604
ADDRLP4 20
ADDRLP4 0
INDIRP4
CNSTI4 452
ADDP4
INDIRI4
ASGNI4
ADDRGP4 $605
JUMPV
LABELV $604
ADDRLP4 20
CNSTI4 999
ASGNI4
LABELV $605
ADDRLP4 16
ADDRLP4 20
INDIRI4
ASGNI4
line 1132
;1131:
;1132:		G_LogPrintf( "score: %i  ping: %i  client: %i %s\n", cl->ps.persistant[PERS_SCORE], ping, level.sortedClients[i],	cl->pers.netname );
ADDRGP4 $606
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 248
ADDP4
INDIRI4
ARGI4
ADDRLP4 16
INDIRI4
ARGI4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1134
;1133:#ifdef MISSIONPACK
;1134:		if (g_singlePlayer.integer && g_gametype.integer == GT_TOURNAMENT) {
ADDRGP4 g_singlePlayer+12
INDIRI4
CNSTI4 0
EQI4 $608
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 1
NEI4 $608
line 1135
;1135:			if (g_entities[cl - level.clients].r.svFlags & SVF_BOT && cl->ps.persistant[PERS_RANK] == 0) {
ADDRLP4 32
CNSTI4 0
ASGNI4
CNSTI4 816
ADDRLP4 0
INDIRP4
CVPU4 4
ADDRGP4 level
INDIRP4
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 844
DIVI4
MULI4
ADDRGP4 g_entities+208+216
ADDP4
INDIRI4
CNSTI4 8
BANDI4
ADDRLP4 32
INDIRI4
EQI4 $612
ADDRLP4 0
INDIRP4
CNSTI4 256
ADDP4
INDIRI4
ADDRLP4 32
INDIRI4
NEI4 $612
line 1136
;1136:				won = qfalse;
ADDRLP4 12
CNSTI4 0
ASGNI4
line 1137
;1137:			}
LABELV $612
line 1138
;1138:		}
LABELV $608
line 1141
;1139:#endif
;1140:
;1141:	}
LABELV $595
line 1118
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $597
ADDRLP4 4
INDIRI4
ADDRLP4 8
INDIRI4
LTI4 $594
line 1144
;1142:
;1143:#ifdef MISSIONPACK
;1144:	if (g_singlePlayer.integer) {
ADDRGP4 g_singlePlayer+12
INDIRI4
CNSTI4 0
EQI4 $616
line 1145
;1145:		if (g_gametype.integer >= GT_CTF) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
LTI4 $619
line 1146
;1146:			won = level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE];
ADDRGP4 level+44+4
INDIRI4
ADDRGP4 level+44+8
INDIRI4
LEI4 $627
ADDRLP4 16
CNSTI4 1
ASGNI4
ADDRGP4 $628
JUMPV
LABELV $627
ADDRLP4 16
CNSTI4 0
ASGNI4
LABELV $628
ADDRLP4 12
ADDRLP4 16
INDIRI4
ASGNI4
line 1147
;1147:		}
LABELV $619
line 1148
;1148:		trap_SendConsoleCommand( EXEC_APPEND, (won) ? "spWin\n" : "spLose\n" );
CNSTI4 2
ARGI4
ADDRLP4 12
INDIRI4
CNSTI4 0
EQI4 $632
ADDRLP4 16
ADDRGP4 $629
ASGNP4
ADDRGP4 $633
JUMPV
LABELV $632
ADDRLP4 16
ADDRGP4 $630
ASGNP4
LABELV $633
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1149
;1149:	}
LABELV $616
line 1153
;1150:#endif
;1151:
;1152:
;1153:}
LABELV $579
endproc LogExit 36 20
export CheckIntermissionExit
proc CheckIntermissionExit 20 0
line 1166
;1154:
;1155:
;1156:/*
;1157:=================
;1158:CheckIntermissionExit
;1159:
;1160:The level will stay at the intermission for a minimum of 5 seconds
;1161:If all players wish to continue, the level will then exit.
;1162:If one or more players have not acknowledged the continue, the game will
;1163:wait 10 seconds before going on.
;1164:=================
;1165:*/
;1166:void CheckIntermissionExit( void ) {
line 1172
;1167:	int			ready, notReady;
;1168:	int			i;
;1169:	gclient_t	*cl;
;1170:	int			readyMask;
;1171:
;1172:	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
NEI4 $635
line 1173
;1173:		return;
ADDRGP4 $634
JUMPV
LABELV $635
line 1177
;1174:	}
;1175:
;1176:	// see which players are ready
;1177:	ready = 0;
ADDRLP4 12
CNSTI4 0
ASGNI4
line 1178
;1178:	notReady = 0;
ADDRLP4 16
CNSTI4 0
ASGNI4
line 1179
;1179:	readyMask = 0;
ADDRLP4 8
CNSTI4 0
ASGNI4
line 1180
;1180:	for (i=0 ; i< g_maxclients.integer ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $641
JUMPV
LABELV $638
line 1181
;1181:		cl = level.clients + i;
ADDRLP4 0
CNSTI4 844
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1182
;1182:		if ( cl->pers.connected != CON_CONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $643
line 1183
;1183:			continue;
ADDRGP4 $639
JUMPV
LABELV $643
line 1185
;1184:		}
;1185:		if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) {
CNSTI4 816
ADDRLP4 0
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
MULI4
ADDRGP4 g_entities+208+216
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $645
line 1186
;1186:			continue;
ADDRGP4 $639
JUMPV
LABELV $645
line 1189
;1187:		}
;1188:
;1189:		if ( cl->readyToExit ) {
ADDRLP4 0
INDIRP4
CNSTI4 644
ADDP4
INDIRI4
CNSTI4 0
EQI4 $649
line 1190
;1190:			ready++;
ADDRLP4 12
ADDRLP4 12
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1191
;1191:			if ( i < 16 ) {
ADDRLP4 4
INDIRI4
CNSTI4 16
GEI4 $650
line 1192
;1192:				readyMask |= 1 << i;
ADDRLP4 8
ADDRLP4 8
INDIRI4
CNSTI4 1
ADDRLP4 4
INDIRI4
LSHI4
BORI4
ASGNI4
line 1193
;1193:			}
line 1194
;1194:		} else {
ADDRGP4 $650
JUMPV
LABELV $649
line 1195
;1195:			notReady++;
ADDRLP4 16
ADDRLP4 16
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1196
;1196:		}
LABELV $650
line 1197
;1197:	}
LABELV $639
line 1180
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $641
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $638
line 1201
;1198:
;1199:	// copy the readyMask to each player's stats so
;1200:	// it can be displayed on the scoreboard
;1201:	for (i=0 ; i< g_maxclients.integer ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $656
JUMPV
LABELV $653
line 1202
;1202:		cl = level.clients + i;
ADDRLP4 0
CNSTI4 844
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1203
;1203:		if ( cl->pers.connected != CON_CONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $658
line 1204
;1204:			continue;
ADDRGP4 $654
JUMPV
LABELV $658
line 1206
;1205:		}
;1206:		cl->ps.stats[STAT_CLIENTS_READY] = readyMask;
ADDRLP4 0
INDIRP4
CNSTI4 208
ADDP4
ADDRLP4 8
INDIRI4
ASGNI4
line 1207
;1207:	}
LABELV $654
line 1201
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $656
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $653
line 1210
;1208:
;1209:	// never exit in less than five seconds
;1210:	if ( level.time < level.intermissiontime + 5000 ) {
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+9128
INDIRI4
CNSTI4 5000
ADDI4
GEI4 $660
line 1211
;1211:		return;
ADDRGP4 $634
JUMPV
LABELV $660
line 1215
;1212:	}
;1213:
;1214:	// if nobody wants to go, clear timer
;1215:	if ( !ready ) {
ADDRLP4 12
INDIRI4
CNSTI4 0
NEI4 $664
line 1216
;1216:		level.readyToExit = qfalse;
ADDRGP4 level+9136
CNSTI4 0
ASGNI4
line 1217
;1217:		return;
ADDRGP4 $634
JUMPV
LABELV $664
line 1221
;1218:	}
;1219:
;1220:	// if everyone wants to go, go now
;1221:	if ( !notReady ) {
ADDRLP4 16
INDIRI4
CNSTI4 0
NEI4 $667
line 1222
;1222:		ExitLevel();
ADDRGP4 ExitLevel
CALLV
pop
line 1223
;1223:		return;
ADDRGP4 $634
JUMPV
LABELV $667
line 1227
;1224:	}
;1225:
;1226:	// the first person to ready starts the ten second timeout
;1227:	if ( !level.readyToExit ) {
ADDRGP4 level+9136
INDIRI4
CNSTI4 0
NEI4 $669
line 1228
;1228:		level.readyToExit = qtrue;
ADDRGP4 level+9136
CNSTI4 1
ASGNI4
line 1229
;1229:		level.exitTime = level.time;
ADDRGP4 level+9140
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1230
;1230:	}
LABELV $669
line 1234
;1231:
;1232:	// if we have waited ten seconds since at least one player
;1233:	// wanted to exit, go ahead
;1234:	if ( level.time < level.exitTime + 10000 ) {
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+9140
INDIRI4
CNSTI4 10000
ADDI4
GEI4 $675
line 1235
;1235:		return;
ADDRGP4 $634
JUMPV
LABELV $675
line 1238
;1236:	}
;1237:
;1238:	ExitLevel();
ADDRGP4 ExitLevel
CALLV
pop
line 1239
;1239:}
LABELV $634
endproc CheckIntermissionExit 20 0
export ScoreIsTied
proc ScoreIsTied 12 0
line 1246
;1240:
;1241:/*
;1242:=============
;1243:ScoreIsTied
;1244:=============
;1245:*/
;1246:qboolean ScoreIsTied( void ) {
line 1249
;1247:	int		a, b;
;1248:
;1249:	if ( level.numPlayingClients < 2 ) {
ADDRGP4 level+80
INDIRI4
CNSTI4 2
GEI4 $680
line 1250
;1250:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $679
JUMPV
LABELV $680
line 1253
;1251:	}
;1252:	
;1253:	if ( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $683
line 1254
;1254:		return level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE];
ADDRGP4 level+44+4
INDIRI4
ADDRGP4 level+44+8
INDIRI4
NEI4 $691
ADDRLP4 8
CNSTI4 1
ASGNI4
ADDRGP4 $692
JUMPV
LABELV $691
ADDRLP4 8
CNSTI4 0
ASGNI4
LABELV $692
ADDRLP4 8
INDIRI4
RETI4
ADDRGP4 $679
JUMPV
LABELV $683
line 1257
;1255:	}
;1256:
;1257:	a = level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE];
ADDRLP4 0
CNSTI4 844
ADDRGP4 level+84
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 248
ADDP4
INDIRI4
ASGNI4
line 1258
;1258:	b = level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE];
ADDRLP4 4
CNSTI4 844
ADDRGP4 level+84+4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 248
ADDP4
INDIRI4
ASGNI4
line 1260
;1259:
;1260:	return a == b;
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRI4
NEI4 $697
ADDRLP4 8
CNSTI4 1
ASGNI4
ADDRGP4 $698
JUMPV
LABELV $697
ADDRLP4 8
CNSTI4 0
ASGNI4
LABELV $698
ADDRLP4 8
INDIRI4
RETI4
LABELV $679
endproc ScoreIsTied 12 0
export CheckExitRules
proc CheckExitRules 20 8
line 1272
;1261:}
;1262:
;1263:/*
;1264:=================
;1265:CheckExitRules
;1266:
;1267:There will be a delay between the time the exit is qualified for
;1268:and the time everyone is moved to the intermission spot, so you
;1269:can see the last frag.
;1270:=================
;1271:*/
;1272:void CheckExitRules( void ) {
line 1277
;1273: 	int			i;
;1274:	gclient_t	*cl;
;1275:	// if at the intermission, wait for all non-bots to
;1276:	// signal ready, then go to next level
;1277:	if ( level.intermissiontime ) {
ADDRGP4 level+9128
INDIRI4
CNSTI4 0
EQI4 $700
line 1278
;1278:		CheckIntermissionExit ();
ADDRGP4 CheckIntermissionExit
CALLV
pop
line 1279
;1279:		return;
ADDRGP4 $699
JUMPV
LABELV $700
line 1282
;1280:	}
;1281:
;1282:	if ( level.intermissionQueued ) {
ADDRGP4 level+9124
INDIRI4
CNSTI4 0
EQI4 $703
line 1284
;1283:#ifdef MISSIONPACK
;1284:		int time = (g_singlePlayer.integer) ? SP_INTERMISSION_DELAY_TIME : INTERMISSION_DELAY_TIME;
ADDRGP4 g_singlePlayer+12
INDIRI4
CNSTI4 0
EQI4 $708
ADDRLP4 12
CNSTI4 5000
ASGNI4
ADDRGP4 $709
JUMPV
LABELV $708
ADDRLP4 12
CNSTI4 1000
ASGNI4
LABELV $709
ADDRLP4 8
ADDRLP4 12
INDIRI4
ASGNI4
line 1285
;1285:		if ( level.time - level.intermissionQueued >= time ) {
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+9124
INDIRI4
SUBI4
ADDRLP4 8
INDIRI4
LTI4 $699
line 1286
;1286:			level.intermissionQueued = 0;
ADDRGP4 level+9124
CNSTI4 0
ASGNI4
line 1287
;1287:			BeginIntermission();
ADDRGP4 BeginIntermission
CALLV
pop
line 1288
;1288:		}
line 1295
;1289:#else
;1290:		if ( level.time - level.intermissionQueued >= INTERMISSION_DELAY_TIME ) {
;1291:			level.intermissionQueued = 0;
;1292:			BeginIntermission();
;1293:		}
;1294:#endif
;1295:		return;
ADDRGP4 $699
JUMPV
LABELV $703
line 1299
;1296:	}
;1297:
;1298:	// check for sudden death
;1299:	if ( ScoreIsTied() ) {
ADDRLP4 8
ADDRGP4 ScoreIsTied
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $715
line 1301
;1300:		// always wait for sudden death
;1301:		return;
ADDRGP4 $699
JUMPV
LABELV $715
line 1304
;1302:	}
;1303:
;1304:	if ( g_timelimit.integer && !level.warmupTime ) {
ADDRLP4 12
CNSTI4 0
ASGNI4
ADDRGP4 g_timelimit+12
INDIRI4
ADDRLP4 12
INDIRI4
EQI4 $717
ADDRGP4 level+16
INDIRI4
ADDRLP4 12
INDIRI4
NEI4 $717
line 1305
;1305:		if ( level.time - level.startTime >= g_timelimit.integer*60000 ) {
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+40
INDIRI4
SUBI4
CNSTI4 60000
ADDRGP4 g_timelimit+12
INDIRI4
MULI4
LTI4 $721
line 1306
;1306:			trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"");
CNSTI4 -1
ARGI4
ADDRGP4 $726
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1307
;1307:			LogExit( "Timelimit hit." );
ADDRGP4 $727
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1308
;1308:			return;
ADDRGP4 $699
JUMPV
LABELV $721
line 1310
;1309:		}
;1310:	}
LABELV $717
line 1312
;1311:
;1312:	if ( level.numPlayingClients < 2 ) {
ADDRGP4 level+80
INDIRI4
CNSTI4 2
GEI4 $728
line 1313
;1313:		return;
ADDRGP4 $699
JUMPV
LABELV $728
line 1316
;1314:	}
;1315:
;1316:	if ( g_gametype.integer < GT_CTF && g_fraglimit.integer ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
GEI4 $731
ADDRGP4 g_fraglimit+12
INDIRI4
CNSTI4 0
EQI4 $731
line 1317
;1317:		if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) {
ADDRGP4 level+44+4
INDIRI4
ADDRGP4 g_fraglimit+12
INDIRI4
LTI4 $735
line 1318
;1318:			trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $740
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1319
;1319:			LogExit( "Fraglimit hit." );
ADDRGP4 $741
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1320
;1320:			return;
ADDRGP4 $699
JUMPV
LABELV $735
line 1323
;1321:		}
;1322:
;1323:		if ( level.teamScores[TEAM_BLUE] >= g_fraglimit.integer ) {
ADDRGP4 level+44+8
INDIRI4
ADDRGP4 g_fraglimit+12
INDIRI4
LTI4 $742
line 1324
;1324:			trap_SendServerCommand( -1, "print \"Blue hit the fraglimit.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $747
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1325
;1325:			LogExit( "Fraglimit hit." );
ADDRGP4 $741
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1326
;1326:			return;
ADDRGP4 $699
JUMPV
LABELV $742
line 1329
;1327:		}
;1328:
;1329:		for ( i=0 ; i< g_maxclients.integer ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $751
JUMPV
LABELV $748
line 1330
;1330:			cl = level.clients + i;
ADDRLP4 0
CNSTI4 844
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1331
;1331:			if ( cl->pers.connected != CON_CONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $753
line 1332
;1332:				continue;
ADDRGP4 $749
JUMPV
LABELV $753
line 1334
;1333:			}
;1334:			if ( cl->sess.sessionTeam != TEAM_FREE ) {
ADDRLP4 0
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 0
EQI4 $755
line 1335
;1335:				continue;
ADDRGP4 $749
JUMPV
LABELV $755
line 1338
;1336:			}
;1337:
;1338:			if ( cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer ) {
ADDRLP4 0
INDIRP4
CNSTI4 248
ADDP4
INDIRI4
ADDRGP4 g_fraglimit+12
INDIRI4
LTI4 $757
line 1339
;1339:				LogExit( "Fraglimit hit." );
ADDRGP4 $741
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1340
;1340:				trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " hit the fraglimit.\n\"",
ADDRGP4 $760
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 16
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 -1
ARGI4
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1342
;1341:					cl->pers.netname ) );
;1342:				return;
ADDRGP4 $699
JUMPV
LABELV $757
line 1344
;1343:			}
;1344:		}
LABELV $749
line 1329
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $751
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $748
line 1345
;1345:	}
LABELV $731
line 1347
;1346:
;1347:	if ( g_gametype.integer >= GT_CTF && g_capturelimit.integer ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
LTI4 $761
ADDRGP4 g_capturelimit+12
INDIRI4
CNSTI4 0
EQI4 $761
line 1349
;1348:
;1349:		if ( level.teamScores[TEAM_RED] >= g_capturelimit.integer ) {
ADDRGP4 level+44+4
INDIRI4
ADDRGP4 g_capturelimit+12
INDIRI4
LTI4 $765
line 1350
;1350:			trap_SendServerCommand( -1, "print \"Red hit the capturelimit.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $770
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1351
;1351:			LogExit( "Capturelimit hit." );
ADDRGP4 $771
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1352
;1352:			return;
ADDRGP4 $699
JUMPV
LABELV $765
line 1355
;1353:		}
;1354:
;1355:		if ( level.teamScores[TEAM_BLUE] >= g_capturelimit.integer ) {
ADDRGP4 level+44+8
INDIRI4
ADDRGP4 g_capturelimit+12
INDIRI4
LTI4 $772
line 1356
;1356:			trap_SendServerCommand( -1, "print \"Blue hit the capturelimit.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $777
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1357
;1357:			LogExit( "Capturelimit hit." );
ADDRGP4 $771
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1358
;1358:			return;
LABELV $772
line 1360
;1359:		}
;1360:	}
LABELV $761
line 1361
;1361:}
LABELV $699
endproc CheckExitRules 20 8
export CheckTournament
proc CheckTournament 32 8
line 1381
;1362:
;1363:
;1364:
;1365:/*
;1366:========================================================================
;1367:
;1368:FUNCTIONS CALLED EVERY FRAME
;1369:
;1370:========================================================================
;1371:*/
;1372:
;1373:
;1374:/*
;1375:=============
;1376:CheckTournament
;1377:
;1378:Once a frame, check for changes in tournement player state
;1379:=============
;1380:*/
;1381:void CheckTournament( void ) {
line 1384
;1382:	// check because we run 3 game frames before calling Connect and/or ClientBegin
;1383:	// for clients on a map_restart
;1384:	if ( level.numPlayingClients == 0 ) {
ADDRGP4 level+80
INDIRI4
CNSTI4 0
NEI4 $779
line 1385
;1385:		return;
ADDRGP4 $778
JUMPV
LABELV $779
line 1388
;1386:	}
;1387:
;1388:	if ( g_gametype.integer == GT_TOURNAMENT ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 1
NEI4 $782
line 1391
;1389:
;1390:		// pull in a spectator if needed
;1391:		if ( level.numPlayingClients < 2 ) {
ADDRGP4 level+80
INDIRI4
CNSTI4 2
GEI4 $785
line 1392
;1392:			AddTournamentPlayer();
ADDRGP4 AddTournamentPlayer
CALLV
pop
line 1393
;1393:		}
LABELV $785
line 1396
;1394:
;1395:		// if we don't have two players, go back to "waiting for players"
;1396:		if ( level.numPlayingClients != 2 ) {
ADDRGP4 level+80
INDIRI4
CNSTI4 2
EQI4 $788
line 1397
;1397:			if ( level.warmupTime != -1 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 -1
EQI4 $778
line 1398
;1398:				level.warmupTime = -1;
ADDRGP4 level+16
CNSTI4 -1
ASGNI4
line 1399
;1399:				trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
ADDRGP4 $461
ARGP4
ADDRGP4 level+16
INDIRI4
ARGI4
ADDRLP4 0
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 5
ARGI4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1400
;1400:				G_LogPrintf( "Warmup:\n" );
ADDRGP4 $796
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1401
;1401:			}
line 1402
;1402:			return;
ADDRGP4 $778
JUMPV
LABELV $788
line 1405
;1403:		}
;1404:
;1405:		if ( level.warmupTime == 0 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 0
NEI4 $797
line 1406
;1406:			return;
ADDRGP4 $778
JUMPV
LABELV $797
line 1410
;1407:		}
;1408:
;1409:		// if the warmup is changed at the console, restart it
;1410:		if ( g_warmup.modificationCount != level.warmupModificationCount ) {
ADDRGP4 g_warmup+4
INDIRI4
ADDRGP4 level+352
INDIRI4
EQI4 $800
line 1411
;1411:			level.warmupModificationCount = g_warmup.modificationCount;
ADDRGP4 level+352
ADDRGP4 g_warmup+4
INDIRI4
ASGNI4
line 1412
;1412:			level.warmupTime = -1;
ADDRGP4 level+16
CNSTI4 -1
ASGNI4
line 1413
;1413:		}
LABELV $800
line 1416
;1414:
;1415:		// if all players have arrived, start the countdown
;1416:		if ( level.warmupTime < 0 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 0
GEI4 $807
line 1417
;1417:			if ( level.numPlayingClients == 2 ) {
ADDRGP4 level+80
INDIRI4
CNSTI4 2
NEI4 $778
line 1419
;1418:				// fudge by -1 to account for extra delays
;1419:				level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
ADDRLP4 0
CNSTI4 1000
ASGNI4
ADDRGP4 level+16
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRI4
ADDRGP4 g_warmup+12
INDIRI4
MULI4
ADDRLP4 0
INDIRI4
SUBI4
ADDI4
ASGNI4
line 1420
;1420:				trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
ADDRGP4 $461
ARGP4
ADDRGP4 level+16
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 5
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1421
;1421:			}
line 1422
;1422:			return;
ADDRGP4 $778
JUMPV
LABELV $807
line 1426
;1423:		}
;1424:
;1425:		// if the warmup time has counted down, restart
;1426:		if ( level.time > level.warmupTime ) {
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+16
INDIRI4
LEI4 $783
line 1427
;1427:			level.warmupTime += 10000;
ADDRLP4 0
ADDRGP4 level+16
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 1428
;1428:			trap_Cvar_Set( "g_restarted", "1" );
ADDRGP4 $59
ARGP4
ADDRGP4 $83
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 1429
;1429:			trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
CNSTI4 2
ARGI4
ADDRGP4 $541
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1430
;1430:			level.restarted = qtrue;
ADDRGP4 level+68
CNSTI4 1
ASGNI4
line 1431
;1431:			return;
ADDRGP4 $778
JUMPV
line 1433
;1432:		}
;1433:	} else if ( g_gametype.integer != GT_SINGLE_PLAYER && level.warmupTime != 0 ) {
LABELV $782
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
EQI4 $823
ADDRGP4 level+16
INDIRI4
CNSTI4 0
EQI4 $823
line 1435
;1434:		int		counts[TEAM_NUM_TEAMS];
;1435:		qboolean	notEnough = qfalse;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 1437
;1436:
;1437:		if ( g_gametype.integer > GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LEI4 $827
line 1438
;1438:			counts[TEAM_BLUE] = TeamCount( -1, TEAM_BLUE );
CNSTI4 -1
ARGI4
CNSTI4 2
ARGI4
ADDRLP4 20
ADDRGP4 TeamCount
CALLI4
ASGNI4
ADDRLP4 4+8
ADDRLP4 20
INDIRI4
ASGNI4
line 1439
;1439:			counts[TEAM_RED] = TeamCount( -1, TEAM_RED );
CNSTI4 -1
ARGI4
CNSTI4 1
ARGI4
ADDRLP4 24
ADDRGP4 TeamCount
CALLI4
ASGNI4
ADDRLP4 4+4
ADDRLP4 24
INDIRI4
ASGNI4
line 1441
;1440:
;1441:			if (counts[TEAM_RED] < 1 || counts[TEAM_BLUE] < 1) {
ADDRLP4 28
CNSTI4 1
ASGNI4
ADDRLP4 4+4
INDIRI4
ADDRLP4 28
INDIRI4
LTI4 $836
ADDRLP4 4+8
INDIRI4
ADDRLP4 28
INDIRI4
GEI4 $828
LABELV $836
line 1442
;1442:				notEnough = qtrue;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 1443
;1443:			}
line 1444
;1444:		} else if ( level.numPlayingClients < 2 ) {
ADDRGP4 $828
JUMPV
LABELV $827
ADDRGP4 level+80
INDIRI4
CNSTI4 2
GEI4 $837
line 1445
;1445:			notEnough = qtrue;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 1446
;1446:		}
LABELV $837
LABELV $828
line 1448
;1447:
;1448:		if ( notEnough ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $840
line 1449
;1449:			if ( level.warmupTime != -1 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 -1
EQI4 $778
line 1450
;1450:				level.warmupTime = -1;
ADDRGP4 level+16
CNSTI4 -1
ASGNI4
line 1451
;1451:				trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
ADDRGP4 $461
ARGP4
ADDRGP4 level+16
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 5
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1452
;1452:				G_LogPrintf( "Warmup:\n" );
ADDRGP4 $796
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1453
;1453:			}
line 1454
;1454:			return; // still waiting for team members
ADDRGP4 $778
JUMPV
LABELV $840
line 1457
;1455:		}
;1456:
;1457:		if ( level.warmupTime == 0 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 0
NEI4 $847
line 1458
;1458:			return;
ADDRGP4 $778
JUMPV
LABELV $847
line 1462
;1459:		}
;1460:
;1461:		// if the warmup is changed at the console, restart it
;1462:		if ( g_warmup.modificationCount != level.warmupModificationCount ) {
ADDRGP4 g_warmup+4
INDIRI4
ADDRGP4 level+352
INDIRI4
EQI4 $850
line 1463
;1463:			level.warmupModificationCount = g_warmup.modificationCount;
ADDRGP4 level+352
ADDRGP4 g_warmup+4
INDIRI4
ASGNI4
line 1464
;1464:			level.warmupTime = -1;
ADDRGP4 level+16
CNSTI4 -1
ASGNI4
line 1465
;1465:		}
LABELV $850
line 1468
;1466:
;1467:		// if all players have arrived, start the countdown
;1468:		if ( level.warmupTime < 0 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 0
GEI4 $857
line 1470
;1469:			// fudge by -1 to account for extra delays
;1470:			level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
ADDRLP4 20
CNSTI4 1000
ASGNI4
ADDRGP4 level+16
ADDRGP4 level+32
INDIRI4
ADDRLP4 20
INDIRI4
ADDRGP4 g_warmup+12
INDIRI4
MULI4
ADDRLP4 20
INDIRI4
SUBI4
ADDI4
ASGNI4
line 1471
;1471:			trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
ADDRGP4 $461
ARGP4
ADDRGP4 level+16
INDIRI4
ARGI4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 5
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1472
;1472:			return;
ADDRGP4 $778
JUMPV
LABELV $857
line 1476
;1473:		}
;1474:
;1475:		// if the warmup time has counted down, restart
;1476:		if ( level.time > level.warmupTime ) {
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+16
INDIRI4
LEI4 $864
line 1477
;1477:			level.warmupTime += 10000;
ADDRLP4 20
ADDRGP4 level+16
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 1478
;1478:			trap_Cvar_Set( "g_restarted", "1" );
ADDRGP4 $59
ARGP4
ADDRGP4 $83
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 1479
;1479:			trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
CNSTI4 2
ARGI4
ADDRGP4 $541
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1480
;1480:			level.restarted = qtrue;
ADDRGP4 level+68
CNSTI4 1
ASGNI4
line 1481
;1481:			return;
LABELV $864
line 1483
;1482:		}
;1483:	}
LABELV $823
LABELV $783
line 1484
;1484:}
LABELV $778
endproc CheckTournament 32 8
export CheckVote
proc CheckVote 4 8
line 1492
;1485:
;1486:
;1487:/*
;1488:==================
;1489:CheckVote
;1490:==================
;1491:*/
;1492:void CheckVote( void ) {
line 1493
;1493:	if ( level.voteExecuteTime && level.voteExecuteTime < level.time ) {
ADDRGP4 level+2408
INDIRI4
CNSTI4 0
EQI4 $871
ADDRGP4 level+2408
INDIRI4
ADDRGP4 level+32
INDIRI4
GEI4 $871
line 1494
;1494:		level.voteExecuteTime = 0;
ADDRGP4 level+2408
CNSTI4 0
ASGNI4
line 1495
;1495:		trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.voteString ) );
ADDRGP4 $877
ARGP4
ADDRGP4 level+356
ARGP4
ADDRLP4 0
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 2
ARGI4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1496
;1496:	}
LABELV $871
line 1497
;1497:	if ( !level.voteTime ) {
ADDRGP4 level+2404
INDIRI4
CNSTI4 0
NEI4 $879
line 1498
;1498:		return;
ADDRGP4 $870
JUMPV
LABELV $879
line 1500
;1499:	}
;1500:	if ( level.time - level.voteTime >= VOTE_TIME ) {
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+2404
INDIRI4
SUBI4
CNSTI4 30000
LTI4 $882
line 1501
;1501:		trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $886
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1502
;1502:	} else {
ADDRGP4 $883
JUMPV
LABELV $882
line 1504
;1503:		// ATVI Q3 1.32 Patch #9, WNF
;1504:		if ( level.voteYes > level.numVotingClients/2 ) {
ADDRGP4 level+2412
INDIRI4
ADDRGP4 level+2420
INDIRI4
CNSTI4 2
DIVI4
LEI4 $887
line 1506
;1505:			// execute the command, then remove the vote
;1506:			trap_SendServerCommand( -1, "print \"Vote passed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $891
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1507
;1507:			level.voteExecuteTime = level.time + 3000;
ADDRGP4 level+2408
ADDRGP4 level+32
INDIRI4
CNSTI4 3000
ADDI4
ASGNI4
line 1508
;1508:		} else if ( level.voteNo >= level.numVotingClients/2 ) {
ADDRGP4 $888
JUMPV
LABELV $887
ADDRGP4 level+2416
INDIRI4
ADDRGP4 level+2420
INDIRI4
CNSTI4 2
DIVI4
LTI4 $870
line 1510
;1509:			// same behavior as a timeout
;1510:			trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $886
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1511
;1511:		} else {
line 1513
;1512:			// still waiting for a majority
;1513:			return;
LABELV $895
LABELV $888
line 1515
;1514:		}
;1515:	}
LABELV $883
line 1516
;1516:	level.voteTime = 0;
ADDRGP4 level+2404
CNSTI4 0
ASGNI4
line 1517
;1517:	trap_SetConfigstring( CS_VOTE_TIME, "" );
CNSTI4 8
ARGI4
ADDRGP4 $54
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1519
;1518:
;1519:}
LABELV $870
endproc CheckVote 4 8
export PrintTeam
proc PrintTeam 4 8
line 1526
;1520:
;1521:/*
;1522:==================
;1523:PrintTeam
;1524:==================
;1525:*/
;1526:void PrintTeam(int team, char *message) {
line 1529
;1527:	int i;
;1528:
;1529:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $903
JUMPV
LABELV $900
line 1530
;1530:		if (level.clients[i].sess.sessionTeam != team)
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $905
line 1531
;1531:			continue;
ADDRGP4 $901
JUMPV
LABELV $905
line 1532
;1532:		trap_SendServerCommand( i, message );
ADDRLP4 0
INDIRI4
ARGI4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1533
;1533:	}
LABELV $901
line 1529
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $903
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $900
line 1534
;1534:}
LABELV $899
endproc PrintTeam 4 8
export SetLeader
proc SetLeader 8 8
line 1541
;1535:
;1536:/*
;1537:==================
;1538:SetLeader
;1539:==================
;1540:*/
;1541:void SetLeader(int team, int client) {
line 1544
;1542:	int i;
;1543:
;1544:	if ( level.clients[client].pers.connected == CON_DISCONNECTED ) {
CNSTI4 844
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 0
NEI4 $908
line 1545
;1545:		PrintTeam(team, va("print \"%s is not connected\n\"", level.clients[client].pers.netname) );
ADDRGP4 $910
ARGP4
CNSTI4 844
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 4
ADDRGP4 va
CALLP4
ASGNP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 PrintTeam
CALLV
pop
line 1546
;1546:		return;
ADDRGP4 $907
JUMPV
LABELV $908
line 1548
;1547:	}
;1548:	if (level.clients[client].sess.sessionTeam != team) {
CNSTI4 844
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $911
line 1549
;1549:		PrintTeam(team, va("print \"%s is not on the team anymore\n\"", level.clients[client].pers.netname) );
ADDRGP4 $913
ARGP4
CNSTI4 844
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 4
ADDRGP4 va
CALLP4
ASGNP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 PrintTeam
CALLV
pop
line 1550
;1550:		return;
ADDRGP4 $907
JUMPV
LABELV $911
line 1552
;1551:	}
;1552:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $917
JUMPV
LABELV $914
line 1553
;1553:		if (level.clients[i].sess.sessionTeam != team)
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $919
line 1554
;1554:			continue;
ADDRGP4 $915
JUMPV
LABELV $919
line 1555
;1555:		if (level.clients[i].sess.teamLeader) {
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
INDIRI4
CNSTI4 0
EQI4 $921
line 1556
;1556:			level.clients[i].sess.teamLeader = qfalse;
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
CNSTI4 0
ASGNI4
line 1557
;1557:			ClientUserinfoChanged(i);
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 1558
;1558:		}
LABELV $921
line 1559
;1559:	}
LABELV $915
line 1552
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $917
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $914
line 1560
;1560:	level.clients[client].sess.teamLeader = qtrue;
CNSTI4 844
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
CNSTI4 1
ASGNI4
line 1561
;1561:	ClientUserinfoChanged( client );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 1562
;1562:	PrintTeam(team, va("print \"%s is the new team leader\n\"", level.clients[client].pers.netname) );
ADDRGP4 $923
ARGP4
CNSTI4 844
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 4
ADDRGP4 va
CALLP4
ASGNP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 PrintTeam
CALLV
pop
line 1563
;1563:}
LABELV $907
endproc SetLeader 8 8
export CheckTeamLeader
proc CheckTeamLeader 4 0
line 1570
;1564:
;1565:/*
;1566:==================
;1567:CheckTeamLeader
;1568:==================
;1569:*/
;1570:void CheckTeamLeader( int team ) {
line 1573
;1571:	int i;
;1572:
;1573:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $928
JUMPV
LABELV $925
line 1574
;1574:		if (level.clients[i].sess.sessionTeam != team)
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $930
line 1575
;1575:			continue;
ADDRGP4 $926
JUMPV
LABELV $930
line 1576
;1576:		if (level.clients[i].sess.teamLeader)
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
INDIRI4
CNSTI4 0
EQI4 $932
line 1577
;1577:			break;
ADDRGP4 $927
JUMPV
LABELV $932
line 1578
;1578:	}
LABELV $926
line 1573
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $928
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $925
LABELV $927
line 1579
;1579:	if (i >= level.maxclients) {
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $934
line 1580
;1580:		for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $940
JUMPV
LABELV $937
line 1581
;1581:			if (level.clients[i].sess.sessionTeam != team)
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $942
line 1582
;1582:				continue;
ADDRGP4 $938
JUMPV
LABELV $942
line 1583
;1583:			if (!(g_entities[i].r.svFlags & SVF_BOT)) {
CNSTI4 816
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities+208+216
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
NEI4 $944
line 1584
;1584:				level.clients[i].sess.teamLeader = qtrue;
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
CNSTI4 1
ASGNI4
line 1585
;1585:				break;
ADDRGP4 $939
JUMPV
LABELV $944
line 1587
;1586:			}
;1587:		}
LABELV $938
line 1580
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $940
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $937
LABELV $939
line 1588
;1588:		for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $951
JUMPV
LABELV $948
line 1589
;1589:			if (level.clients[i].sess.sessionTeam != team)
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $953
line 1590
;1590:				continue;
ADDRGP4 $949
JUMPV
LABELV $953
line 1591
;1591:			level.clients[i].sess.teamLeader = qtrue;
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
CNSTI4 1
ASGNI4
line 1592
;1592:			break;
ADDRGP4 $950
JUMPV
LABELV $949
line 1588
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $951
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $948
LABELV $950
line 1594
;1593:		}
;1594:	}
LABELV $934
line 1595
;1595:}
LABELV $924
endproc CheckTeamLeader 4 0
export CheckTeamVote
proc CheckTeamVote 20 12
line 1602
;1596:
;1597:/*
;1598:==================
;1599:CheckTeamVote
;1600:==================
;1601:*/
;1602:void CheckTeamVote( int team ) {
line 1605
;1603:	int cs_offset;
;1604:
;1605:	if ( team == TEAM_RED )
ADDRFP4 0
INDIRI4
CNSTI4 1
NEI4 $956
line 1606
;1606:		cs_offset = 0;
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $957
JUMPV
LABELV $956
line 1607
;1607:	else if ( team == TEAM_BLUE )
ADDRFP4 0
INDIRI4
CNSTI4 2
NEI4 $955
line 1608
;1608:		cs_offset = 1;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 1610
;1609:	else
;1610:		return;
LABELV $959
LABELV $957
line 1612
;1611:
;1612:	if ( !level.teamVoteTime[cs_offset] ) {
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+4472
ADDP4
INDIRI4
CNSTI4 0
NEI4 $960
line 1613
;1613:		return;
ADDRGP4 $955
JUMPV
LABELV $960
line 1615
;1614:	}
;1615:	if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) {
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+4472
ADDP4
INDIRI4
SUBI4
CNSTI4 30000
LTI4 $963
line 1616
;1616:		trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $967
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1617
;1617:	} else {
ADDRGP4 $964
JUMPV
LABELV $963
line 1618
;1618:		if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) {
ADDRLP4 4
CNSTI4 2
ASGNI4
ADDRLP4 8
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRI4
LSHI4
ASGNI4
ADDRLP4 8
INDIRI4
ADDRGP4 level+4480
ADDP4
INDIRI4
ADDRLP4 8
INDIRI4
ADDRGP4 level+4496
ADDP4
INDIRI4
ADDRLP4 4
INDIRI4
DIVI4
LEI4 $968
line 1620
;1619:			// execute the command, then remove the vote
;1620:			trap_SendServerCommand( -1, "print \"Team vote passed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $972
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1622
;1621:			//
;1622:			if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) {
ADDRGP4 $975
ARGP4
ADDRLP4 0
INDIRI4
CNSTI4 10
LSHI4
ADDRGP4 level+2424
ADDP4
ARGP4
CNSTI4 6
ARGI4
ADDRLP4 12
ADDRGP4 Q_strncmp
CALLI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 0
NEI4 $973
line 1624
;1623:				//set the team leader
;1624:				SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7));
ADDRLP4 0
INDIRI4
CNSTI4 10
LSHI4
ADDRGP4 level+2424+7
ADDP4
ARGP4
ADDRLP4 16
ADDRGP4 atoi
CALLI4
ASGNI4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 16
INDIRI4
ARGI4
ADDRGP4 SetLeader
CALLV
pop
line 1625
;1625:			}
ADDRGP4 $969
JUMPV
LABELV $973
line 1626
;1626:			else {
line 1627
;1627:				trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.teamVoteString[cs_offset] ) );
ADDRGP4 $877
ARGP4
ADDRLP4 0
INDIRI4
CNSTI4 10
LSHI4
ADDRGP4 level+2424
ADDP4
ARGP4
ADDRLP4 16
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 2
ARGI4
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1628
;1628:			}
line 1629
;1629:		} else if ( level.teamVoteNo[cs_offset] >= level.numteamVotingClients[cs_offset]/2 ) {
ADDRGP4 $969
JUMPV
LABELV $968
ADDRLP4 12
CNSTI4 2
ASGNI4
ADDRLP4 16
ADDRLP4 0
INDIRI4
ADDRLP4 12
INDIRI4
LSHI4
ASGNI4
ADDRLP4 16
INDIRI4
ADDRGP4 level+4488
ADDP4
INDIRI4
ADDRLP4 16
INDIRI4
ADDRGP4 level+4496
ADDP4
INDIRI4
ADDRLP4 12
INDIRI4
DIVI4
LTI4 $955
line 1631
;1630:			// same behavior as a timeout
;1631:			trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $967
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1632
;1632:		} else {
line 1634
;1633:			// still waiting for a majority
;1634:			return;
LABELV $981
LABELV $969
line 1636
;1635:		}
;1636:	}
LABELV $964
line 1637
;1637:	level.teamVoteTime[cs_offset] = 0;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+4472
ADDP4
CNSTI4 0
ASGNI4
line 1638
;1638:	trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" );
ADDRLP4 0
INDIRI4
CNSTI4 12
ADDI4
ARGI4
ADDRGP4 $54
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1640
;1639:
;1640:}
LABELV $955
endproc CheckTeamVote 20 12
data
align 4
LABELV $986
byte 4 -1
export CheckCvars
code
proc CheckCvars 4 8
line 1648
;1641:
;1642:
;1643:/*
;1644:==================
;1645:CheckCvars
;1646:==================
;1647:*/
;1648:void CheckCvars( void ) {
line 1651
;1649:	static int lastMod = -1;
;1650:
;1651:	if ( g_password.modificationCount != lastMod ) {
ADDRGP4 g_password+4
INDIRI4
ADDRGP4 $986
INDIRI4
EQI4 $987
line 1652
;1652:		lastMod = g_password.modificationCount;
ADDRGP4 $986
ADDRGP4 g_password+4
INDIRI4
ASGNI4
line 1653
;1653:		if ( *g_password.string && Q_stricmp( g_password.string, "none" ) ) {
ADDRGP4 g_password+16
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $991
ADDRGP4 g_password+16
ARGP4
ADDRGP4 $995
ARGP4
ADDRLP4 0
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $991
line 1654
;1654:			trap_Cvar_Set( "g_needpass", "1" );
ADDRGP4 $84
ARGP4
ADDRGP4 $83
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 1655
;1655:		} else {
ADDRGP4 $992
JUMPV
LABELV $991
line 1656
;1656:			trap_Cvar_Set( "g_needpass", "0" );
ADDRGP4 $84
ARGP4
ADDRGP4 $60
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 1657
;1657:		}
LABELV $992
line 1658
;1658:	}
LABELV $987
line 1659
;1659:}
LABELV $985
endproc CheckCvars 4 8
export G_RunThink
proc G_RunThink 8 4
line 1668
;1660:
;1661:/*
;1662:=============
;1663:G_RunThink
;1664:
;1665:Runs thinking code for this frame if necessary
;1666:=============
;1667:*/
;1668:void G_RunThink (gentity_t *ent) {
line 1671
;1669:	float	thinktime;
;1670:
;1671:	thinktime = ent->nextthink;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
INDIRI4
CVIF4 4
ASGNF4
line 1672
;1672:	if (thinktime <= 0) {
ADDRLP4 0
INDIRF4
CNSTF4 0
GTF4 $997
line 1673
;1673:		return;
ADDRGP4 $996
JUMPV
LABELV $997
line 1675
;1674:	}
;1675:	if (thinktime > level.time) {
ADDRLP4 0
INDIRF4
ADDRGP4 level+32
INDIRI4
CVIF4 4
LEF4 $999
line 1676
;1676:		return;
ADDRGP4 $996
JUMPV
LABELV $999
line 1679
;1677:	}
;1678:	
;1679:	ent->nextthink = 0;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
CNSTI4 0
ASGNI4
line 1680
;1680:	if (!ent->think) {
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $1002
line 1681
;1681:		G_Error ( "NULL ent->think");
ADDRGP4 $1004
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 1682
;1682:	}
LABELV $1002
line 1683
;1683:	ent->think (ent);
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRLP4 4
INDIRP4
CNSTI4 692
ADDP4
INDIRP4
CALLV
pop
line 1684
;1684:}
LABELV $996
endproc G_RunThink 8 4
export G_RunFrame
proc G_RunFrame 44 12
line 1693
;1685:
;1686:/*
;1687:================
;1688:G_RunFrame
;1689:
;1690:Advances the non-player objects in the world
;1691:================
;1692:*/
;1693:void G_RunFrame( int levelTime ) {
line 1700
;1694:	int			i;
;1695:	gentity_t	*ent;
;1696:	int			msec;
;1697:int start, end;
;1698:
;1699:	// if we are waiting for the level to restart, do nothing
;1700:	if ( level.restarted ) {
ADDRGP4 level+68
INDIRI4
CNSTI4 0
EQI4 $1006
line 1701
;1701:		return;
ADDRGP4 $1005
JUMPV
LABELV $1006
line 1704
;1702:	}
;1703:
;1704:	level.framenum++;
ADDRLP4 20
ADDRGP4 level+28
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1705
;1705:	level.previousTime = level.time;
ADDRGP4 level+36
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1706
;1706:	level.time = levelTime;
ADDRGP4 level+32
ADDRFP4 0
INDIRI4
ASGNI4
line 1707
;1707:	msec = level.time - level.previousTime;
ADDRLP4 16
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+36
INDIRI4
SUBI4
ASGNI4
line 1710
;1708:
;1709:	// get any cvar changes
;1710:	G_UpdateCvars();
ADDRGP4 G_UpdateCvars
CALLV
pop
line 1715
;1711:
;1712:	//
;1713:	// go through all allocated objects
;1714:	//
;1715:	start = trap_Milliseconds();
ADDRLP4 24
ADDRGP4 trap_Milliseconds
CALLI4
ASGNI4
ADDRLP4 8
ADDRLP4 24
INDIRI4
ASGNI4
line 1716
;1716:	ent = &g_entities[0];
ADDRLP4 0
ADDRGP4 g_entities
ASGNP4
line 1717
;1717:	for (i=0 ; i<level.num_entities ; i++, ent++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $1018
JUMPV
LABELV $1015
line 1718
;1718:		if ( !ent->inuse ) {
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $1020
line 1719
;1719:			continue;
ADDRGP4 $1016
JUMPV
LABELV $1020
line 1723
;1720:		}
;1721:
;1722:		// clear events that are too old
;1723:		if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
ADDRGP4 level+32
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 552
ADDP4
INDIRI4
SUBI4
CNSTI4 300
LEI4 $1022
line 1724
;1724:			if ( ent->s.event ) {
ADDRLP4 0
INDIRP4
CNSTI4 180
ADDP4
INDIRI4
CNSTI4 0
EQI4 $1025
line 1725
;1725:				ent->s.event = 0;	// &= EV_EVENT_BITS;
ADDRLP4 0
INDIRP4
CNSTI4 180
ADDP4
CNSTI4 0
ASGNI4
line 1726
;1726:				if ( ent->client ) {
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $1027
line 1727
;1727:					ent->client->ps.externalEvent = 0;
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 128
ADDP4
CNSTI4 0
ASGNI4
line 1731
;1728:					// predicted events should never be set to zero
;1729:					//ent->client->ps.events[0] = 0;
;1730:					//ent->client->ps.events[1] = 0;
;1731:				}
LABELV $1027
line 1732
;1732:			}
LABELV $1025
line 1733
;1733:			if ( ent->freeAfterEvent ) {
ADDRLP4 0
INDIRP4
CNSTI4 556
ADDP4
INDIRI4
CNSTI4 0
EQI4 $1029
line 1735
;1734:				// tempEntities or dropped items completely go away after their event
;1735:				G_FreeEntity( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 1736
;1736:				continue;
ADDRGP4 $1016
JUMPV
LABELV $1029
line 1737
;1737:			} else if ( ent->unlinkAfterEvent ) {
ADDRLP4 0
INDIRP4
CNSTI4 560
ADDP4
INDIRI4
CNSTI4 0
EQI4 $1031
line 1739
;1738:				// items that will respawn will hide themselves after their pickup event
;1739:				ent->unlinkAfterEvent = qfalse;
ADDRLP4 0
INDIRP4
CNSTI4 560
ADDP4
CNSTI4 0
ASGNI4
line 1740
;1740:				trap_UnlinkEntity( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_UnlinkEntity
CALLV
pop
line 1741
;1741:			}
LABELV $1031
line 1742
;1742:		}
LABELV $1022
line 1745
;1743:
;1744:		// temporary entities don't think
;1745:		if ( ent->freeAfterEvent ) {
ADDRLP4 0
INDIRP4
CNSTI4 556
ADDP4
INDIRI4
CNSTI4 0
EQI4 $1033
line 1746
;1746:			continue;
ADDRGP4 $1016
JUMPV
LABELV $1033
line 1749
;1747:		}
;1748:
;1749:		if ( !ent->r.linked && ent->neverFree ) {
ADDRLP4 32
CNSTI4 0
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 416
ADDP4
INDIRI4
ADDRLP4 32
INDIRI4
NEI4 $1035
ADDRLP4 0
INDIRP4
CNSTI4 532
ADDP4
INDIRI4
ADDRLP4 32
INDIRI4
EQI4 $1035
line 1750
;1750:			continue;
ADDRGP4 $1016
JUMPV
LABELV $1035
line 1753
;1751:		}
;1752:
;1753:		if ( ent->s.eType == ET_MISSILE ) {
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
NEI4 $1037
line 1754
;1754:			G_RunMissile( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunMissile
CALLV
pop
line 1755
;1755:			continue;
ADDRGP4 $1016
JUMPV
LABELV $1037
line 1758
;1756:		}
;1757:
;1758:		if ( ent->s.eType == ET_ITEM || ent->physicsObject ) {
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 2
EQI4 $1041
ADDRLP4 0
INDIRP4
CNSTI4 564
ADDP4
INDIRI4
CNSTI4 0
EQI4 $1039
LABELV $1041
line 1759
;1759:			G_RunItem( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunItem
CALLV
pop
line 1760
;1760:			continue;
ADDRGP4 $1016
JUMPV
LABELV $1039
line 1763
;1761:		}
;1762:
;1763:		if ( ent->s.eType == ET_MOVER ) {
ADDRLP4 40
CNSTI4 4
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 40
INDIRI4
ADDP4
INDIRI4
ADDRLP4 40
INDIRI4
NEI4 $1042
line 1764
;1764:			G_RunMover( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunMover
CALLV
pop
line 1765
;1765:			continue;
ADDRGP4 $1016
JUMPV
LABELV $1042
line 1768
;1766:		}
;1767:
;1768:		if ( i < MAX_CLIENTS ) {
ADDRLP4 4
INDIRI4
CNSTI4 64
GEI4 $1044
line 1769
;1769:			G_RunClient( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunClient
CALLV
pop
line 1770
;1770:			continue;
ADDRGP4 $1016
JUMPV
LABELV $1044
line 1773
;1771:		}
;1772:
;1773:		G_RunThink( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunThink
CALLV
pop
line 1774
;1774:	}
LABELV $1016
line 1717
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 816
ADDP4
ASGNP4
LABELV $1018
ADDRLP4 4
INDIRI4
ADDRGP4 level+12
INDIRI4
LTI4 $1015
line 1775
;1775:end = trap_Milliseconds();
ADDRLP4 28
ADDRGP4 trap_Milliseconds
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 28
INDIRI4
ASGNI4
line 1777
;1776:
;1777:start = trap_Milliseconds();
ADDRLP4 32
ADDRGP4 trap_Milliseconds
CALLI4
ASGNI4
ADDRLP4 8
ADDRLP4 32
INDIRI4
ASGNI4
line 1779
;1778:	// perform final fixups on the players
;1779:	ent = &g_entities[0];
ADDRLP4 0
ADDRGP4 g_entities
ASGNP4
line 1780
;1780:	for (i=0 ; i < level.maxclients ; i++, ent++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $1049
JUMPV
LABELV $1046
line 1781
;1781:		if ( ent->inuse ) {
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
EQI4 $1051
line 1782
;1782:			ClientEndFrame( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 ClientEndFrame
CALLV
pop
line 1783
;1783:		}
LABELV $1051
line 1784
;1784:	}
LABELV $1047
line 1780
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 816
ADDP4
ASGNP4
LABELV $1049
ADDRLP4 4
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $1046
line 1785
;1785:end = trap_Milliseconds();
ADDRLP4 36
ADDRGP4 trap_Milliseconds
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 36
INDIRI4
ASGNI4
line 1788
;1786:
;1787:	// see if it is time to do a tournement restart
;1788:	CheckTournament();
ADDRGP4 CheckTournament
CALLV
pop
line 1791
;1789:
;1790:	// see if it is time to end the level
;1791:	CheckExitRules();
ADDRGP4 CheckExitRules
CALLV
pop
line 1794
;1792:
;1793:	// update to team status?
;1794:	CheckTeamStatus();
ADDRGP4 CheckTeamStatus
CALLV
pop
line 1797
;1795:
;1796:	// cancel vote if timed out
;1797:	CheckVote();
ADDRGP4 CheckVote
CALLV
pop
line 1800
;1798:
;1799:	// check team votes
;1800:	CheckTeamVote( TEAM_RED );
CNSTI4 1
ARGI4
ADDRGP4 CheckTeamVote
CALLV
pop
line 1801
;1801:	CheckTeamVote( TEAM_BLUE );
CNSTI4 2
ARGI4
ADDRGP4 CheckTeamVote
CALLV
pop
line 1804
;1802:
;1803:	// for tracking changes
;1804:	CheckCvars();
ADDRGP4 CheckCvars
CALLV
pop
line 1806
;1805:
;1806:	if (g_listEntity.integer) {
ADDRGP4 g_listEntity+12
INDIRI4
CNSTI4 0
EQI4 $1053
line 1807
;1807:		for (i = 0; i < MAX_GENTITIES; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $1056
line 1808
;1808:			G_Printf("%4i: %s\n", i, g_entities[i].classname);
ADDRGP4 $1060
ARGP4
ADDRLP4 4
INDIRI4
ARGI4
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities+524
ADDP4
INDIRP4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 1809
;1809:		}
LABELV $1057
line 1807
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 1024
LTI4 $1056
line 1810
;1810:		trap_Cvar_Set("g_listEntity", "0");
ADDRGP4 $110
ARGP4
ADDRGP4 $60
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 1811
;1811:	}
LABELV $1053
line 1812
;1812:}
LABELV $1005
endproc G_RunFrame 44 12
bss
export g_listEntity
align 4
LABELV g_listEntity
skip 272
export g_podiumDrop
align 4
LABELV g_podiumDrop
skip 272
export g_podiumDist
align 4
LABELV g_podiumDist
skip 272
export g_logSync
align 4
LABELV g_logSync
skip 272
export g_log
align 4
LABELV g_log
skip 272
export g_clients
align 4
LABELV g_clients
skip 54016
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
export g_proxMineTimeout
align 4
LABELV g_proxMineTimeout
skip 272
export g_singlePlayer
align 4
LABELV g_singlePlayer
skip 272
export g_enableBreath
align 4
LABELV g_enableBreath
skip 272
export g_enableDust
align 4
LABELV g_enableDust
skip 272
export g_rankings
align 4
LABELV g_rankings
skip 272
export pmove_msec
align 4
LABELV pmove_msec
skip 272
export pmove_fixed
align 4
LABELV pmove_fixed
skip 272
export g_smoothClients
align 4
LABELV g_smoothClients
skip 272
export g_blueteam
align 4
LABELV g_blueteam
skip 272
export g_redteam
align 4
LABELV g_redteam
skip 272
export g_cubeTimeout
align 4
LABELV g_cubeTimeout
skip 272
export g_obeliskRespawnDelay
align 4
LABELV g_obeliskRespawnDelay
skip 272
export g_obeliskRegenAmount
align 4
LABELV g_obeliskRegenAmount
skip 272
export g_obeliskRegenPeriod
align 4
LABELV g_obeliskRegenPeriod
skip 272
export g_obeliskHealth
align 4
LABELV g_obeliskHealth
skip 272
export g_filterBan
align 4
LABELV g_filterBan
skip 272
export g_banIPs
align 4
LABELV g_banIPs
skip 272
export g_teamForceBalance
align 4
LABELV g_teamForceBalance
skip 272
export g_teamAutoJoin
align 4
LABELV g_teamAutoJoin
skip 272
export g_allowVote
align 4
LABELV g_allowVote
skip 272
export g_blood
align 4
LABELV g_blood
skip 272
export g_doWarmup
align 4
LABELV g_doWarmup
skip 272
export g_warmup
align 4
LABELV g_warmup
skip 272
export g_motd
align 4
LABELV g_motd
skip 272
export g_synchronousClients
align 4
LABELV g_synchronousClients
skip 272
export g_weaponTeamRespawn
align 4
LABELV g_weaponTeamRespawn
skip 272
export g_weaponRespawn
align 4
LABELV g_weaponRespawn
skip 272
export g_debugDamage
align 4
LABELV g_debugDamage
skip 272
export g_debugAlloc
align 4
LABELV g_debugAlloc
skip 272
export g_debugMove
align 4
LABELV g_debugMove
skip 272
export g_inactivity
align 4
LABELV g_inactivity
skip 272
export g_forcerespawn
align 4
LABELV g_forcerespawn
skip 272
export g_quadfactor
align 4
LABELV g_quadfactor
skip 272
export g_knockback
align 4
LABELV g_knockback
skip 272
export g_speed
align 4
LABELV g_speed
skip 272
export g_gravity
align 4
LABELV g_gravity
skip 272
export g_needpass
align 4
LABELV g_needpass
skip 272
export g_password
align 4
LABELV g_password
skip 272
export g_friendlyFire
align 4
LABELV g_friendlyFire
skip 272
export g_capturelimit
align 4
LABELV g_capturelimit
skip 272
export g_timelimit
align 4
LABELV g_timelimit
skip 272
export g_fraglimit
align 4
LABELV g_fraglimit
skip 272
export g_dmflags
align 4
LABELV g_dmflags
skip 272
export g_restarted
align 4
LABELV g_restarted
skip 272
export g_maxGameClients
align 4
LABELV g_maxGameClients
skip 272
export g_maxclients
align 4
LABELV g_maxclients
skip 272
export g_cheats
align 4
LABELV g_cheats
skip 272
export g_dedicated
align 4
LABELV g_dedicated
skip 272
export g_gametype
align 4
LABELV g_gametype
skip 272
export g_entities
align 4
LABELV g_entities
skip 835584
export level
align 4
LABELV level
skip 9216
import Pickup_Team
import CheckTeamStatus
import TeamplayInfoMessage
import Team_GetLocationMsg
import Team_GetLocation
import SelectCTFSpawnPoint
import Team_FreeEntity
import Team_ReturnFlag
import Team_InitGame
import Team_CheckHurtCarrier
import Team_FragBonuses
import Team_DroppedFlagThink
import AddTeamScore
import TeamColorString
import OtherTeamName
import TeamName
import OtherTeam
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 CheckObeliskAttack
import Team_CheckDroppedItem
import OnSameTeam
import G_RunClient
import ClientEndFrame
import ClientThink
import ClientCommand
import ClientBegin
import ClientDisconnect
import ClientUserinfoChanged
import ClientConnect
import DeathmatchScoreboardMessage
import G_SetStats
import G_StartKamikaze
import FireWeapon
import G_FilterPacket
import G_ProcessIPBans
import ConsoleCommand
import SpotWouldTelefrag
import AddScore
import player_die
import ClientSpawn
import InitBodyQue
import InitClientResp
import InitClientPersistant
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 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 $1060
byte 1 37
byte 1 52
byte 1 105
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $1004
byte 1 78
byte 1 85
byte 1 76
byte 1 76
byte 1 32
byte 1 101
byte 1 110
byte 1 116
byte 1 45
byte 1 62
byte 1 116
byte 1 104
byte 1 105
byte 1 110
byte 1 107
byte 1 0
align 1
LABELV $995
byte 1 110
byte 1 111
byte 1 110
byte 1 101
byte 1 0
align 1
LABELV $975
byte 1 108
byte 1 101
byte 1 97
byte 1 100
byte 1 101
byte 1 114
byte 1 0
align 1
LABELV $972
byte 1 112
byte 1 114
byte 1 105
byte 1 110
byte 1 116
byte 1 32
byte 1 34
byte 1 84
byte 1 101
byte 1 97
byte 1 109
byte 1 32
byte 1 118
byte 1 111
byte 1 116
byte 1 101
byte 1 32
byte 1 112
byte 1 97
byte 1 115
byte 1 115
byte 1 101
byte 1 100
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LABELV $967
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LABELV $923
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LABELV $913
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LABELV $910
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LABELV $891
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LABELV $886
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LABELV $877
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LABELV $796
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LABELV $777
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LABELV $771
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LABELV $770
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LABELV $760
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LABELV $747
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align 1
LABELV $741
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LABELV $740
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LABELV $727
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LABELV $726
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LABELV $630
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LABELV $629
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LABELV $606
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LABELV $589
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LABELV $580
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LABELV $568
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LABELV $545
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LABELV $541
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LABELV $494
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LABELV $461
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LABELV $327
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LABELV $318
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LABELV $290
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LABELV $284
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LABELV $280
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align 1
LABELV $278
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align 1
LABELV $275
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LABELV $274
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LABELV $273
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align 1
LABELV $271
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LABELV $267
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align 1
LABELV $251
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align 1
LABELV $250
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align 1
LABELV $249
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byte 1 45
byte 1 45
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byte 1 45
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align 1
LABELV $247
byte 1 87
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align 1
LABELV $232
byte 1 115
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align 1
LABELV $228
byte 1 103
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align 1
LABELV $227
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align 1
LABELV $226
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align 1
LABELV $220
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byte 1 101
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byte 1 58
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align 1
LABELV $205
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byte 1 37
byte 1 105
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align 1
LABELV $188
byte 1 116
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byte 1 102
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align 1
LABELV $187
byte 1 116
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byte 1 102
byte 1 50
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align 1
LABELV $185
byte 1 116
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align 1
LABELV $184
byte 1 116
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byte 1 102
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align 1
LABELV $183
byte 1 116
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byte 1 102
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align 1
LABELV $181
byte 1 116
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align 1
LABELV $178
byte 1 37
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byte 1 104
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align 1
LABELV $131
byte 1 103
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align 1
LABELV $130
byte 1 112
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align 1
LABELV $129
byte 1 112
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align 1
LABELV $128
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LABELV $127
byte 1 50
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align 1
LABELV $126
byte 1 103
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align 1
LABELV $125
byte 1 103
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align 1
LABELV $124
byte 1 103
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align 1
LABELV $123
byte 1 117
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align 1
LABELV $122
byte 1 80
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align 1
LABELV $121
byte 1 103
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align 1
LABELV $120
byte 1 83
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LABELV $119
byte 1 103
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align 1
LABELV $118
byte 1 103
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align 1
LABELV $117
byte 1 49
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align 1
LABELV $116
byte 1 103
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align 1
LABELV $115
byte 1 49
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align 1
LABELV $114
byte 1 103
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align 1
LABELV $113
byte 1 103
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byte 1 108
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byte 1 103
byte 1 101
byte 1 110
byte 1 80
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LABELV $112
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LABELV $111
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LABELV $110
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LABELV $109
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LABELV $108
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LABELV $107
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LABELV $106
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LABELV $105
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LABELV $104
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LABELV $103
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LABELV $102
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LABELV $101
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LABELV $100
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LABELV $99
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LABELV $98
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LABELV $97
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LABELV $96
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LABELV $95
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LABELV $94
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LABELV $93
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LABELV $92
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LABELV $91
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LABELV $90
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LABELV $89
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LABELV $88
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LABELV $87
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LABELV $86
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LABELV $85
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LABELV $84
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LABELV $83
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LABELV $82
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LABELV $81
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LABELV $80
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LABELV $79
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LABELV $78
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LABELV $77
byte 1 103
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LABELV $76
byte 1 103
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LABELV $75
byte 1 103
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align 1
LABELV $74
byte 1 103
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byte 1 66
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LABELV $73
byte 1 103
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byte 1 97
byte 1 109
byte 1 65
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byte 1 116
byte 1 111
byte 1 74
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align 1
LABELV $72
byte 1 103
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byte 1 70
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align 1
LABELV $71
byte 1 103
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LABELV $70
byte 1 99
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LABELV $69
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LABELV $68
byte 1 50
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LABELV $67
byte 1 102
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LABELV $66
byte 1 100
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LABELV $65
byte 1 103
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byte 1 71
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byte 1 101
byte 1 67
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LABELV $64
byte 1 56
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align 1
LABELV $63
byte 1 115
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byte 1 97
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byte 1 99
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LABELV $62
byte 1 103
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byte 1 103
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byte 1 101
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align 1
LABELV $61
byte 1 115
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byte 1 95
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byte 1 97
byte 1 112
byte 1 110
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align 1
LABELV $60
byte 1 48
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align 1
LABELV $59
byte 1 103
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byte 1 97
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align 1
LABELV $58
byte 1 77
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byte 1 32
byte 1 51
byte 1 49
byte 1 32
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align 1
LABELV $57
byte 1 103
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align 1
LABELV $56
byte 1 98
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byte 1 115
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align 1
LABELV $55
byte 1 103
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byte 1 109
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byte 1 110
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align 1
LABELV $54
byte 1 0
align 1
LABELV $53
byte 1 115
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byte 1 101
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byte 1 115
byte 1 0
