export Pickup_Powerup
code
proc Pickup_Powerup 132 28
file "debug-x86-Linux-2.3/TA/game/game/g_items.c"
line 29
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:#include "g_local.h"
;4:
;5:/*
;6:
;7:  Items are any object that a player can touch to gain some effect.
;8:
;9:  Pickup will return the number of seconds until they should respawn.
;10:
;11:  all items should pop when dropped in lava or slime
;12:
;13:  Respawnable items don't actually go away when picked up, they are
;14:  just made invisible and untouchable.  This allows them to ride
;15:  movers and respawn apropriately.
;16:*/
;17:
;18:
;19:#define	RESPAWN_ARMOR		25
;20:#define	RESPAWN_HEALTH		35
;21:#define	RESPAWN_AMMO		40
;22:#define	RESPAWN_HOLDABLE	60
;23:#define	RESPAWN_MEGAHEALTH	35//120
;24:#define	RESPAWN_POWERUP		120
;25:
;26:
;27://======================================================================
;28:
;29:int Pickup_Powerup( gentity_t *ent, gentity_t *other ) {
line 34
;30:	int			quantity;
;31:	int			i;
;32:	gclient_t	*client;
;33:
;34:	if ( !other->client->ps.powerups[ent->item->giTag] ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
CNSTI4 0
NEI4 $53
line 37
;35:		// round timing to seconds to make multiple powerup timers
;36:		// count in sync
;37:		other->client->ps.powerups[ent->item->giTag] = 
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
MODI4
SUBI4
ASGNI4
line 39
;38:			level.time - ( level.time % 1000 );
;39:	}
LABELV $53
line 41
;40:
;41:	if ( ent->count ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $57
line 42
;42:		quantity = ent->count;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 43
;43:	} else {
ADDRGP4 $58
JUMPV
LABELV $57
line 44
;44:		quantity = ent->item->quantity;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
line 45
;45:	}
LABELV $58
line 47
;46:
;47:	other->client->ps.powerups[ent->item->giTag] += quantity * 1000;
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
CNSTI4 1000
ADDRLP4 8
INDIRI4
MULI4
ADDI4
ASGNI4
line 50
;48:
;49:	// give any nearby players a "denied" anti-reward
;50:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $62
JUMPV
LABELV $59
line 56
;51:		vec3_t		delta;
;52:		float		len;
;53:		vec3_t		forward;
;54:		trace_t		tr;
;55:
;56:		client = &level.clients[i];
ADDRLP4 0
CNSTI4 844
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 57
;57:		if ( client == other->client ) {
ADDRLP4 0
INDIRP4
CVPU4 4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
NEU4 $64
line 58
;58:			continue;
ADDRGP4 $60
JUMPV
LABELV $64
line 60
;59:		}
;60:		if ( client->pers.connected == CON_DISCONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 0
NEI4 $66
line 61
;61:			continue;
ADDRGP4 $60
JUMPV
LABELV $66
line 63
;62:		}
;63:		if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
ADDRLP4 0
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CNSTI4 0
GTI4 $68
line 64
;64:			continue;
ADDRGP4 $60
JUMPV
LABELV $68
line 69
;65:		}
;66:
;67:    // if same team in team game, no sound
;68:    // cannot use OnSameTeam as it expects to g_entities, not clients
;69:  	if ( g_gametype.integer >= GT_TEAM && other->client->sess.sessionTeam == client->sess.sessionTeam  ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $70
ADDRLP4 100
CNSTI4 616
ASGNI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ADDRLP4 100
INDIRI4
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
ADDRLP4 100
INDIRI4
ADDP4
INDIRI4
NEI4 $70
line 70
;70:      continue;
ADDRGP4 $60
JUMPV
LABELV $70
line 74
;71:    }
;72:
;73:		// if too far away, no sound
;74:		VectorSubtract( ent->s.pos.trBase, client->ps.origin, delta );
ADDRLP4 104
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 108
CNSTI4 24
ASGNI4
ADDRLP4 16
ADDRLP4 104
INDIRP4
ADDRLP4 108
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 16+4
ADDRLP4 104
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
ADDRLP4 108
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 16+8
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
SUBF4
ASGNF4
line 75
;75:		len = VectorNormalize( delta );
ADDRLP4 16
ARGP4
ADDRLP4 116
ADDRGP4 VectorNormalize
CALLF4
ASGNF4
ADDRLP4 40
ADDRLP4 116
INDIRF4
ASGNF4
line 76
;76:		if ( len > 192 ) {
ADDRLP4 40
INDIRF4
CNSTF4 1128267776
LEF4 $75
line 77
;77:			continue;
ADDRGP4 $60
JUMPV
LABELV $75
line 81
;78:		}
;79:
;80:		// if not facing, no sound
;81:		AngleVectors( client->ps.viewangles, forward, NULL, NULL );
ADDRLP4 0
INDIRP4
CNSTI4 152
ADDP4
ARGP4
ADDRLP4 28
ARGP4
ADDRLP4 120
CNSTP4 0
ASGNP4
ADDRLP4 120
INDIRP4
ARGP4
ADDRLP4 120
INDIRP4
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 82
;82:		if ( DotProduct( delta, forward ) < 0.4 ) {
ADDRLP4 16
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ADDRLP4 16+4
INDIRF4
ADDRLP4 28+4
INDIRF4
MULF4
ADDF4
ADDRLP4 16+8
INDIRF4
ADDRLP4 28+8
INDIRF4
MULF4
ADDF4
CNSTF4 1053609165
GEF4 $77
line 83
;83:			continue;
ADDRGP4 $60
JUMPV
LABELV $77
line 87
;84:		}
;85:
;86:		// if not line of sight, no sound
;87:		trap_Trace( &tr, client->ps.origin, NULL, NULL, ent->s.pos.trBase, ENTITYNUM_NONE, CONTENTS_SOLID );
ADDRLP4 44
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
ARGP4
ADDRLP4 124
CNSTP4 0
ASGNP4
ADDRLP4 124
INDIRP4
ARGP4
ADDRLP4 124
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 88
;88:		if ( tr.fraction != 1.0 ) {
ADDRLP4 44+8
INDIRF4
CNSTF4 1065353216
EQF4 $83
line 89
;89:			continue;
ADDRGP4 $60
JUMPV
LABELV $83
line 93
;90:		}
;91:
;92:		// anti-reward
;93:		client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_DENIEDREWARD;
ADDRLP4 128
ADDRLP4 0
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 128
INDIRP4
ADDRLP4 128
INDIRP4
INDIRI4
CNSTI4 1
BXORI4
ASGNI4
line 94
;94:	}
LABELV $60
line 50
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $62
ADDRLP4 4
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $59
line 95
;95:	return RESPAWN_POWERUP;
CNSTI4 120
RETI4
LABELV $52
endproc Pickup_Powerup 132 28
export Pickup_PersistantPowerup
proc Pickup_PersistantPowerup 1104 12
line 101
;96:}
;97:
;98://======================================================================
;99:
;100:#ifdef MISSIONPACK
;101:int Pickup_PersistantPowerup( gentity_t *ent, gentity_t *other ) {
line 107
;102:	int		clientNum;
;103:	char	userinfo[MAX_INFO_STRING];
;104:	float	handicap;
;105:	int		max;
;106:
;107:	other->client->ps.stats[STAT_PERSISTANT_POWERUP] = ent->item - bg_itemlist;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CVPU4 4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
ASGNI4
line 108
;108:	other->client->persistantPowerup = ent;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 772
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 110
;109:
;110:	switch( ent->item->giTag ) {
ADDRLP4 1036
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
ASGNI4
ADDRLP4 1036
INDIRI4
CNSTI4 10
LTI4 $87
ADDRLP4 1036
INDIRI4
CNSTI4 13
GTI4 $87
ADDRLP4 1036
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $110-40
ADDP4
INDIRP4
JUMPV
lit
align 4
LABELV $110
address $95
address $90
address $99
address $103
code
LABELV $90
line 112
;111:	case PW_GUARD:
;112:		clientNum = other->client->ps.clientNum;
ADDRLP4 1028
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 113
;113:		trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRLP4 1028
INDIRI4
ARGI4
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 114
;114:		handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 4
ARGP4
ADDRGP4 $91
ARGP4
ADDRLP4 1044
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1044
INDIRP4
ARGP4
ADDRLP4 1048
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 1048
INDIRF4
ASGNF4
line 115
;115:		if( handicap<=0.0f || handicap>100.0f) {
ADDRLP4 1052
ADDRLP4 0
INDIRF4
ASGNF4
ADDRLP4 1052
INDIRF4
CNSTF4 0
LEF4 $94
ADDRLP4 1052
INDIRF4
CNSTF4 1120403456
LEF4 $92
LABELV $94
line 116
;116:			handicap = 100.0f;
ADDRLP4 0
CNSTF4 1120403456
ASGNF4
line 117
;117:		}
LABELV $92
line 118
;118:		max = (int)(2 *  handicap);
ADDRLP4 1032
CNSTF4 1073741824
ADDRLP4 0
INDIRF4
MULF4
CVFI4 4
ASGNI4
line 120
;119:
;120:		other->health = max;
ADDRFP4 4
INDIRP4
CNSTI4 732
ADDP4
ADDRLP4 1032
INDIRI4
ASGNI4
line 121
;121:		other->client->ps.stats[STAT_HEALTH] = max;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 184
ADDP4
ADDRLP4 1032
INDIRI4
ASGNI4
line 122
;122:		other->client->ps.stats[STAT_MAX_HEALTH] = max;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
ADDRLP4 1032
INDIRI4
ASGNI4
line 123
;123:		other->client->ps.stats[STAT_ARMOR] = max;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
ADDRLP4 1032
INDIRI4
ASGNI4
line 124
;124:		other->client->pers.maxHealth = max;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 548
ADDP4
ADDRLP4 1032
INDIRI4
ASGNI4
line 126
;125:
;126:		break;
ADDRGP4 $88
JUMPV
LABELV $95
line 129
;127:
;128:	case PW_SCOUT:
;129:		clientNum = other->client->ps.clientNum;
ADDRLP4 1028
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 130
;130:		trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRLP4 1028
INDIRI4
ARGI4
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 131
;131:		handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 4
ARGP4
ADDRGP4 $91
ARGP4
ADDRLP4 1056
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1056
INDIRP4
ARGP4
ADDRLP4 1060
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 1060
INDIRF4
ASGNF4
line 132
;132:		if( handicap<=0.0f || handicap>100.0f) {
ADDRLP4 1064
ADDRLP4 0
INDIRF4
ASGNF4
ADDRLP4 1064
INDIRF4
CNSTF4 0
LEF4 $98
ADDRLP4 1064
INDIRF4
CNSTF4 1120403456
LEF4 $96
LABELV $98
line 133
;133:			handicap = 100.0f;
ADDRLP4 0
CNSTF4 1120403456
ASGNF4
line 134
;134:		}
LABELV $96
line 135
;135:		other->client->pers.maxHealth = handicap;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 548
ADDP4
ADDRLP4 0
INDIRF4
CVFI4 4
ASGNI4
line 136
;136:		other->client->ps.stats[STAT_ARMOR] = 0;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
CNSTI4 0
ASGNI4
line 137
;137:		break;
ADDRGP4 $88
JUMPV
LABELV $99
line 140
;138:
;139:	case PW_DOUBLER:
;140:		clientNum = other->client->ps.clientNum;
ADDRLP4 1028
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 141
;141:		trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRLP4 1028
INDIRI4
ARGI4
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 142
;142:		handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 4
ARGP4
ADDRGP4 $91
ARGP4
ADDRLP4 1068
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1068
INDIRP4
ARGP4
ADDRLP4 1072
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 1072
INDIRF4
ASGNF4
line 143
;143:		if( handicap<=0.0f || handicap>100.0f) {
ADDRLP4 1076
ADDRLP4 0
INDIRF4
ASGNF4
ADDRLP4 1076
INDIRF4
CNSTF4 0
LEF4 $102
ADDRLP4 1076
INDIRF4
CNSTF4 1120403456
LEF4 $100
LABELV $102
line 144
;144:			handicap = 100.0f;
ADDRLP4 0
CNSTF4 1120403456
ASGNF4
line 145
;145:		}
LABELV $100
line 146
;146:		other->client->pers.maxHealth = handicap;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 548
ADDP4
ADDRLP4 0
INDIRF4
CVFI4 4
ASGNI4
line 147
;147:		break;
ADDRGP4 $88
JUMPV
LABELV $103
line 149
;148:	case PW_AMMOREGEN:
;149:		clientNum = other->client->ps.clientNum;
ADDRLP4 1028
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 150
;150:		trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRLP4 1028
INDIRI4
ARGI4
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 151
;151:		handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 4
ARGP4
ADDRGP4 $91
ARGP4
ADDRLP4 1080
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1080
INDIRP4
ARGP4
ADDRLP4 1084
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 1084
INDIRF4
ASGNF4
line 152
;152:		if( handicap<=0.0f || handicap>100.0f) {
ADDRLP4 1088
ADDRLP4 0
INDIRF4
ASGNF4
ADDRLP4 1088
INDIRF4
CNSTF4 0
LEF4 $106
ADDRLP4 1088
INDIRF4
CNSTF4 1120403456
LEF4 $104
LABELV $106
line 153
;153:			handicap = 100.0f;
ADDRLP4 0
CNSTF4 1120403456
ASGNF4
line 154
;154:		}
LABELV $104
line 155
;155:		other->client->pers.maxHealth = handicap;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 548
ADDP4
ADDRLP4 0
INDIRF4
CVFI4 4
ASGNI4
line 156
;156:		memset(other->client->ammoTimes, 0, sizeof(other->client->ammoTimes));
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 780
ADDP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 56
ARGI4
ADDRGP4 memset
CALLP4
pop
line 157
;157:		break;
ADDRGP4 $88
JUMPV
LABELV $87
line 159
;158:	default:
;159:		clientNum = other->client->ps.clientNum;
ADDRLP4 1028
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ASGNI4
line 160
;160:		trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRLP4 1028
INDIRI4
ARGI4
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 161
;161:		handicap = atof( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 4
ARGP4
ADDRGP4 $91
ARGP4
ADDRLP4 1092
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1092
INDIRP4
ARGP4
ADDRLP4 1096
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 1096
INDIRF4
ASGNF4
line 162
;162:		if( handicap<=0.0f || handicap>100.0f) {
ADDRLP4 1100
ADDRLP4 0
INDIRF4
ASGNF4
ADDRLP4 1100
INDIRF4
CNSTF4 0
LEF4 $109
ADDRLP4 1100
INDIRF4
CNSTF4 1120403456
LEF4 $107
LABELV $109
line 163
;163:			handicap = 100.0f;
ADDRLP4 0
CNSTF4 1120403456
ASGNF4
line 164
;164:		}
LABELV $107
line 165
;165:		other->client->pers.maxHealth = handicap;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 548
ADDP4
ADDRLP4 0
INDIRF4
CVFI4 4
ASGNI4
line 166
;166:		break;
LABELV $88
line 169
;167:	}
;168:
;169:	return -1;
CNSTI4 -1
RETI4
LABELV $86
endproc Pickup_PersistantPowerup 1104 12
export Pickup_Holdable
proc Pickup_Holdable 4 0
line 175
;170:}
;171:
;172://======================================================================
;173:#endif
;174:
;175:int Pickup_Holdable( gentity_t *ent, gentity_t *other ) {
line 177
;176:
;177:	other->client->ps.stats[STAT_HOLDABLE_ITEM] = ent->item - bg_itemlist;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 188
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CVPU4 4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
ASGNI4
line 179
;178:
;179:	if( ent->item->giTag == HI_KAMIKAZE ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 3
NEI4 $113
line 180
;180:		other->client->ps.eFlags |= EF_KAMIKAZE;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 512
BORI4
ASGNI4
line 181
;181:	}
LABELV $113
line 183
;182:
;183:	return RESPAWN_HOLDABLE;
CNSTI4 60
RETI4
LABELV $112
endproc Pickup_Holdable 4 0
export Add_Ammo
proc Add_Ammo 4 0
line 190
;184:}
;185:
;186:
;187://======================================================================
;188:
;189:void Add_Ammo (gentity_t *ent, int weapon, int count)
;190:{
line 191
;191:	ent->client->ps.ammo[weapon] += count;
ADDRLP4 0
ADDRFP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRFP4 8
INDIRI4
ADDI4
ASGNI4
line 192
;192:	if ( ent->client->ps.ammo[weapon] > 200 ) {
ADDRFP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
CNSTI4 200
LEI4 $116
line 193
;193:		ent->client->ps.ammo[weapon] = 200;
ADDRFP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
CNSTI4 200
ASGNI4
line 194
;194:	}
LABELV $116
line 195
;195:}
LABELV $115
endproc Add_Ammo 4 0
export Pickup_Ammo
proc Pickup_Ammo 4 12
line 198
;196:
;197:int Pickup_Ammo (gentity_t *ent, gentity_t *other)
;198:{
line 201
;199:	int		quantity;
;200:
;201:	if ( ent->count ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $119
line 202
;202:		quantity = ent->count;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 203
;203:	} else {
ADDRGP4 $120
JUMPV
LABELV $119
line 204
;204:		quantity = ent->item->quantity;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
line 205
;205:	}
LABELV $120
line 207
;206:
;207:	Add_Ammo (other, ent->item->giTag, quantity);
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
ARGI4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 Add_Ammo
CALLV
pop
line 209
;208:
;209:	return RESPAWN_AMMO;
CNSTI4 40
RETI4
LABELV $118
endproc Pickup_Ammo 4 12
export Pickup_Weapon
proc Pickup_Weapon 8 12
line 215
;210:}
;211:
;212://======================================================================
;213:
;214:
;215:int Pickup_Weapon (gentity_t *ent, gentity_t *other) {
line 218
;216:	int		quantity;
;217:
;218:	if ( ent->count < 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
GEI4 $122
line 219
;219:		quantity = 0; // None for you, sir!
ADDRLP4 0
CNSTI4 0
ASGNI4
line 220
;220:	} else {
ADDRGP4 $123
JUMPV
LABELV $122
line 221
;221:		if ( ent->count ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $124
line 222
;222:			quantity = ent->count;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 223
;223:		} else {
ADDRGP4 $125
JUMPV
LABELV $124
line 224
;224:			quantity = ent->item->quantity;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
line 225
;225:		}
LABELV $125
line 228
;226:
;227:		// dropped items and teamplay weapons always have full ammo
;228:		if ( ! (ent->flags & FL_DROPPED_ITEM) && g_gametype.integer != GT_TEAM ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
NEI4 $126
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
EQI4 $126
line 231
;229:			// respawning rules
;230:			// drop the quantity if the already have over the minimum
;231:			if ( other->client->ps.ammo[ ent->item->giTag ] < quantity ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
ADDRLP4 0
INDIRI4
GEI4 $129
line 232
;232:				quantity = quantity - other->client->ps.ammo[ ent->item->giTag ];
ADDRLP4 0
ADDRLP4 0
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
SUBI4
ASGNI4
line 233
;233:			} else {
ADDRGP4 $130
JUMPV
LABELV $129
line 234
;234:				quantity = 1;		// only add a single shot
ADDRLP4 0
CNSTI4 1
ASGNI4
line 235
;235:			}
LABELV $130
line 236
;236:		}
LABELV $126
line 237
;237:	}
LABELV $123
line 240
;238:
;239:	// add the weapon
;240:	other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag );
ADDRLP4 4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 196
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 1
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
LSHI4
BORI4
ASGNI4
line 242
;241:
;242:	Add_Ammo( other, ent->item->giTag, quantity );
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
ARGI4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 Add_Ammo
CALLV
pop
line 244
;243:
;244:	if (ent->item->giTag == WP_GRAPPLING_HOOK)
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 10
NEI4 $131
line 245
;245:		other->client->ps.ammo[ent->item->giTag] = -1; // unlimited ammo
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
CNSTI4 -1
ASGNI4
LABELV $131
line 248
;246:
;247:	// team deathmatch has slow weapon respawns
;248:	if ( g_gametype.integer == GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
NEI4 $133
line 249
;249:		return g_weaponTeamRespawn.integer;
ADDRGP4 g_weaponTeamRespawn+12
INDIRI4
RETI4
ADDRGP4 $121
JUMPV
LABELV $133
line 252
;250:	}
;251:
;252:	return g_weaponRespawn.integer;
ADDRGP4 g_weaponRespawn+12
INDIRI4
RETI4
LABELV $121
endproc Pickup_Weapon 8 12
export Pickup_Health
proc Pickup_Health 24 0
line 258
;253:}
;254:
;255:
;256://======================================================================
;257:
;258:int Pickup_Health (gentity_t *ent, gentity_t *other) {
line 264
;259:	int			max;
;260:	int			quantity;
;261:
;262:	// small and mega healths will go over the max
;263:#ifdef MISSIONPACK
;264:	if( other->client && bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
ADDRLP4 8
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $139
CNSTI4 52
ADDRLP4 8
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 11
NEI4 $139
line 265
;265:		max = other->client->ps.stats[STAT_MAX_HEALTH];
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
ASGNI4
line 266
;266:	}
ADDRGP4 $140
JUMPV
LABELV $139
line 269
;267:	else
;268:#endif
;269:	if ( ent->item->quantity != 5 && ent->item->quantity != 100 ) {
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 5
EQI4 $142
ADDRLP4 12
INDIRI4
CNSTI4 100
EQI4 $142
line 270
;270:		max = other->client->ps.stats[STAT_MAX_HEALTH];
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
ASGNI4
line 271
;271:	} else {
ADDRGP4 $143
JUMPV
LABELV $142
line 272
;272:		max = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CNSTI4 1
LSHI4
ASGNI4
line 273
;273:	}
LABELV $143
LABELV $140
line 275
;274:
;275:	if ( ent->count ) {
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 0
EQI4 $144
line 276
;276:		quantity = ent->count;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
ASGNI4
line 277
;277:	} else {
ADDRGP4 $145
JUMPV
LABELV $144
line 278
;278:		quantity = ent->item->quantity;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ASGNI4
line 279
;279:	}
LABELV $145
line 281
;280:
;281:	other->health += quantity;
ADDRLP4 16
ADDRFP4 4
INDIRP4
CNSTI4 732
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
ADDRLP4 4
INDIRI4
ADDI4
ASGNI4
line 283
;282:
;283:	if (other->health > max ) {
ADDRFP4 4
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 0
INDIRI4
LEI4 $146
line 284
;284:		other->health = max;
ADDRFP4 4
INDIRP4
CNSTI4 732
ADDP4
ADDRLP4 0
INDIRI4
ASGNI4
line 285
;285:	}
LABELV $146
line 286
;286:	other->client->ps.stats[STAT_HEALTH] = other->health;
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 184
ADDP4
ADDRLP4 20
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ASGNI4
line 288
;287:
;288:	if ( ent->item->quantity == 100 ) {		// mega health respawns slow
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 100
NEI4 $148
line 289
;289:		return RESPAWN_MEGAHEALTH;
CNSTI4 35
RETI4
ADDRGP4 $138
JUMPV
LABELV $148
line 292
;290:	}
;291:
;292:	return RESPAWN_HEALTH;
CNSTI4 35
RETI4
LABELV $138
endproc Pickup_Health 24 0
export Pickup_Armor
proc Pickup_Armor 12 0
line 297
;293:}
;294:
;295://======================================================================
;296:
;297:int Pickup_Armor( gentity_t *ent, gentity_t *other ) {
line 301
;298:#ifdef MISSIONPACK
;299:	int		upperBound;
;300:
;301:	other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
ADDRLP4 4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
ADDI4
ASGNI4
line 303
;302:
;303:	if( other->client && bg_itemlist[other->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
ADDRLP4 8
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $151
CNSTI4 52
ADDRLP4 8
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 11
NEI4 $151
line 304
;304:		upperBound = other->client->ps.stats[STAT_MAX_HEALTH];
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
ASGNI4
line 305
;305:	}
ADDRGP4 $152
JUMPV
LABELV $151
line 306
;306:	else {
line 307
;307:		upperBound = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CNSTI4 1
LSHI4
ASGNI4
line 308
;308:	}
LABELV $152
line 310
;309:
;310:	if ( other->client->ps.stats[STAT_ARMOR] > upperBound ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
INDIRI4
ADDRLP4 0
INDIRI4
LEI4 $154
line 311
;311:		other->client->ps.stats[STAT_ARMOR] = upperBound;
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 200
ADDP4
ADDRLP4 0
INDIRI4
ASGNI4
line 312
;312:	}
LABELV $154
line 320
;313:#else
;314:	other->client->ps.stats[STAT_ARMOR] += ent->item->quantity;
;315:	if ( other->client->ps.stats[STAT_ARMOR] > other->client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
;316:		other->client->ps.stats[STAT_ARMOR] = other->client->ps.stats[STAT_MAX_HEALTH] * 2;
;317:	}
;318:#endif
;319:
;320:	return RESPAWN_ARMOR;
CNSTI4 25
RETI4
LABELV $150
endproc Pickup_Armor 12 0
export RespawnItem
proc RespawnItem 24 12
line 330
;321:}
;322:
;323://======================================================================
;324:
;325:/*
;326:===============
;327:RespawnItem
;328:===============
;329:*/
;330:void RespawnItem( gentity_t *ent ) {
line 332
;331:	// randomly select from teamed entities
;332:	if (ent->team) {
ADDRFP4 0
INDIRP4
CNSTI4 656
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $157
line 337
;333:		gentity_t	*master;
;334:		int	count;
;335:		int choice;
;336:
;337:		if ( !ent->teammaster ) {
ADDRFP4 0
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $159
line 338
;338:			G_Error( "RespawnItem: bad teammaster");
ADDRGP4 $161
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 339
;339:		}
LABELV $159
line 340
;340:		master = ent->teammaster;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 780
ADDP4
INDIRP4
ASGNP4
line 342
;341:
;342:		for (count = 0, ent = master; ent; ent = ent->teamchain, count++)
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRFP4 0
ADDRLP4 8
INDIRP4
ASGNP4
ADDRGP4 $165
JUMPV
LABELV $162
line 343
;343:			;
LABELV $163
line 342
ADDRFP4 0
ADDRFP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $165
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $162
line 345
;344:
;345:		choice = rand() % count;
ADDRLP4 12
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 4
ADDRLP4 12
INDIRI4
ADDRLP4 0
INDIRI4
MODI4
ASGNI4
line 347
;346:
;347:		for (count = 0, ent = master; count < choice; ent = ent->teamchain, count++)
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRFP4 0
ADDRLP4 8
INDIRP4
ASGNP4
ADDRGP4 $169
JUMPV
LABELV $166
line 348
;348:			;
LABELV $167
line 347
ADDRFP4 0
ADDRFP4 0
INDIRP4
CNSTI4 776
ADDP4
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $169
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRI4
LTI4 $166
line 349
;349:	}
LABELV $157
line 351
;350:
;351:	ent->r.contents = CONTENTS_TRIGGER;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 352
;352:	ent->s.eFlags &= ~EF_NODRAW;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 353
;353:	ent->r.svFlags &= ~SVF_NOCLIENT;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 -2
BANDI4
ASGNI4
line 354
;354:	trap_LinkEntity (ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 356
;355:
;356:	if ( ent->item->giType == IT_POWERUP ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 5
NEI4 $170
line 361
;357:		// play powerup spawn sound to all clients
;358:		gentity_t	*te;
;359:
;360:		// if the powerup respawn sound should Not be global
;361:		if (ent->speed) {
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
EQF4 $172
line 362
;362:			te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 45
ARGI4
ADDRLP4 12
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 12
INDIRP4
ASGNP4
line 363
;363:		}
ADDRGP4 $173
JUMPV
LABELV $172
line 364
;364:		else {
line 365
;365:			te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 46
ARGI4
ADDRLP4 12
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 12
INDIRP4
ASGNP4
line 366
;366:		}
LABELV $173
line 367
;367:		te->s.eventParm = G_SoundIndex( "sound/items/poweruprespawn.wav" );
ADDRGP4 $174
ARGP4
ADDRLP4 12
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRLP4 8
INDIRP4
CNSTI4 184
ADDP4
ADDRLP4 12
INDIRI4
ASGNI4
line 368
;368:		te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 16
ADDRLP4 8
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 369
;369:	}
LABELV $170
line 371
;370:
;371:	if ( ent->item->giType == IT_HOLDABLE && ent->item->giTag == HI_KAMIKAZE ) {
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 6
NEI4 $175
ADDRLP4 8
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 3
NEI4 $175
line 376
;372:		// play powerup spawn sound to all clients
;373:		gentity_t	*te;
;374:
;375:		// if the powerup respawn sound should Not be global
;376:		if (ent->speed) {
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
EQF4 $177
line 377
;377:			te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 45
ARGI4
ADDRLP4 16
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 12
ADDRLP4 16
INDIRP4
ASGNP4
line 378
;378:		}
ADDRGP4 $178
JUMPV
LABELV $177
line 379
;379:		else {
line 380
;380:			te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 46
ARGI4
ADDRLP4 16
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 12
ADDRLP4 16
INDIRP4
ASGNP4
line 381
;381:		}
LABELV $178
line 382
;382:		te->s.eventParm = G_SoundIndex( "sound/items/kamikazerespawn.wav" );
ADDRGP4 $179
ARGP4
ADDRLP4 16
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRLP4 12
INDIRP4
CNSTI4 184
ADDP4
ADDRLP4 16
INDIRI4
ASGNI4
line 383
;383:		te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 20
ADDRLP4 12
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 384
;384:	}
LABELV $175
line 387
;385:
;386:	// play the normal respawn sound only to nearby clients
;387:	G_AddEvent( ent, EV_ITEM_RESPAWN, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 40
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 389
;388:
;389:	ent->nextthink = 0;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
CNSTI4 0
ASGNI4
line 390
;390:}
LABELV $156
endproc RespawnItem 24 12
export Touch_Item
proc Touch_Item 52 12
line 398
;391:
;392:
;393:/*
;394:===============
;395:Touch_Item
;396:===============
;397:*/
;398:void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
line 402
;399:	int			respawn;
;400:	qboolean	predict;
;401:
;402:	if (!other->client)
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $181
line 403
;403:		return;
ADDRGP4 $180
JUMPV
LABELV $181
line 404
;404:	if (other->health < 1)
ADDRFP4 4
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 1
GEI4 $183
line 405
;405:		return;		// dead people can't pickup
ADDRGP4 $180
JUMPV
LABELV $183
line 408
;406:
;407:	// the same pickup rules are used for client side and server side
;408:	if ( !BG_CanItemBeGrabbed( g_gametype.integer, &ent->s, &other->client->ps ) ) {
ADDRGP4 g_gametype+12
INDIRI4
ARGI4
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ARGP4
ADDRLP4 8
ADDRGP4 BG_CanItemBeGrabbed
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 0
NEI4 $185
line 409
;409:		return;
ADDRGP4 $180
JUMPV
LABELV $185
line 412
;410:	}
;411:
;412:	G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname );
ADDRGP4 $188
ARGP4
ADDRFP4 4
INDIRP4
INDIRI4
ARGI4
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
INDIRP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 414
;413:
;414:	predict = other->client->pers.predictItemPickup;
ADDRLP4 4
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 504
ADDP4
INDIRI4
ASGNI4
line 417
;415:
;416:	// call the item-specific pickup function
;417:	switch( ent->item->giType ) {
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 1
LTI4 $180
ADDRLP4 12
INDIRI4
CNSTI4 8
GTI4 $180
ADDRLP4 12
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $200-4
ADDP4
INDIRP4
JUMPV
lit
align 4
LABELV $200
address $192
address $193
address $194
address $195
address $196
address $199
address $197
address $198
code
LABELV $192
line 419
;418:	case IT_WEAPON:
;419:		respawn = Pickup_Weapon(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 20
ADDRGP4 Pickup_Weapon
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 20
INDIRI4
ASGNI4
line 421
;420://		predict = qfalse;
;421:		break;
ADDRGP4 $190
JUMPV
LABELV $193
line 423
;422:	case IT_AMMO:
;423:		respawn = Pickup_Ammo(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 24
ADDRGP4 Pickup_Ammo
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 24
INDIRI4
ASGNI4
line 425
;424://		predict = qfalse;
;425:		break;
ADDRGP4 $190
JUMPV
LABELV $194
line 427
;426:	case IT_ARMOR:
;427:		respawn = Pickup_Armor(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 28
ADDRGP4 Pickup_Armor
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 28
INDIRI4
ASGNI4
line 428
;428:		break;
ADDRGP4 $190
JUMPV
LABELV $195
line 430
;429:	case IT_HEALTH:
;430:		respawn = Pickup_Health(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 32
ADDRGP4 Pickup_Health
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 32
INDIRI4
ASGNI4
line 431
;431:		break;
ADDRGP4 $190
JUMPV
LABELV $196
line 433
;432:	case IT_POWERUP:
;433:		respawn = Pickup_Powerup(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 36
ADDRGP4 Pickup_Powerup
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 36
INDIRI4
ASGNI4
line 434
;434:		predict = qfalse;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 435
;435:		break;
ADDRGP4 $190
JUMPV
LABELV $197
line 438
;436:#ifdef MISSIONPACK
;437:	case IT_PERSISTANT_POWERUP:
;438:		respawn = Pickup_PersistantPowerup(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 40
ADDRGP4 Pickup_PersistantPowerup
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 40
INDIRI4
ASGNI4
line 439
;439:		break;
ADDRGP4 $190
JUMPV
LABELV $198
line 442
;440:#endif
;441:	case IT_TEAM:
;442:		respawn = Pickup_Team(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 44
ADDRGP4 Pickup_Team
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 44
INDIRI4
ASGNI4
line 443
;443:		break;
ADDRGP4 $190
JUMPV
LABELV $199
line 445
;444:	case IT_HOLDABLE:
;445:		respawn = Pickup_Holdable(ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 48
ADDRGP4 Pickup_Holdable
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 48
INDIRI4
ASGNI4
line 446
;446:		break;
line 448
;447:	default:
;448:		return;
LABELV $190
line 451
;449:	}
;450:
;451:	if ( !respawn ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
NEI4 $202
line 452
;452:		return;
ADDRGP4 $180
JUMPV
LABELV $202
line 456
;453:	}
;454:
;455:	// play the normal pickup sound
;456:	if (predict) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $204
line 457
;457:		G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 19
ARGI4
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddPredictableEvent
CALLV
pop
line 458
;458:	} else {
ADDRGP4 $205
JUMPV
LABELV $204
line 459
;459:		G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 19
ARGI4
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 460
;460:	}
LABELV $205
line 463
;461:
;462:	// powerup pickups are global broadcasts
;463:	if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) {
ADDRLP4 20
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
ASGNI4
ADDRLP4 20
INDIRI4
CNSTI4 5
EQI4 $208
ADDRLP4 20
INDIRI4
CNSTI4 8
NEI4 $206
LABELV $208
line 465
;464:		// if we want the global sound to play
;465:		if (!ent->speed) {
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
INDIRF4
CNSTF4 0
NEF4 $209
line 468
;466:			gentity_t	*te;
;467:
;468:			te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 20
ARGI4
ADDRLP4 28
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 24
ADDRLP4 28
INDIRP4
ASGNP4
line 469
;469:			te->s.eventParm = ent->s.modelindex;
ADDRLP4 24
INDIRP4
CNSTI4 184
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
INDIRI4
ASGNI4
line 470
;470:			te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 32
ADDRLP4 24
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 471
;471:		} else {
ADDRGP4 $210
JUMPV
LABELV $209
line 474
;472:			gentity_t	*te;
;473:
;474:			te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
CNSTI4 20
ARGI4
ADDRLP4 28
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 24
ADDRLP4 28
INDIRP4
ASGNP4
line 475
;475:			te->s.eventParm = ent->s.modelindex;
ADDRLP4 24
INDIRP4
CNSTI4 184
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
INDIRI4
ASGNI4
line 477
;476:			// only send this temp entity to a single client
;477:			te->r.svFlags |= SVF_SINGLECLIENT;
ADDRLP4 32
ADDRLP4 24
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 256
BORI4
ASGNI4
line 478
;478:			te->r.singleClient = other->s.number;
ADDRLP4 24
INDIRP4
CNSTI4 428
ADDP4
ADDRFP4 4
INDIRP4
INDIRI4
ASGNI4
line 479
;479:		}
LABELV $210
line 480
;480:	}
LABELV $206
line 483
;481:
;482:	// fire item targets
;483:	G_UseTargets (ent, other);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 G_UseTargets
CALLV
pop
line 486
;484:
;485:	// wait of -1 will not respawn
;486:	if ( ent->wait == -1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
CNSTF4 3212836864
NEF4 $211
line 487
;487:		ent->r.svFlags |= SVF_NOCLIENT;
ADDRLP4 24
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 1
BORI4
ASGNI4
line 488
;488:		ent->s.eFlags |= EF_NODRAW;
ADDRLP4 28
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 128
BORI4
ASGNI4
line 489
;489:		ent->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 490
;490:		ent->unlinkAfterEvent = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 560
ADDP4
CNSTI4 1
ASGNI4
line 491
;491:		return;
ADDRGP4 $180
JUMPV
LABELV $211
line 495
;492:	}
;493:
;494:	// non zero wait overrides respawn time
;495:	if ( ent->wait ) {
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
CNSTF4 0
EQF4 $213
line 496
;496:		respawn = ent->wait;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
INDIRF4
CVFI4 4
ASGNI4
line 497
;497:	}
LABELV $213
line 500
;498:
;499:	// random can be used to vary the respawn time
;500:	if ( ent->random ) {
ADDRFP4 0
INDIRP4
CNSTI4 808
ADDP4
INDIRF4
CNSTF4 0
EQF4 $215
line 501
;501:		respawn += crandom() * ent->random;
ADDRLP4 24
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRI4
CVIF4 4
CNSTF4 1073741824
ADDRLP4 24
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 1191181824
DIVF4
CNSTF4 1056964608
SUBF4
MULF4
ADDRFP4 0
INDIRP4
CNSTI4 808
ADDP4
INDIRF4
MULF4
ADDF4
CVFI4 4
ASGNI4
line 502
;502:		if ( respawn < 1 ) {
ADDRLP4 0
INDIRI4
CNSTI4 1
GEI4 $217
line 503
;503:			respawn = 1;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 504
;504:		}
LABELV $217
line 505
;505:	}
LABELV $215
line 508
;506:
;507:	// dropped items will not respawn
;508:	if ( ent->flags & FL_DROPPED_ITEM ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
EQI4 $219
line 509
;509:		ent->freeAfterEvent = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 556
ADDP4
CNSTI4 1
ASGNI4
line 510
;510:	}
LABELV $219
line 515
;511:
;512:	// picked up items still stay around, they just don't
;513:	// draw anything.  This allows respawnable items
;514:	// to be placed on movers.
;515:	ent->r.svFlags |= SVF_NOCLIENT;
ADDRLP4 24
ADDRFP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 1
BORI4
ASGNI4
line 516
;516:	ent->s.eFlags |= EF_NODRAW;
ADDRLP4 28
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 128
BORI4
ASGNI4
line 517
;517:	ent->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 523
;518:
;519:	// ZOID
;520:	// A negative respawn times means to never respawn this item (but don't 
;521:	// delete it).  This is used by items that are respawned by third party 
;522:	// events such as ctf flags
;523:	if ( respawn <= 0 ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
GTI4 $221
line 524
;524:		ent->nextthink = 0;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
CNSTI4 0
ASGNI4
line 525
;525:		ent->think = 0;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
CNSTP4 0
ASGNP4
line 526
;526:	} else {
ADDRGP4 $222
JUMPV
LABELV $221
line 527
;527:		ent->nextthink = level.time + respawn * 1000;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
ADDRLP4 0
INDIRI4
MULI4
ADDI4
ASGNI4
line 528
;528:		ent->think = RespawnItem;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 RespawnItem
ASGNP4
line 529
;529:	}
LABELV $222
line 530
;530:	trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 531
;531:}
LABELV $180
endproc Touch_Item 52 12
export LaunchItem
proc LaunchItem 12 8
line 543
;532:
;533:
;534://======================================================================
;535:
;536:/*
;537:================
;538:LaunchItem
;539:
;540:Spawns an item and tosses it forward
;541:================
;542:*/
;543:gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ) {
line 546
;544:	gentity_t	*dropped;
;545:
;546:	dropped = G_Spawn();
ADDRLP4 4
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 548
;547:
;548:	dropped->s.eType = ET_ITEM;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 2
ASGNI4
line 549
;549:	dropped->s.modelindex = item - bg_itemlist;	// store item number in modelindex
ADDRLP4 0
INDIRP4
CNSTI4 160
ADDP4
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
ASGNI4
line 550
;550:	dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item
ADDRLP4 0
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 1
ASGNI4
line 552
;551:
;552:	dropped->classname = item->classname;
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRFP4 0
INDIRP4
INDIRP4
ASGNP4
line 553
;553:	dropped->item = item;
ADDRLP4 0
INDIRP4
CNSTI4 812
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 554
;554:	VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS);
ADDRLP4 0
INDIRP4
CNSTI4 436
ADDP4
CNSTF4 3245342720
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 440
ADDP4
CNSTF4 3245342720
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 444
ADDP4
CNSTF4 3245342720
ASGNF4
line 555
;555:	VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
ADDRLP4 0
INDIRP4
CNSTI4 448
ADDP4
CNSTF4 1097859072
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 452
ADDP4
CNSTF4 1097859072
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 456
ADDP4
CNSTF4 1097859072
ASGNF4
line 556
;556:	dropped->r.contents = CONTENTS_TRIGGER;
ADDRLP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 558
;557:
;558:	dropped->touch = Touch_Item;
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
ADDRGP4 Touch_Item
ASGNP4
line 560
;559:
;560:	G_SetOrigin( dropped, origin );
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 561
;561:	dropped->s.pos.trType = TR_GRAVITY;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 5
ASGNI4
line 562
;562:	dropped->s.pos.trTime = level.time;
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 563
;563:	VectorCopy( velocity, dropped->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 8
INDIRP4
INDIRB
ASGNB 12
line 565
;564:
;565:	dropped->s.eFlags |= EF_BOUNCE_HALF;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 567
;566:#ifdef MISSIONPACK
;567:	if ((g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF)			&& item->giType == IT_TEAM) { // Special case for CTF flags
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
EQI4 $230
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $226
LABELV $230
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 8
NEI4 $226
line 571
;568:#else
;569:	if (g_gametype.integer == GT_CTF && item->giType == IT_TEAM) { // Special case for CTF flags
;570:#endif
;571:		dropped->think = Team_DroppedFlagThink;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 Team_DroppedFlagThink
ASGNP4
line 572
;572:		dropped->nextthink = level.time + 30000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 30000
ADDI4
ASGNI4
line 573
;573:		Team_CheckDroppedItem( dropped );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 Team_CheckDroppedItem
CALLV
pop
line 574
;574:	} else { // auto-remove after 30 seconds
ADDRGP4 $227
JUMPV
LABELV $226
line 575
;575:		dropped->think = G_FreeEntity;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_FreeEntity
ASGNP4
line 576
;576:		dropped->nextthink = level.time + 30000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 30000
ADDI4
ASGNI4
line 577
;577:	}
LABELV $227
line 579
;578:
;579:	dropped->flags = FL_DROPPED_ITEM;
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
CNSTI4 4096
ASGNI4
line 581
;580:
;581:	trap_LinkEntity (dropped);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 583
;582:
;583:	return dropped;
ADDRLP4 0
INDIRP4
RETP4
LABELV $224
endproc LaunchItem 12 8
export Drop_Item
proc Drop_Item 40 16
line 593
;584:}
;585:
;586:/*
;587:================
;588:Drop_Item
;589:
;590:Spawns an item and tosses it forward
;591:================
;592:*/
;593:gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ) {
line 597
;594:	vec3_t	velocity;
;595:	vec3_t	angles;
;596:
;597:	VectorCopy( ent->s.apos.trBase, angles );
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 60
ADDP4
INDIRB
ASGNB 12
line 598
;598:	angles[YAW] += angle;
ADDRLP4 12+4
ADDRLP4 12+4
INDIRF4
ADDRFP4 8
INDIRF4
ADDF4
ASGNF4
line 599
;599:	angles[PITCH] = 0;	// always forward
ADDRLP4 12
CNSTF4 0
ASGNF4
line 601
;600:
;601:	AngleVectors( angles, velocity, NULL, NULL );
ADDRLP4 12
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 24
CNSTP4 0
ASGNP4
ADDRLP4 24
INDIRP4
ARGP4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 602
;602:	VectorScale( velocity, 150, velocity );
ADDRLP4 28
CNSTF4 1125515264
ASGNF4
ADDRLP4 0
ADDRLP4 28
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 28
INDIRF4
ADDRLP4 0+4
INDIRF4
MULF4
ASGNF4
ADDRLP4 0+8
CNSTF4 1125515264
ADDRLP4 0+8
INDIRF4
MULF4
ASGNF4
line 603
;603:	velocity[2] += 200 + crandom() * 50;
ADDRLP4 32
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
CNSTF4 1112014848
CNSTF4 1073741824
ADDRLP4 32
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 1191181824
DIVF4
CNSTF4 1056964608
SUBF4
MULF4
MULF4
CNSTF4 1128792064
ADDF4
ADDF4
ASGNF4
line 605
;604:	
;605:	return LaunchItem( item, ent->s.pos.trBase, velocity );
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 36
ADDRGP4 LaunchItem
CALLP4
ASGNP4
ADDRLP4 36
INDIRP4
RETP4
LABELV $233
endproc Drop_Item 40 16
export Use_Item
proc Use_Item 0 4
line 616
;606:}
;607:
;608:
;609:/*
;610:================
;611:Use_Item
;612:
;613:Respawn the item
;614:================
;615:*/
;616:void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
line 617
;617:	RespawnItem( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 RespawnItem
CALLV
pop
line 618
;618:}
LABELV $240
endproc Use_Item 0 4
export FinishSpawningItem
proc FinishSpawningItem 88 28
line 630
;619:
;620://======================================================================
;621:
;622:/*
;623:================
;624:FinishSpawningItem
;625:
;626:Traces down to find where an item should rest, instead of letting them
;627:free fall from their spawn points
;628:================
;629:*/
;630:void FinishSpawningItem( gentity_t *ent ) {
line 634
;631:	trace_t		tr;
;632:	vec3_t		dest;
;633:
;634:	VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS );
ADDRFP4 0
INDIRP4
CNSTI4 436
ADDP4
CNSTF4 3245342720
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 440
ADDP4
CNSTF4 3245342720
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 444
ADDP4
CNSTF4 3245342720
ASGNF4
line 635
;635:	VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
ADDRFP4 0
INDIRP4
CNSTI4 448
ADDP4
CNSTF4 1097859072
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 452
ADDP4
CNSTF4 1097859072
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 456
ADDP4
CNSTF4 1097859072
ASGNF4
line 637
;636:
;637:	ent->s.eType = ET_ITEM;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 2
ASGNI4
line 638
;638:	ent->s.modelindex = ent->item - bg_itemlist;		// store item number in modelindex
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
CNSTI4 160
ADDP4
ADDRLP4 68
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CVPU4 4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
ASGNI4
line 639
;639:	ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item
ADDRFP4 0
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 0
ASGNI4
line 641
;640:
;641:	ent->r.contents = CONTENTS_TRIGGER;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 642
;642:	ent->touch = Touch_Item;
ADDRFP4 0
INDIRP4
CNSTI4 704
ADDP4
ADDRGP4 Touch_Item
ASGNP4
line 644
;643:	// useing an item causes it to respawn
;644:	ent->use = Use_Item;
ADDRFP4 0
INDIRP4
CNSTI4 708
ADDP4
ADDRGP4 Use_Item
ASGNP4
line 646
;645:
;646:	if ( ent->spawnflags & 1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $242
line 648
;647:		// suspended
;648:		G_SetOrigin( ent, ent->s.origin );
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
ARGP4
ADDRLP4 72
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 649
;649:	} else {
ADDRGP4 $243
JUMPV
LABELV $242
line 651
;650:		// drop to floor
;651:		VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
ADDRLP4 72
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ASGNF4
ADDRLP4 56+4
ADDRLP4 72
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
ASGNF4
ADDRLP4 56+8
ADDRFP4 0
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
CNSTF4 1166016512
SUBF4
ASGNF4
line 652
;652:		trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
ADDRLP4 0
ARGP4
ADDRLP4 76
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 436
ADDP4
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 448
ADDP4
ARGP4
ADDRLP4 56
ARGP4
ADDRLP4 76
INDIRP4
INDIRI4
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 653
;653:		if ( tr.startsolid ) {
ADDRLP4 0+4
INDIRI4
CNSTI4 0
EQI4 $246
line 654
;654:			G_Printf ("FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
ADDRFP4 0
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 80
ADDRGP4 vtos
CALLP4
ASGNP4
ADDRGP4 $249
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRLP4 80
INDIRP4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 655
;655:			G_FreeEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 656
;656:			return;
ADDRGP4 $241
JUMPV
LABELV $246
line 660
;657:		}
;658:
;659:		// allow to ride movers
;660:		ent->s.groundEntityNum = tr.entityNum;
ADDRFP4 0
INDIRP4
CNSTI4 148
ADDP4
ADDRLP4 0+52
INDIRI4
ASGNI4
line 662
;661:
;662:		G_SetOrigin( ent, tr.endpos );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0+12
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 663
;663:	}
LABELV $243
line 666
;664:
;665:	// team slaves and targeted items aren't present at start
;666:	if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) {
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
NEI4 $254
ADDRLP4 72
INDIRP4
CNSTI4 652
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $252
LABELV $254
line 667
;667:		ent->s.eFlags |= EF_NODRAW;
ADDRLP4 76
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
CNSTI4 128
BORI4
ASGNI4
line 668
;668:		ent->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 669
;669:		return;
ADDRGP4 $241
JUMPV
LABELV $252
line 673
;670:	}
;671:
;672:	// powerups don't spawn in for a while
;673:	if ( ent->item->giType == IT_POWERUP ) {
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 5
NEI4 $255
line 676
;674:		float	respawn;
;675:
;676:		respawn = 45 + crandom() * 15;
ADDRLP4 80
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 76
CNSTF4 1097859072
CNSTF4 1073741824
ADDRLP4 80
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 1191181824
DIVF4
CNSTF4 1056964608
SUBF4
MULF4
MULF4
CNSTF4 1110704128
ADDF4
ASGNF4
line 677
;677:		ent->s.eFlags |= EF_NODRAW;
ADDRLP4 84
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
CNSTI4 128
BORI4
ASGNI4
line 678
;678:		ent->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 679
;679:		ent->nextthink = level.time + respawn * 1000;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CVIF4 4
CNSTF4 1148846080
ADDRLP4 76
INDIRF4
MULF4
ADDF4
CVFI4 4
ASGNI4
line 680
;680:		ent->think = RespawnItem;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 RespawnItem
ASGNP4
line 681
;681:		return;
ADDRGP4 $241
JUMPV
LABELV $255
line 685
;682:	}
;683:
;684:
;685:	trap_LinkEntity (ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 686
;686:}
LABELV $241
endproc FinishSpawningItem 88 28
export G_CheckTeamItems
proc G_CheckTeamItems 28 12
line 696
;687:
;688:
;689:qboolean	itemRegistered[MAX_ITEMS];
;690:
;691:/*
;692:==================
;693:G_CheckTeamItems
;694:==================
;695:*/
;696:void G_CheckTeamItems( void ) {
line 699
;697:
;698:	// Set up team stuff
;699:	Team_InitGame();
ADDRGP4 Team_InitGame
CALLV
pop
line 701
;700:
;701:	if( g_gametype.integer == GT_CTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
NEI4 $259
line 705
;702:		gitem_t	*item;
;703:
;704:		// check for the two flags
;705:		item = BG_FindItem( "Red Flag" );
ADDRGP4 $262
ARGP4
ADDRLP4 4
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 706
;706:		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
ADDRLP4 8
ADDRLP4 0
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 8
INDIRU4
CNSTU4 0
EQU4 $265
ADDRLP4 8
INDIRU4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
NEI4 $263
LABELV $265
line 707
;707:			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
ADDRGP4 $266
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 708
;708:		}
LABELV $263
line 709
;709:		item = BG_FindItem( "Blue Flag" );
ADDRGP4 $267
ARGP4
ADDRLP4 12
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 12
INDIRP4
ASGNP4
line 710
;710:		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
ADDRLP4 16
ADDRLP4 0
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 16
INDIRU4
CNSTU4 0
EQU4 $270
ADDRLP4 16
INDIRU4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
NEI4 $268
LABELV $270
line 711
;711:			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
ADDRGP4 $271
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 712
;712:		}
LABELV $268
line 713
;713:	}
LABELV $259
line 715
;714:#ifdef MISSIONPACK
;715:	if( g_gametype.integer == GT_1FCTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $272
line 719
;716:		gitem_t	*item;
;717:
;718:		// check for all three flags
;719:		item = BG_FindItem( "Red Flag" );
ADDRGP4 $262
ARGP4
ADDRLP4 4
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 720
;720:		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
ADDRLP4 8
ADDRLP4 0
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 8
INDIRU4
CNSTU4 0
EQU4 $277
ADDRLP4 8
INDIRU4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
NEI4 $275
LABELV $277
line 721
;721:			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
ADDRGP4 $266
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 722
;722:		}
LABELV $275
line 723
;723:		item = BG_FindItem( "Blue Flag" );
ADDRGP4 $267
ARGP4
ADDRLP4 12
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 12
INDIRP4
ASGNP4
line 724
;724:		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
ADDRLP4 16
ADDRLP4 0
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 16
INDIRU4
CNSTU4 0
EQU4 $280
ADDRLP4 16
INDIRU4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
NEI4 $278
LABELV $280
line 725
;725:			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
ADDRGP4 $271
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 726
;726:		}
LABELV $278
line 727
;727:		item = BG_FindItem( "Neutral Flag" );
ADDRGP4 $281
ARGP4
ADDRLP4 20
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20
INDIRP4
ASGNP4
line 728
;728:		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
ADDRLP4 24
ADDRLP4 0
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 24
INDIRU4
CNSTU4 0
EQU4 $284
ADDRLP4 24
INDIRU4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
NEI4 $282
LABELV $284
line 729
;729:			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map" );
ADDRGP4 $285
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 730
;730:		}
LABELV $282
line 731
;731:	}
LABELV $272
line 733
;732:
;733:	if( g_gametype.integer == GT_OBELISK ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
NEI4 $286
line 737
;734:		gentity_t	*ent;
;735:
;736:		// check for the two obelisks
;737:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
line 738
;738:		ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $289
ARGP4
ADDRLP4 4
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 739
;739:		if( !ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $290
line 740
;740:			G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" );
ADDRGP4 $292
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 741
;741:		}
LABELV $290
line 743
;742:
;743:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
line 744
;744:		ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $293
ARGP4
ADDRLP4 8
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 745
;745:		if( !ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $294
line 746
;746:			G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" );
ADDRGP4 $296
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 747
;747:		}
LABELV $294
line 748
;748:	}
LABELV $286
line 750
;749:
;750:	if( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $297
line 754
;751:		gentity_t	*ent;
;752:
;753:		// check for all three obelisks
;754:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
line 755
;755:		ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $289
ARGP4
ADDRLP4 4
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 756
;756:		if( !ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $300
line 757
;757:			G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" );
ADDRGP4 $292
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 758
;758:		}
LABELV $300
line 760
;759:
;760:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
line 761
;761:		ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $293
ARGP4
ADDRLP4 8
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 762
;762:		if( !ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $302
line 763
;763:			G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" );
ADDRGP4 $296
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 764
;764:		}
LABELV $302
line 766
;765:
;766:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
line 767
;767:		ent = G_Find( ent, FOFS(classname), "team_neutralobelisk" );
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $304
ARGP4
ADDRLP4 12
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 12
INDIRP4
ASGNP4
line 768
;768:		if( !ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $305
line 769
;769:			G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map" );
ADDRGP4 $307
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 770
;770:		}
LABELV $305
line 771
;771:	}
LABELV $297
line 773
;772:#endif
;773:}
LABELV $258
endproc G_CheckTeamItems 28 12
export ClearRegisteredItems
proc ClearRegisteredItems 16 12
line 780
;774:
;775:/*
;776:==============
;777:ClearRegisteredItems
;778:==============
;779:*/
;780:void ClearRegisteredItems( void ) {
line 781
;781:	memset( itemRegistered, 0, sizeof( itemRegistered ) );
ADDRGP4 itemRegistered
ARGP4
CNSTI4 0
ARGI4
CNSTI4 1024
ARGI4
ADDRGP4 memset
CALLP4
pop
line 784
;782:
;783:	// players always start with the base weapon
;784:	RegisterItem( BG_FindItemForWeapon( WP_MACHINEGUN ) );
CNSTI4 2
ARGI4
ADDRLP4 0
ADDRGP4 BG_FindItemForWeapon
CALLP4
ASGNP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 RegisterItem
CALLV
pop
line 785
;785:	RegisterItem( BG_FindItemForWeapon( WP_GAUNTLET ) );
CNSTI4 1
ARGI4
ADDRLP4 4
ADDRGP4 BG_FindItemForWeapon
CALLP4
ASGNP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 RegisterItem
CALLV
pop
line 787
;786:#ifdef MISSIONPACK
;787:	if( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $309
line 788
;788:		RegisterItem( BG_FindItem( "Red Cube" ) );
ADDRGP4 $312
ARGP4
ADDRLP4 8
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRGP4 RegisterItem
CALLV
pop
line 789
;789:		RegisterItem( BG_FindItem( "Blue Cube" ) );
ADDRGP4 $313
ARGP4
ADDRLP4 12
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 12
INDIRP4
ARGP4
ADDRGP4 RegisterItem
CALLV
pop
line 790
;790:	}
LABELV $309
line 792
;791:#endif
;792:}
LABELV $308
endproc ClearRegisteredItems 16 12
export RegisterItem
proc RegisterItem 0 4
line 801
;793:
;794:/*
;795:===============
;796:RegisterItem
;797:
;798:The item will be added to the precache list
;799:===============
;800:*/
;801:void RegisterItem( gitem_t *item ) {
line 802
;802:	if ( !item ) {
ADDRFP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $315
line 803
;803:		G_Error( "RegisterItem: NULL" );
ADDRGP4 $317
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 804
;804:	}
LABELV $315
line 805
;805:	itemRegistered[ item - bg_itemlist ] = qtrue;
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 bg_itemlist
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 52
DIVI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
CNSTI4 1
ASGNI4
line 806
;806:}
LABELV $314
endproc RegisterItem 0 4
export SaveRegisteredItems
proc SaveRegisteredItems 268 8
line 817
;807:
;808:
;809:/*
;810:===============
;811:SaveRegisteredItems
;812:
;813:Write the needed items to a config string
;814:so the client will know which ones to precache
;815:===============
;816:*/
;817:void SaveRegisteredItems( void ) {
line 822
;818:	char	string[MAX_ITEMS+1];
;819:	int		i;
;820:	int		count;
;821:
;822:	count = 0;
ADDRLP4 264
CNSTI4 0
ASGNI4
line 823
;823:	for ( i = 0 ; i < bg_numItems ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $322
JUMPV
LABELV $319
line 824
;824:		if ( itemRegistered[i] ) {
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 itemRegistered
ADDP4
INDIRI4
CNSTI4 0
EQI4 $323
line 825
;825:			count++;
ADDRLP4 264
ADDRLP4 264
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 826
;826:			string[i] = '1';
ADDRLP4 0
INDIRI4
ADDRLP4 4
ADDP4
CNSTI1 49
ASGNI1
line 827
;827:		} else {
ADDRGP4 $324
JUMPV
LABELV $323
line 828
;828:			string[i] = '0';
ADDRLP4 0
INDIRI4
ADDRLP4 4
ADDP4
CNSTI1 48
ASGNI1
line 829
;829:		}
LABELV $324
line 830
;830:	}
LABELV $320
line 823
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $322
ADDRLP4 0
INDIRI4
ADDRGP4 bg_numItems
INDIRI4
LTI4 $319
line 831
;831:	string[ bg_numItems ] = 0;
ADDRGP4 bg_numItems
INDIRI4
ADDRLP4 4
ADDP4
CNSTI1 0
ASGNI1
line 833
;832:
;833:	G_Printf( "%i items registered\n", count );
ADDRGP4 $325
ARGP4
ADDRLP4 264
INDIRI4
ARGI4
ADDRGP4 G_Printf
CALLV
pop
line 834
;834:	trap_SetConfigstring(CS_ITEMS, string);
CNSTI4 27
ARGI4
ADDRLP4 4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 835
;835:}
LABELV $318
endproc SaveRegisteredItems 268 8
export G_ItemDisabled
proc G_ItemDisabled 132 16
line 842
;836:
;837:/*
;838:============
;839:G_ItemDisabled
;840:============
;841:*/
;842:int G_ItemDisabled( gitem_t *item ) {
line 846
;843:
;844:	char name[128];
;845:
;846:	Com_sprintf(name, sizeof(name), "disable_%s", item->classname);
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRGP4 $327
ARGP4
ADDRFP4 0
INDIRP4
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 847
;847:	return trap_Cvar_VariableIntegerValue( name );
ADDRLP4 0
ARGP4
ADDRLP4 128
ADDRGP4 trap_Cvar_VariableIntegerValue
CALLI4
ASGNI4
ADDRLP4 128
INDIRI4
RETI4
LABELV $326
endproc G_ItemDisabled 132 16
export G_SpawnItem
proc G_SpawnItem 8 12
line 860
;848:}
;849:
;850:/*
;851:============
;852:G_SpawnItem
;853:
;854:Sets the clipping size and plants the object on the floor.
;855:
;856:Items can't be immediately dropped to floor, because they might
;857:be on an entity that hasn't spawned yet.
;858:============
;859:*/
;860:void G_SpawnItem (gentity_t *ent, gitem_t *item) {
line 861
;861:	G_SpawnFloat( "random", "0", &ent->random );
ADDRGP4 $329
ARGP4
ADDRGP4 $330
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 808
ADDP4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 862
;862:	G_SpawnFloat( "wait", "0", &ent->wait );
ADDRGP4 $331
ARGP4
ADDRGP4 $330
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 804
ADDP4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 864
;863:
;864:	RegisterItem( item );
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 RegisterItem
CALLV
pop
line 865
;865:	if ( G_ItemDisabled(item) )
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 0
ADDRGP4 G_ItemDisabled
CALLI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $332
line 866
;866:		return;
ADDRGP4 $328
JUMPV
LABELV $332
line 868
;867:
;868:	ent->item = item;
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
ADDRFP4 4
INDIRP4
ASGNP4
line 871
;869:	// some movers spawn on the second frame, so delay item
;870:	// spawns until the third frame so they can ride trains
;871:	ent->nextthink = level.time + FRAMETIME * 2;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 200
ADDI4
ASGNI4
line 872
;872:	ent->think = FinishSpawningItem;
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 FinishSpawningItem
ASGNP4
line 874
;873:
;874:	ent->physicsBounce = 0.50;		// items are bouncy
ADDRFP4 0
INDIRP4
CNSTI4 568
ADDP4
CNSTF4 1056964608
ASGNF4
line 876
;875:
;876:	if ( item->giType == IT_POWERUP ) {
ADDRFP4 4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 5
NEI4 $335
line 877
;877:		G_SoundIndex( "sound/items/poweruprespawn.wav" );
ADDRGP4 $174
ARGP4
ADDRGP4 G_SoundIndex
CALLI4
pop
line 878
;878:		G_SpawnFloat( "noglobalsound", "0", &ent->speed);
ADDRGP4 $337
ARGP4
ADDRGP4 $330
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 672
ADDP4
ARGP4
ADDRGP4 G_SpawnFloat
CALLI4
pop
line 879
;879:	}
LABELV $335
line 882
;880:
;881:#ifdef MISSIONPACK
;882:	if ( item->giType == IT_PERSISTANT_POWERUP ) {
ADDRFP4 4
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 7
NEI4 $338
line 883
;883:		ent->s.generic1 = ent->spawnflags;
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 204
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 528
ADDP4
INDIRI4
ASGNI4
line 884
;884:	}
LABELV $338
line 886
;885:#endif
;886:}
LABELV $328
endproc G_SpawnItem 8 12
export G_BounceItem
proc G_BounceItem 64 12
line 895
;887:
;888:
;889:/*
;890:================
;891:G_BounceItem
;892:
;893:================
;894:*/
;895:void G_BounceItem( gentity_t *ent, trace_t *trace ) {
line 901
;896:	vec3_t	velocity;
;897:	float	dot;
;898:	int		hitTime;
;899:
;900:	// reflect the velocity on the trace plane
;901:	hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
ADDRLP4 16
ADDRGP4 level+36
INDIRI4
CVIF4 4
ADDRGP4 level+32
INDIRI4
ADDRGP4 level+36
INDIRI4
SUBI4
CVIF4 4
ADDRFP4 4
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
MULF4
ADDF4
CVFI4 4
ASGNI4
line 902
;902:	BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRLP4 16
INDIRI4
ARGI4
ADDRLP4 0
ARGP4
ADDRGP4 BG_EvaluateTrajectoryDelta
CALLV
pop
line 903
;903:	dot = DotProduct( velocity, trace->plane.normal );
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 0
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
MULF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
MULF4
ADDF4
ADDRLP4 0+8
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
line 904
;904:	VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
ADDRFP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 0
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
CNSTF4 3221225472
ADDRLP4 12
INDIRF4
MULF4
MULF4
ADDF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0+4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CNSTF4 3221225472
ADDRLP4 12
INDIRF4
MULF4
MULF4
ADDF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 0+8
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
CNSTF4 3221225472
ADDRLP4 12
INDIRF4
MULF4
MULF4
ADDF4
ASGNF4
line 907
;905:
;906:	// cut the velocity to keep from bouncing forever
;907:	VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
ADDRLP4 24
INDIRP4
CNSTI4 36
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRF4
ADDRLP4 24
INDIRP4
CNSTI4 568
ADDP4
INDIRF4
MULF4
ASGNF4
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 36
ADDRLP4 32
INDIRP4
CNSTI4 40
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRF4
ADDRLP4 32
INDIRP4
CNSTI4 568
ADDP4
INDIRF4
MULF4
ASGNF4
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
ADDRLP4 40
INDIRP4
CNSTI4 44
ADDP4
ASGNP4
ADDRLP4 44
INDIRP4
ADDRLP4 44
INDIRP4
INDIRF4
ADDRLP4 40
INDIRP4
CNSTI4 568
ADDP4
INDIRF4
MULF4
ASGNF4
line 910
;908:
;909:	// check for stop
;910:	if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) {
ADDRFP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
CNSTF4 0
LEF4 $348
ADDRFP4 0
INDIRP4
CNSTI4 44
ADDP4
INDIRF4
CNSTF4 1109393408
GEF4 $348
line 911
;911:		trace->endpos[2] += 1.0;	// make sure it is off ground
ADDRLP4 48
ADDRFP4 4
INDIRP4
CNSTI4 20
ADDP4
ASGNP4
ADDRLP4 48
INDIRP4
ADDRLP4 48
INDIRP4
INDIRF4
CNSTF4 1065353216
ADDF4
ASGNF4
line 912
;912:		SnapVector( trace->endpos );
ADDRLP4 52
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 52
INDIRP4
ADDRLP4 52
INDIRP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 56
ADDRFP4 4
INDIRP4
CNSTI4 16
ADDP4
ASGNP4
ADDRLP4 56
INDIRP4
ADDRLP4 56
INDIRP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
ADDRLP4 60
ADDRFP4 4
INDIRP4
CNSTI4 20
ADDP4
ASGNP4
ADDRLP4 60
INDIRP4
ADDRLP4 60
INDIRP4
INDIRF4
CVFI4 4
CVIF4 4
ASGNF4
line 913
;913:		G_SetOrigin( ent, trace->endpos );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 914
;914:		ent->s.groundEntityNum = trace->entityNum;
ADDRFP4 0
INDIRP4
CNSTI4 148
ADDP4
ADDRFP4 4
INDIRP4
CNSTI4 52
ADDP4
INDIRI4
ASGNI4
line 915
;915:		return;
ADDRGP4 $340
JUMPV
LABELV $348
line 918
;916:	}
;917:
;918:	VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
ADDRLP4 48
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ASGNP4
ADDRLP4 48
INDIRP4
ADDRLP4 48
INDIRP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 52
ADDRFP4 0
INDIRP4
CNSTI4 492
ADDP4
ASGNP4
ADDRLP4 52
INDIRP4
ADDRLP4 52
INDIRP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 56
ADDRFP4 0
INDIRP4
CNSTI4 496
ADDP4
ASGNP4
ADDRLP4 56
INDIRP4
ADDRLP4 56
INDIRP4
INDIRF4
ADDRFP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDF4
ASGNF4
line 919
;919:	VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 60
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 60
INDIRP4
CNSTI4 488
ADDP4
INDIRB
ASGNB 12
line 920
;920:	ent->s.pos.trTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 921
;921:}
LABELV $340
endproc G_BounceItem 64 12
export G_RunItem
proc G_RunItem 88 28
line 930
;922:
;923:
;924:/*
;925:================
;926:G_RunItem
;927:
;928:================
;929:*/
;930:void G_RunItem( gentity_t *ent ) {
line 937
;931:	vec3_t		origin;
;932:	trace_t		tr;
;933:	int			contents;
;934:	int			mask;
;935:
;936:	// if groundentity has been set to -1, it may have been pushed off an edge
;937:	if ( ent->s.groundEntityNum == -1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 -1
NEI4 $352
line 938
;938:		if ( ent->s.pos.trType != TR_GRAVITY ) {
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 5
EQI4 $354
line 939
;939:			ent->s.pos.trType = TR_GRAVITY;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 5
ASGNI4
line 940
;940:			ent->s.pos.trTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 941
;941:		}
LABELV $354
line 942
;942:	}
LABELV $352
line 944
;943:
;944:	if ( ent->s.pos.trType == TR_STATIONARY ) {
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 0
NEI4 $357
line 946
;945:		// check think function
;946:		G_RunThink( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunThink
CALLV
pop
line 947
;947:		return;
ADDRGP4 $351
JUMPV
LABELV $357
line 951
;948:	}
;949:
;950:	// get current position
;951:	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 56
ARGP4
ADDRGP4 BG_EvaluateTrajectory
CALLV
pop
line 954
;952:
;953:	// trace a line from the previous position to the current position
;954:	if ( ent->clipmask ) {
ADDRFP4 0
INDIRP4
CNSTI4 572
ADDP4
INDIRI4
CNSTI4 0
EQI4 $360
line 955
;955:		mask = ent->clipmask;
ADDRLP4 72
ADDRFP4 0
INDIRP4
CNSTI4 572
ADDP4
INDIRI4
ASGNI4
line 956
;956:	} else {
ADDRGP4 $361
JUMPV
LABELV $360
line 957
;957:		mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID;
ADDRLP4 72
CNSTI4 65537
ASGNI4
line 958
;958:	}
LABELV $361
line 959
;959:	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, 
ADDRLP4 0
ARGP4
ADDRLP4 76
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
CNSTI4 488
ADDP4
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 436
ADDP4
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 448
ADDP4
ARGP4
ADDRLP4 56
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 512
ADDP4
INDIRI4
ARGI4
ADDRLP4 72
INDIRI4
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 962
;960:		ent->r.ownerNum, mask );
;961:
;962:	VectorCopy( tr.endpos, ent->r.currentOrigin );
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ADDRLP4 0+12
INDIRB
ASGNB 12
line 964
;963:
;964:	if ( tr.startsolid ) {
ADDRLP4 0+4
INDIRI4
CNSTI4 0
EQI4 $363
line 965
;965:		tr.fraction = 0;
ADDRLP4 0+8
CNSTF4 0
ASGNF4
line 966
;966:	}
LABELV $363
line 968
;967:
;968:	trap_LinkEntity( ent );	// FIXME: avoid this for stationary?
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 971
;969:
;970:	// check think function
;971:	G_RunThink( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunThink
CALLV
pop
line 973
;972:
;973:	if ( tr.fraction == 1 ) {
ADDRLP4 0+8
INDIRF4
CNSTF4 1065353216
NEF4 $367
line 974
;974:		return;
ADDRGP4 $351
JUMPV
LABELV $367
line 978
;975:	}
;976:
;977:	// if it is in a nodrop volume, remove it
;978:	contents = trap_PointContents( ent->r.currentOrigin, -1 );
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 -1
ARGI4
ADDRLP4 80
ADDRGP4 trap_PointContents
CALLI4
ASGNI4
ADDRLP4 68
ADDRLP4 80
INDIRI4
ASGNI4
line 979
;979:	if ( contents & CONTENTS_NODROP ) {
ADDRLP4 68
INDIRI4
CVIU4 4
CNSTU4 2147483648
BANDU4
CNSTU4 0
EQU4 $370
line 980
;980:		if (ent->item && ent->item->giType == IT_TEAM) {
ADDRLP4 84
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
INDIRP4
ASGNP4
ADDRLP4 84
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $372
ADDRLP4 84
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 8
NEI4 $372
line 981
;981:			Team_FreeEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Team_FreeEntity
CALLV
pop
line 982
;982:		} else {
ADDRGP4 $351
JUMPV
LABELV $372
line 983
;983:			G_FreeEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 984
;984:		}
line 985
;985:		return;
ADDRGP4 $351
JUMPV
LABELV $370
line 988
;986:	}
;987:
;988:	G_BounceItem( ent, &tr );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 G_BounceItem
CALLV
pop
line 989
;989:}
LABELV $351
endproc G_RunItem 88 28
bss
export itemRegistered
align 4
LABELV itemRegistered
skip 1024
import trap_SnapVector
import trap_GeneticParentsAndChildSelection
import trap_BotResetWeaponState
import trap_BotFreeWeaponState
import trap_BotAllocWeaponState
import trap_BotLoadWeaponWeights
import trap_BotGetWeaponInfo
import trap_BotChooseBestFightWeapon
import trap_BotAddAvoidSpot
import trap_BotInitMoveState
import trap_BotFreeMoveState
import trap_BotAllocMoveState
import trap_BotPredictVisiblePosition
import trap_BotMovementViewTarget
import trap_BotReachabilityArea
import trap_BotResetLastAvoidReach
import trap_BotResetAvoidReach
import trap_BotMoveInDirection
import trap_BotMoveToGoal
import trap_BotResetMoveState
import trap_BotFreeGoalState
import trap_BotAllocGoalState
import trap_BotMutateGoalFuzzyLogic
import trap_BotSaveGoalFuzzyLogic
import trap_BotInterbreedGoalFuzzyLogic
import trap_BotFreeItemWeights
import trap_BotLoadItemWeights
import trap_BotUpdateEntityItems
import trap_BotInitLevelItems
import trap_BotSetAvoidGoalTime
import trap_BotAvoidGoalTime
import trap_BotGetLevelItemGoal
import trap_BotGetMapLocationGoal
import trap_BotGetNextCampSpotGoal
import trap_BotItemGoalInVisButNotVisible
import trap_BotTouchingGoal
import trap_BotChooseNBGItem
import trap_BotChooseLTGItem
import trap_BotGetSecondGoal
import trap_BotGetTopGoal
import trap_BotGoalName
import trap_BotDumpGoalStack
import trap_BotDumpAvoidGoals
import trap_BotEmptyGoalStack
import trap_BotPopGoal
import trap_BotPushGoal
import trap_BotResetAvoidGoals
import trap_BotRemoveFromAvoidGoals
import trap_BotResetGoalState
import trap_BotSetChatName
import trap_BotSetChatGender
import trap_BotLoadChatFile
import trap_BotReplaceSynonyms
import trap_UnifyWhiteSpaces
import trap_BotMatchVariable
import trap_BotFindMatch
import trap_StringContains
import trap_BotGetChatMessage
import trap_BotEnterChat
import trap_BotChatLength
import trap_BotReplyChat
import trap_BotNumInitialChats
import trap_BotInitialChat
import trap_BotNumConsoleMessages
import trap_BotNextConsoleMessage
import trap_BotRemoveConsoleMessage
import trap_BotQueueConsoleMessage
import trap_BotFreeChatState
import trap_BotAllocChatState
import trap_Characteristic_String
import trap_Characteristic_BInteger
import trap_Characteristic_Integer
import trap_Characteristic_BFloat
import trap_Characteristic_Float
import trap_BotFreeCharacter
import trap_BotLoadCharacter
import trap_EA_ResetInput
import trap_EA_GetInput
import trap_EA_EndRegular
import trap_EA_View
import trap_EA_Move
import trap_EA_DelayedJump
import trap_EA_Jump
import trap_EA_SelectWeapon
import trap_EA_MoveRight
import trap_EA_MoveLeft
import trap_EA_MoveBack
import trap_EA_MoveForward
import trap_EA_MoveDown
import trap_EA_MoveUp
import trap_EA_Crouch
import trap_EA_Respawn
import trap_EA_Use
import trap_EA_Attack
import trap_EA_Talk
import trap_EA_Gesture
import trap_EA_Action
import trap_EA_Command
import trap_EA_SayTeam
import trap_EA_Say
import trap_AAS_PredictClientMovement
import trap_AAS_Swimming
import trap_AAS_AlternativeRouteGoals
import trap_AAS_PredictRoute
import trap_AAS_EnableRoutingArea
import trap_AAS_AreaTravelTimeToGoalArea
import trap_AAS_AreaReachability
import trap_AAS_IntForBSPEpairKey
import trap_AAS_FloatForBSPEpairKey
import trap_AAS_VectorForBSPEpairKey
import trap_AAS_ValueForBSPEpairKey
import trap_AAS_NextBSPEntity
import trap_AAS_PointContents
import trap_AAS_TraceAreas
import trap_AAS_PointReachabilityAreaIndex
import trap_AAS_PointAreaNum
import trap_AAS_Time
import trap_AAS_PresenceTypeBoundingBox
import trap_AAS_Initialized
import trap_AAS_EntityInfo
import trap_AAS_AreaInfo
import trap_AAS_BBoxAreas
import trap_BotUserCommand
import trap_BotGetServerCommand
import trap_BotGetSnapshotEntity
import trap_BotLibTest
import trap_BotLibUpdateEntity
import trap_BotLibLoadMap
import trap_BotLibStartFrame
import trap_BotLibDefine
import trap_BotLibVarGet
import trap_BotLibVarSet
import trap_BotLibShutdown
import trap_BotLibSetup
import trap_DebugPolygonDelete
import trap_DebugPolygonCreate
import trap_GetEntityToken
import trap_GetUsercmd
import trap_BotFreeClient
import trap_BotAllocateClient
import trap_EntityContact
import trap_EntitiesInBox
import trap_UnlinkEntity
import trap_LinkEntity
import trap_AreasConnected
import trap_AdjustAreaPortalState
import trap_InPVSIgnorePortals
import trap_InPVS
import trap_PointContents
import trap_Trace
import trap_SetBrushModel
import trap_GetServerinfo
import trap_SetUserinfo
import trap_GetUserinfo
import trap_GetConfigstring
import trap_SetConfigstring
import trap_SendServerCommand
import trap_DropClient
import trap_LocateGameData
import trap_Cvar_VariableStringBuffer
import trap_Cvar_VariableValue
import trap_Cvar_VariableIntegerValue
import trap_Cvar_Set
import trap_Cvar_Update
import trap_Cvar_Register
import trap_SendConsoleCommand
import trap_FS_Seek
import trap_FS_GetFileList
import trap_FS_FCloseFile
import trap_FS_Write
import trap_FS_Read
import trap_FS_FOpenFile
import trap_Args
import trap_Argv
import trap_Argc
import trap_Milliseconds
import trap_Error
import trap_Printf
import g_proxMineTimeout
import g_singlePlayer
import g_enableBreath
import g_enableDust
import g_rankings
import pmove_msec
import pmove_fixed
import g_smoothClients
import g_blueteam
import g_redteam
import g_cubeTimeout
import g_obeliskRespawnDelay
import g_obeliskRegenAmount
import g_obeliskRegenPeriod
import g_obeliskHealth
import g_filterBan
import g_banIPs
import g_teamForceBalance
import g_teamAutoJoin
import g_allowVote
import g_blood
import g_doWarmup
import g_warmup
import g_motd
import g_synchronousClients
import g_weaponTeamRespawn
import g_weaponRespawn
import g_debugDamage
import g_debugAlloc
import g_debugMove
import g_inactivity
import g_forcerespawn
import g_quadfactor
import g_knockback
import g_speed
import g_gravity
import g_needpass
import g_password
import g_friendlyFire
import g_capturelimit
import g_timelimit
import g_fraglimit
import g_dmflags
import g_restarted
import g_maxGameClients
import g_maxclients
import g_cheats
import g_dedicated
import g_gametype
import g_entities
import level
import 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 G_Error
import G_Printf
import SendScoreboardMessageToAllClients
import G_LogPrintf
import G_RunThink
import CheckTeamLeader
import SetLeader
import FindIntermissionPoint
import DeathmatchScoreboardMessage
import G_SetStats
import MoveClientToIntermission
import G_StartKamikaze
import FireWeapon
import G_FilterPacket
import G_ProcessIPBans
import ConsoleCommand
import SpotWouldTelefrag
import CalculateRanks
import AddScore
import player_die
import ClientSpawn
import InitBodyQue
import InitClientResp
import InitClientPersistant
import BeginIntermission
import respawn
import CopyToBodyQue
import SelectSpawnPoint
import SetClientViewAngle
import PickTeam
import TeamLeader
import TeamCount
import Weapon_HookThink
import Weapon_HookFree
import CheckGauntletAttack
import SnapVectorTowards
import CalcMuzzlePoint
import LogAccuracyHit
import DropPortalDestination
import DropPortalSource
import TeleportPlayer
import trigger_teleporter_touch
import Touch_DoorTrigger
import G_RunMover
import fire_prox
import fire_nail
import fire_grapple
import fire_bfg
import fire_rocket
import fire_grenade
import fire_plasma
import fire_blaster
import G_RunMissile
import TossClientCubes
import TossClientPersistantPowerups
import TossClientItems
import body_die
import G_InvulnerabilityEffect
import G_RadiusDamage
import G_Damage
import CanDamage
import BuildShaderStateConfig
import AddRemap
import G_SetOrigin
import G_AddEvent
import G_AddPredictableEvent
import vectoyaw
import vtos
import tv
import G_TouchSolids
import G_TouchTriggers
import G_EntitiesFree
import G_FreeEntity
import G_Sound
import G_TempEntity
import G_Spawn
import G_InitGentity
import G_SetMovedir
import G_UseTargets
import G_PickTarget
import G_Find
import G_KillBox
import G_TeamCommand
import G_SoundIndex
import G_ModelIndex
import ArmorIndex
import Think_Weapon
import SetRespawn
import PrecacheItem
import UseHoldableItem
import Cmd_FollowCycle_f
import SetTeam
import BroadcastTeamChange
import StopFollowing
import Cmd_Score_f
import G_NewString
import G_SpawnEntitiesFromString
import G_SpawnVector
import G_SpawnInt
import G_SpawnFloat
import G_SpawnString
import BG_PlayerTouchesItem
import BG_PlayerStateToEntityStateExtraPolate
import BG_PlayerStateToEntityState
import BG_TouchJumpPad
import BG_AddPredictableEventToPlayerstate
import BG_EvaluateTrajectoryDelta
import BG_EvaluateTrajectory
import BG_CanItemBeGrabbed
import BG_FindItemForHoldable
import BG_FindItemForPowerup
import BG_FindItemForWeapon
import BG_FindItem
import bg_numItems
import bg_itemlist
import Pmove
import PM_UpdateViewAngles
import Com_Printf
import Com_Error
import Info_NextPair
import Info_Validate
import Info_SetValueForKey_Big
import Info_SetValueForKey
import Info_RemoveKey_big
import Info_RemoveKey
import Info_ValueForKey
import va
import Q_CleanStr
import Q_PrintStrlen
import Q_strcat
import Q_strncpyz
import Q_strrchr
import Q_strupr
import Q_strlwr
import Q_stricmpn
import Q_strncmp
import Q_stricmp
import Q_isalpha
import Q_isupper
import Q_islower
import Q_isprint
import Com_sprintf
import Parse3DMatrix
import Parse2DMatrix
import Parse1DMatrix
import SkipRestOfLine
import SkipBracedSection
import COM_MatchToken
import COM_ParseWarning
import COM_ParseError
import COM_Compress
import COM_ParseExt
import COM_Parse
import COM_GetCurrentParseLine
import COM_BeginParseSession
import COM_DefaultExtension
import COM_StripExtension
import COM_SkipPath
import Com_Clamp
import PerpendicularVector
import AngleVectors
import MatrixMultiply
import MakeNormalVectors
import RotateAroundDirection
import RotatePointAroundVector
import ProjectPointOnPlane
import PlaneFromPoints
import AngleDelta
import AngleNormalize180
import AngleNormalize360
import AnglesSubtract
import AngleSubtract
import LerpAngle
import AngleMod
import BoxOnPlaneSide
import SetPlaneSignbits
import AxisCopy
import AxisClear
import AnglesToAxis
import vectoangles
import Q_crandom
import Q_random
import Q_rand
import Q_acos
import Q_log2
import VectorRotate
import Vector4Scale
import VectorNormalize2
import VectorNormalize
import CrossProduct
import VectorInverse
import VectorNormalizeFast
import DistanceSquared
import Distance
import VectorLengthSquared
import VectorLength
import VectorCompare
import AddPointToBounds
import ClearBounds
import RadiusFromBounds
import NormalizeColor
import ColorBytes4
import ColorBytes3
import _VectorMA
import _VectorScale
import _VectorCopy
import _VectorAdd
import _VectorSubtract
import _DotProduct
import ByteToDir
import DirToByte
import ClampShort
import ClampChar
import Q_rsqrt
import Q_fabs
import axisDefault
import vec3_origin
import g_color_table
import colorDkGrey
import colorMdGrey
import colorLtGrey
import colorWhite
import colorCyan
import colorMagenta
import colorYellow
import colorBlue
import colorGreen
import colorRed
import colorBlack
import bytedirs
import Com_Memcpy
import Com_Memset
import Hunk_Alloc
import FloatSwap
import LongSwap
import ShortSwap
import acos
import fabs
import abs
import tan
import atan2
import cos
import sin
import sqrt
import floor
import ceil
import memcpy
import memset
import memmove
import sscanf
import vsprintf
import _atoi
import atoi
import _atof
import atof
import toupper
import tolower
import strncpy
import strstr
import strchr
import strcmp
import strcpy
import strcat
import strlen
import rand
import srand
import qsort
lit
align 1
LABELV $337
byte 1 110
byte 1 111
byte 1 103
byte 1 108
byte 1 111
byte 1 98
byte 1 97
byte 1 108
byte 1 115
byte 1 111
byte 1 117
byte 1 110
byte 1 100
byte 1 0
align 1
LABELV $331
byte 1 119
byte 1 97
byte 1 105
byte 1 116
byte 1 0
align 1
LABELV $330
byte 1 48
byte 1 0
align 1
LABELV $329
byte 1 114
byte 1 97
byte 1 110
byte 1 100
byte 1 111
byte 1 109
byte 1 0
align 1
LABELV $327
byte 1 100
byte 1 105
byte 1 115
byte 1 97
byte 1 98
byte 1 108
byte 1 101
byte 1 95
byte 1 37
byte 1 115
byte 1 0
align 1
LABELV $325
byte 1 37
byte 1 105
byte 1 32
byte 1 105
byte 1 116
byte 1 101
byte 1 109
byte 1 115
byte 1 32
byte 1 114
byte 1 101
byte 1 103
byte 1 105
byte 1 115
byte 1 116
byte 1 101
byte 1 114
byte 1 101
byte 1 100
byte 1 10
byte 1 0
align 1
LABELV $317
byte 1 82
byte 1 101
byte 1 103
byte 1 105
byte 1 115
byte 1 116
byte 1 101
byte 1 114
byte 1 73
byte 1 116
byte 1 101
byte 1 109
byte 1 58
byte 1 32
byte 1 78
byte 1 85
byte 1 76
byte 1 76
byte 1 0
align 1
LABELV $313
byte 1 66
byte 1 108
byte 1 117
byte 1 101
byte 1 32
byte 1 67
byte 1 117
byte 1 98
byte 1 101
byte 1 0
align 1
LABELV $312
byte 1 82
byte 1 101
byte 1 100
byte 1 32
byte 1 67
byte 1 117
byte 1 98
byte 1 101
byte 1 0
align 1
LABELV $307
byte 1 94
byte 1 51
byte 1 87
byte 1 65
byte 1 82
byte 1 78
byte 1 73
byte 1 78
byte 1 71
byte 1 58
byte 1 32
byte 1 78
byte 1 111
byte 1 32
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 110
byte 1 101
byte 1 117
byte 1 116
byte 1 114
byte 1 97
byte 1 108
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 32
byte 1 105
byte 1 110
byte 1 32
byte 1 109
byte 1 97
byte 1 112
byte 1 0
align 1
LABELV $304
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 110
byte 1 101
byte 1 117
byte 1 116
byte 1 114
byte 1 97
byte 1 108
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 0
align 1
LABELV $296
byte 1 94
byte 1 51
byte 1 87
byte 1 65
byte 1 82
byte 1 78
byte 1 73
byte 1 78
byte 1 71
byte 1 58
byte 1 32
byte 1 78
byte 1 111
byte 1 32
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 98
byte 1 108
byte 1 117
byte 1 101
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 32
byte 1 105
byte 1 110
byte 1 32
byte 1 109
byte 1 97
byte 1 112
byte 1 0
align 1
LABELV $293
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 98
byte 1 108
byte 1 117
byte 1 101
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 0
align 1
LABELV $292
byte 1 94
byte 1 51
byte 1 87
byte 1 65
byte 1 82
byte 1 78
byte 1 73
byte 1 78
byte 1 71
byte 1 58
byte 1 32
byte 1 78
byte 1 111
byte 1 32
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 114
byte 1 101
byte 1 100
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 32
byte 1 105
byte 1 110
byte 1 32
byte 1 109
byte 1 97
byte 1 112
byte 1 0
align 1
LABELV $289
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 114
byte 1 101
byte 1 100
byte 1 111
byte 1 98
byte 1 101
byte 1 108
byte 1 105
byte 1 115
byte 1 107
byte 1 0
align 1
LABELV $285
byte 1 94
byte 1 51
byte 1 87
byte 1 65
byte 1 82
byte 1 78
byte 1 73
byte 1 78
byte 1 71
byte 1 58
byte 1 32
byte 1 78
byte 1 111
byte 1 32
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 110
byte 1 101
byte 1 117
byte 1 116
byte 1 114
byte 1 97
byte 1 108
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 32
byte 1 105
byte 1 110
byte 1 32
byte 1 109
byte 1 97
byte 1 112
byte 1 0
align 1
LABELV $281
byte 1 78
byte 1 101
byte 1 117
byte 1 116
byte 1 114
byte 1 97
byte 1 108
byte 1 32
byte 1 70
byte 1 108
byte 1 97
byte 1 103
byte 1 0
align 1
LABELV $271
byte 1 94
byte 1 51
byte 1 87
byte 1 65
byte 1 82
byte 1 78
byte 1 73
byte 1 78
byte 1 71
byte 1 58
byte 1 32
byte 1 78
byte 1 111
byte 1 32
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 98
byte 1 108
byte 1 117
byte 1 101
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 32
byte 1 105
byte 1 110
byte 1 32
byte 1 109
byte 1 97
byte 1 112
byte 1 0
align 1
LABELV $267
byte 1 66
byte 1 108
byte 1 117
byte 1 101
byte 1 32
byte 1 70
byte 1 108
byte 1 97
byte 1 103
byte 1 0
align 1
LABELV $266
byte 1 94
byte 1 51
byte 1 87
byte 1 65
byte 1 82
byte 1 78
byte 1 73
byte 1 78
byte 1 71
byte 1 58
byte 1 32
byte 1 78
byte 1 111
byte 1 32
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 114
byte 1 101
byte 1 100
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 32
byte 1 105
byte 1 110
byte 1 32
byte 1 109
byte 1 97
byte 1 112
byte 1 0
align 1
LABELV $262
byte 1 82
byte 1 101
byte 1 100
byte 1 32
byte 1 70
byte 1 108
byte 1 97
byte 1 103
byte 1 0
align 1
LABELV $249
byte 1 70
byte 1 105
byte 1 110
byte 1 105
byte 1 115
byte 1 104
byte 1 83
byte 1 112
byte 1 97
byte 1 119
byte 1 110
byte 1 105
byte 1 110
byte 1 103
byte 1 73
byte 1 116
byte 1 101
byte 1 109
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 115
byte 1 116
byte 1 97
byte 1 114
byte 1 116
byte 1 115
byte 1 111
byte 1 108
byte 1 105
byte 1 100
byte 1 32
byte 1 97
byte 1 116
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $188
byte 1 73
byte 1 116
byte 1 101
byte 1 109
byte 1 58
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $179
byte 1 115
byte 1 111
byte 1 117
byte 1 110
byte 1 100
byte 1 47
byte 1 105
byte 1 116
byte 1 101
byte 1 109
byte 1 115
byte 1 47
byte 1 107
byte 1 97
byte 1 109
byte 1 105
byte 1 107
byte 1 97
byte 1 122
byte 1 101
byte 1 114
byte 1 101
byte 1 115
byte 1 112
byte 1 97
byte 1 119
byte 1 110
byte 1 46
byte 1 119
byte 1 97
byte 1 118
byte 1 0
align 1
LABELV $174
byte 1 115
byte 1 111
byte 1 117
byte 1 110
byte 1 100
byte 1 47
byte 1 105
byte 1 116
byte 1 101
byte 1 109
byte 1 115
byte 1 47
byte 1 112
byte 1 111
byte 1 119
byte 1 101
byte 1 114
byte 1 117
byte 1 112
byte 1 114
byte 1 101
byte 1 115
byte 1 112
byte 1 97
byte 1 119
byte 1 110
byte 1 46
byte 1 119
byte 1 97
byte 1 118
byte 1 0
align 1
LABELV $161
byte 1 82
byte 1 101
byte 1 115
byte 1 112
byte 1 97
byte 1 119
byte 1 110
byte 1 73
byte 1 116
byte 1 101
byte 1 109
byte 1 58
byte 1 32
byte 1 98
byte 1 97
byte 1 100
byte 1 32
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 109
byte 1 97
byte 1 115
byte 1 116
byte 1 101
byte 1 114
byte 1 0
align 1
LABELV $91
byte 1 104
byte 1 97
byte 1 110
byte 1 100
byte 1 105
byte 1 99
byte 1 97
byte 1 112
byte 1 0
