export ScorePlum
code
proc ScorePlum 12 8
file "debug-x86-Linux-2.3/TA/game/game/g_combat.c"
line 13
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:// g_combat.c
;4:
;5:#include "g_local.h"
;6:
;7:
;8:/*
;9:============
;10:ScorePlum
;11:============
;12:*/
;13:void ScorePlum( gentity_t *ent, vec3_t origin, int score ) {
line 16
;14:	gentity_t *plum;
;15:
;16:	plum = G_TempEntity( origin, EV_SCOREPLUM );
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 65
ARGI4
ADDRLP4 4
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 18
;17:	// only send this temp entity to a single client
;18:	plum->r.svFlags |= SVF_SINGLECLIENT;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 256
BORI4
ASGNI4
line 19
;19:	plum->r.singleClient = ent->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 428
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 21
;20:	//
;21:	plum->s.otherEntityNum = ent->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 140
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 22
;22:	plum->s.time = score;
ADDRLP4 0
INDIRP4
CNSTI4 84
ADDP4
ADDRFP4 8
INDIRI4
ASGNI4
line 23
;23:}
LABELV $52
endproc ScorePlum 12 8
export AddScore
proc AddScore 8 12
line 32
;24:
;25:/*
;26:============
;27:AddScore
;28:
;29:Adds score to both the client and his team
;30:============
;31:*/
;32:void AddScore( gentity_t *ent, vec3_t origin, int score ) {
line 33
;33:	if ( !ent->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $54
line 34
;34:		return;
ADDRGP4 $53
JUMPV
LABELV $54
line 37
;35:	}
;36:	// no scoring during pre-match warmup
;37:	if ( level.warmupTime ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 0
EQI4 $56
line 38
;38:		return;
ADDRGP4 $53
JUMPV
LABELV $56
line 41
;39:	}
;40:	// show score plum
;41:	ScorePlum(ent, origin, score);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 ScorePlum
CALLV
pop
line 43
;42:	//
;43:	ent->client->ps.persistant[PERS_SCORE] += score;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 248
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRFP4 8
INDIRI4
ADDI4
ASGNI4
line 44
;44:	if ( g_gametype.integer == GT_TEAM )
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
NEI4 $59
line 45
;45:		level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 260
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+44
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
ADDRFP4 8
INDIRI4
ADDI4
ASGNI4
LABELV $59
line 46
;46:	CalculateRanks();
ADDRGP4 CalculateRanks
CALLV
pop
line 47
;47:}
LABELV $53
endproc AddScore 8 12
export TossClientItems
proc TossClientItems 40 12
line 56
;48:
;49:/*
;50:=================
;51:TossClientItems
;52:
;53:Toss the weapon and powerups for the killed player
;54:=================
;55:*/
;56:void TossClientItems( gentity_t *self ) {
line 64
;57:	gitem_t		*item;
;58:	int			weapon;
;59:	float		angle;
;60:	int			i;
;61:	gentity_t	*drop;
;62:
;63:	// drop the weapon if not a gauntlet or machinegun
;64:	weapon = self->s.weapon;
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
ASGNI4
line 70
;65:
;66:	// make a special check to see if they are changing to a new
;67:	// weapon that isn't the mg or gauntlet.  Without this, a client
;68:	// can pick up a weapon, be killed, and not drop the weapon because
;69:	// their weapon change hasn't completed yet and they are still holding the MG.
;70:	if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
ADDRLP4 12
INDIRI4
CNSTI4 2
EQI4 $66
ADDRLP4 12
INDIRI4
CNSTI4 10
NEI4 $64
LABELV $66
line 71
;71:		if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 2
NEI4 $67
line 72
;72:			weapon = self->client->pers.cmd.weapon;
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 492
ADDP4
INDIRU1
CVUI4 1
ASGNI4
line 73
;73:		}
LABELV $67
line 74
;74:		if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 196
ADDP4
INDIRI4
CNSTI4 1
ADDRLP4 12
INDIRI4
LSHI4
BANDI4
CNSTI4 0
NEI4 $69
line 75
;75:			weapon = WP_NONE;
ADDRLP4 12
CNSTI4 0
ASGNI4
line 76
;76:		}
LABELV $69
line 77
;77:	}
LABELV $64
line 79
;78:
;79:	if ( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK && 
ADDRLP4 28
CNSTI4 2
ASGNI4
ADDRLP4 12
INDIRI4
ADDRLP4 28
INDIRI4
LEI4 $71
ADDRLP4 12
INDIRI4
CNSTI4 10
EQI4 $71
ADDRLP4 12
INDIRI4
ADDRLP4 28
INDIRI4
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
CNSTI4 0
EQI4 $71
line 80
;80:		self->client->ps.ammo[ weapon ] ) {
line 82
;81:		// find the item type for this weapon
;82:		item = BG_FindItemForWeapon( weapon );
ADDRLP4 12
INDIRI4
ARGI4
ADDRLP4 32
ADDRGP4 BG_FindItemForWeapon
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 32
INDIRP4
ASGNP4
line 85
;83:
;84:		// spawn the item
;85:		Drop_Item( self, item, 0 );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
ARGP4
CNSTF4 0
ARGF4
ADDRGP4 Drop_Item
CALLP4
pop
line 86
;86:	}
LABELV $71
line 89
;87:
;88:	// drop all the powerups if not in teamplay
;89:	if ( g_gametype.integer != GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
EQI4 $73
line 90
;90:		angle = 45;
ADDRLP4 16
CNSTF4 1110704128
ASGNF4
line 91
;91:		for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
ADDRLP4 0
CNSTI4 1
ASGNI4
LABELV $76
line 92
;92:			if ( self->client->ps.powerups[ i ] > level.time ) {
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
LEI4 $80
line 93
;93:				item = BG_FindItemForPowerup( i );
ADDRLP4 0
INDIRI4
ARGI4
ADDRLP4 32
ADDRGP4 BG_FindItemForPowerup
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 32
INDIRP4
ASGNP4
line 94
;94:				if ( !item ) {
ADDRLP4 8
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $83
line 95
;95:					continue;
ADDRGP4 $77
JUMPV
LABELV $83
line 97
;96:				}
;97:				drop = Drop_Item( self, item, angle );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 16
INDIRF4
ARGF4
ADDRLP4 36
ADDRGP4 Drop_Item
CALLP4
ASGNP4
ADDRLP4 4
ADDRLP4 36
INDIRP4
ASGNP4
line 99
;98:				// decide how many seconds it has left
;99:				drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
ADDRLP4 4
INDIRP4
CNSTI4 760
ADDP4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
SUBI4
CNSTI4 1000
DIVI4
ASGNI4
line 100
;100:				if ( drop->count < 1 ) {
ADDRLP4 4
INDIRP4
CNSTI4 760
ADDP4
INDIRI4
CNSTI4 1
GEI4 $86
line 101
;101:					drop->count = 1;
ADDRLP4 4
INDIRP4
CNSTI4 760
ADDP4
CNSTI4 1
ASGNI4
line 102
;102:				}
LABELV $86
line 103
;103:				angle += 45;
ADDRLP4 16
ADDRLP4 16
INDIRF4
CNSTF4 1110704128
ADDF4
ASGNF4
line 104
;104:			}
LABELV $80
line 105
;105:		}
LABELV $77
line 91
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 15
LTI4 $76
line 106
;106:	}
LABELV $73
line 107
;107:}
LABELV $63
endproc TossClientItems 40 12
export TossClientCubes
proc TossClientCubes 64 16
line 118
;108:
;109:#ifdef MISSIONPACK
;110:
;111:/*
;112:=================
;113:TossClientCubes
;114:=================
;115:*/
;116:extern gentity_t	*neutralObelisk;
;117:
;118:void TossClientCubes( gentity_t *self ) {
line 125
;119:	gitem_t		*item;
;120:	gentity_t	*drop;
;121:	vec3_t		velocity;
;122:	vec3_t		angles;
;123:	vec3_t		origin;
;124:
;125:	self->client->ps.generic1 = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 440
ADDP4
CNSTI4 0
ASGNI4
line 129
;126:
;127:	// this should never happen but we should never
;128:	// get the server to crash due to skull being spawned in
;129:	if (!G_EntitiesFree()) {
ADDRLP4 44
ADDRGP4 G_EntitiesFree
CALLI4
ASGNI4
ADDRLP4 44
INDIRI4
CNSTI4 0
NEI4 $89
line 130
;130:		return;
ADDRGP4 $88
JUMPV
LABELV $89
line 133
;131:	}
;132:
;133:	if( self->client->sess.sessionTeam == TEAM_RED ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 1
NEI4 $91
line 134
;134:		item = BG_FindItem( "Red Cube" );
ADDRGP4 $93
ARGP4
ADDRLP4 48
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 40
ADDRLP4 48
INDIRP4
ASGNP4
line 135
;135:	}
ADDRGP4 $92
JUMPV
LABELV $91
line 136
;136:	else {
line 137
;137:		item = BG_FindItem( "Blue Cube" );
ADDRGP4 $94
ARGP4
ADDRLP4 48
ADDRGP4 BG_FindItem
CALLP4
ASGNP4
ADDRLP4 40
ADDRLP4 48
INDIRP4
ASGNP4
line 138
;138:	}
LABELV $92
line 140
;139:
;140:	angles[YAW] = (float)(level.time % 360);
ADDRLP4 16+4
ADDRGP4 level+32
INDIRI4
CNSTI4 360
MODI4
CVIF4 4
ASGNF4
line 141
;141:	angles[PITCH] = 0;	// always forward
ADDRLP4 16
CNSTF4 0
ASGNF4
line 142
;142:	angles[ROLL] = 0;
ADDRLP4 16+8
CNSTF4 0
ASGNF4
line 144
;143:
;144:	AngleVectors( angles, velocity, NULL, NULL );
ADDRLP4 16
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 48
CNSTP4 0
ASGNP4
ADDRLP4 48
INDIRP4
ARGP4
ADDRLP4 48
INDIRP4
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 145
;145:	VectorScale( velocity, 150, velocity );
ADDRLP4 52
CNSTF4 1125515264
ASGNF4
ADDRLP4 0
ADDRLP4 52
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 52
INDIRF4
ADDRLP4 0+4
INDIRF4
MULF4
ASGNF4
ADDRLP4 0+8
CNSTF4 1125515264
ADDRLP4 0+8
INDIRF4
MULF4
ASGNF4
line 146
;146:	velocity[2] += 200 + crandom() * 50;
ADDRLP4 56
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
CNSTF4 1112014848
CNSTF4 1073741824
ADDRLP4 56
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 1191181824
DIVF4
CNSTF4 1056964608
SUBF4
MULF4
MULF4
CNSTF4 1128792064
ADDF4
ADDF4
ASGNF4
line 148
;147:
;148:	if( neutralObelisk ) {
ADDRGP4 neutralObelisk
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $103
line 149
;149:		VectorCopy( neutralObelisk->s.pos.trBase, origin );
ADDRLP4 28
ADDRGP4 neutralObelisk
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 150
;150:		origin[2] += 44;
ADDRLP4 28+8
ADDRLP4 28+8
INDIRF4
CNSTF4 1110441984
ADDF4
ASGNF4
line 151
;151:	} else {
ADDRGP4 $104
JUMPV
LABELV $103
line 152
;152:		VectorClear( origin ) ;
ADDRLP4 60
CNSTF4 0
ASGNF4
ADDRLP4 28+8
ADDRLP4 60
INDIRF4
ASGNF4
ADDRLP4 28+4
ADDRLP4 60
INDIRF4
ASGNF4
ADDRLP4 28
ADDRLP4 60
INDIRF4
ASGNF4
line 153
;153:	}
LABELV $104
line 155
;154:
;155:	drop = LaunchItem( item, origin, velocity );
ADDRLP4 40
INDIRP4
ARGP4
ADDRLP4 28
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 60
ADDRGP4 LaunchItem
CALLP4
ASGNP4
ADDRLP4 12
ADDRLP4 60
INDIRP4
ASGNP4
line 157
;156:
;157:	drop->nextthink = level.time + g_cubeTimeout.integer * 1000;
ADDRLP4 12
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
ADDRGP4 g_cubeTimeout+12
INDIRI4
MULI4
ADDI4
ASGNI4
line 158
;158:	drop->think = G_FreeEntity;
ADDRLP4 12
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_FreeEntity
ASGNP4
line 159
;159:	drop->spawnflags = self->client->sess.sessionTeam;
ADDRLP4 12
INDIRP4
CNSTI4 528
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
ASGNI4
line 160
;160:}
LABELV $88
endproc TossClientCubes 64 16
export TossClientPersistantPowerups
proc TossClientPersistantPowerups 12 4
line 168
;161:
;162:
;163:/*
;164:=================
;165:TossClientPersistantPowerups
;166:=================
;167:*/
;168:void TossClientPersistantPowerups( gentity_t *ent ) {
line 171
;169:	gentity_t	*powerup;
;170:
;171:	if( !ent->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $111
line 172
;172:		return;
ADDRGP4 $110
JUMPV
LABELV $111
line 175
;173:	}
;174:
;175:	if( !ent->client->persistantPowerup ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $113
line 176
;176:		return;
ADDRGP4 $110
JUMPV
LABELV $113
line 179
;177:	}
;178:
;179:	powerup = ent->client->persistantPowerup;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
ASGNP4
line 181
;180:
;181:	powerup->r.svFlags &= ~SVF_NOCLIENT;
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 -2
BANDI4
ASGNI4
line 182
;182:	powerup->s.eFlags &= ~EF_NODRAW;
ADDRLP4 8
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 183
;183:	powerup->r.contents = CONTENTS_TRIGGER;
ADDRLP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 1073741824
ASGNI4
line 184
;184:	trap_LinkEntity( powerup );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 186
;185:
;186:	ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 0
ASGNI4
line 187
;187:	ent->client->persistantPowerup = NULL;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 772
ADDP4
CNSTP4 0
ASGNP4
line 188
;188:}
LABELV $110
endproc TossClientPersistantPowerups 12 4
export LookAtKiller
proc LookAtKiller 52 4
line 197
;189:#endif
;190:
;191:
;192:/*
;193:==================
;194:LookAtKiller
;195:==================
;196:*/
;197:void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
line 201
;198:	vec3_t		dir;
;199:	vec3_t		angles;
;200:
;201:	if ( attacker && attacker != self ) {
ADDRLP4 24
ADDRFP4 8
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 24
INDIRU4
CNSTU4 0
EQU4 $116
ADDRLP4 24
INDIRU4
ADDRFP4 0
INDIRP4
CVPU4 4
EQU4 $116
line 202
;202:		VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
ADDRLP4 28
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 32
CNSTI4 24
ASGNI4
ADDRLP4 36
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 28
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRF4
ADDRLP4 36
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 40
CNSTI4 28
ASGNI4
ADDRLP4 0+4
ADDRLP4 28
INDIRP4
ADDRLP4 40
INDIRI4
ADDP4
INDIRF4
ADDRLP4 36
INDIRP4
ADDRLP4 40
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 44
CNSTI4 32
ASGNI4
ADDRLP4 0+8
ADDRFP4 8
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 203
;203:	} else if ( inflictor && inflictor != self ) {
ADDRGP4 $117
JUMPV
LABELV $116
ADDRLP4 28
ADDRFP4 4
INDIRP4
CVPU4 4
ASGNU4
ADDRLP4 28
INDIRU4
CNSTU4 0
EQU4 $120
ADDRLP4 28
INDIRU4
ADDRFP4 0
INDIRP4
CVPU4 4
EQU4 $120
line 204
;204:		VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
ADDRLP4 32
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 36
CNSTI4 24
ASGNI4
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 32
INDIRP4
ADDRLP4 36
INDIRI4
ADDP4
INDIRF4
ADDRLP4 40
INDIRP4
ADDRLP4 36
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 44
CNSTI4 28
ASGNI4
ADDRLP4 0+4
ADDRLP4 32
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
INDIRF4
ADDRLP4 40
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 48
CNSTI4 32
ASGNI4
ADDRLP4 0+8
ADDRFP4 4
INDIRP4
ADDRLP4 48
INDIRI4
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
ADDRLP4 48
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 205
;205:	} else {
ADDRGP4 $121
JUMPV
LABELV $120
line 206
;206:		self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 204
ADDP4
ADDRLP4 32
INDIRP4
CNSTI4 120
ADDP4
INDIRF4
CVFI4 4
ASGNI4
line 207
;207:		return;
ADDRGP4 $115
JUMPV
LABELV $121
LABELV $117
line 210
;208:	}
;209:
;210:	self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
ADDRLP4 0
ARGP4
ADDRLP4 32
ADDRGP4 vectoyaw
CALLF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 204
ADDP4
ADDRLP4 32
INDIRF4
CVFI4 4
ASGNI4
line 212
;211:
;212:	angles[YAW] = vectoyaw ( dir );
ADDRLP4 0
ARGP4
ADDRLP4 36
ADDRGP4 vectoyaw
CALLF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 36
INDIRF4
ASGNF4
line 213
;213:	angles[PITCH] = 0; 
ADDRLP4 12
CNSTF4 0
ASGNF4
line 214
;214:	angles[ROLL] = 0;
ADDRLP4 12+8
CNSTF4 0
ASGNF4
line 215
;215:}
LABELV $115
endproc LookAtKiller 52 4
export GibEntity
proc GibEntity 12 12
line 222
;216:
;217:/*
;218:==================
;219:GibEntity
;220:==================
;221:*/
;222:void GibEntity( gentity_t *self, int killer ) {
line 227
;223:	gentity_t *ent;
;224:	int i;
;225:
;226:	//if this entity still has kamikaze
;227:	if (self->s.eFlags & EF_KAMIKAZE) {
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 512
BANDI4
CNSTI4 0
EQI4 $127
line 229
;228:		// check if there is a kamikaze timer around for this owner
;229:		for (i = 0; i < MAX_GENTITIES; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $129
line 230
;230:			ent = &g_entities[i];
ADDRLP4 0
CNSTI4 816
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 231
;231:			if (!ent->inuse)
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $133
line 232
;232:				continue;
ADDRGP4 $130
JUMPV
LABELV $133
line 233
;233:			if (ent->activator != self)
ADDRLP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CVPU4 4
ADDRFP4 0
INDIRP4
CVPU4 4
EQU4 $135
line 234
;234:				continue;
ADDRGP4 $130
JUMPV
LABELV $135
line 235
;235:			if (strcmp(ent->classname, "kamikaze timer"))
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
INDIRP4
ARGP4
ADDRGP4 $139
ARGP4
ADDRLP4 8
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $137
line 236
;236:				continue;
ADDRGP4 $130
JUMPV
LABELV $137
line 237
;237:			G_FreeEntity(ent);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 238
;238:			break;
ADDRGP4 $131
JUMPV
LABELV $130
line 229
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 1024
LTI4 $129
LABELV $131
line 240
;239:		}
;240:	}
LABELV $127
line 241
;241:	G_AddEvent( self, EV_GIB_PLAYER, killer );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 64
ARGI4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 242
;242:	self->takedamage = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 0
ASGNI4
line 243
;243:	self->s.eType = ET_INVISIBLE;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 10
ASGNI4
line 244
;244:	self->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 245
;245:}
LABELV $126
endproc GibEntity 12 12
export body_die
proc body_die 0 8
line 252
;246:
;247:/*
;248:==================
;249:body_die
;250:==================
;251:*/
;252:void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
line 253
;253:	if ( self->health > GIB_HEALTH ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 -40
LEI4 $141
line 254
;254:		return;
ADDRGP4 $140
JUMPV
LABELV $141
line 256
;255:	}
;256:	if ( !g_blood.integer ) {
ADDRGP4 g_blood+12
INDIRI4
CNSTI4 0
NEI4 $143
line 257
;257:		self->health = GIB_HEALTH+1;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
CNSTI4 -39
ASGNI4
line 258
;258:		return;
ADDRGP4 $140
JUMPV
LABELV $143
line 261
;259:	}
;260:
;261:	GibEntity( self, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 GibEntity
CALLV
pop
line 262
;262:}
LABELV $140
endproc body_die 0 8
data
export modNames
align 4
LABELV modNames
address $146
address $147
address $148
address $149
address $150
address $151
address $152
address $153
address $154
address $155
address $156
address $157
address $158
address $159
address $160
address $161
address $162
address $163
address $164
address $165
address $166
address $167
address $168
address $169
address $170
address $171
address $172
address $173
address $174
export Kamikaze_DeathActivate
code
proc Kamikaze_DeathActivate 0 4
line 306
;263:
;264:
;265:// these are just for logging, the client prints its own messages
;266:char	*modNames[] = {
;267:	"MOD_UNKNOWN",
;268:	"MOD_SHOTGUN",
;269:	"MOD_GAUNTLET",
;270:	"MOD_MACHINEGUN",
;271:	"MOD_GRENADE",
;272:	"MOD_GRENADE_SPLASH",
;273:	"MOD_ROCKET",
;274:	"MOD_ROCKET_SPLASH",
;275:	"MOD_PLASMA",
;276:	"MOD_PLASMA_SPLASH",
;277:	"MOD_RAILGUN",
;278:	"MOD_LIGHTNING",
;279:	"MOD_BFG",
;280:	"MOD_BFG_SPLASH",
;281:	"MOD_WATER",
;282:	"MOD_SLIME",
;283:	"MOD_LAVA",
;284:	"MOD_CRUSH",
;285:	"MOD_TELEFRAG",
;286:	"MOD_FALLING",
;287:	"MOD_SUICIDE",
;288:	"MOD_TARGET_LASER",
;289:	"MOD_TRIGGER_HURT",
;290:#ifdef MISSIONPACK
;291:	"MOD_NAIL",
;292:	"MOD_CHAINGUN",
;293:	"MOD_PROXIMITY_MINE",
;294:	"MOD_KAMIKAZE",
;295:	"MOD_JUICED",
;296:#endif
;297:	"MOD_GRAPPLE"
;298:};
;299:
;300:#ifdef MISSIONPACK
;301:/*
;302:==================
;303:Kamikaze_DeathActivate
;304:==================
;305:*/
;306:void Kamikaze_DeathActivate( gentity_t *ent ) {
line 307
;307:	G_StartKamikaze(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_StartKamikaze
CALLV
pop
line 308
;308:	G_FreeEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 309
;309:}
LABELV $175
endproc Kamikaze_DeathActivate 0 4
export Kamikaze_DeathTimer
proc Kamikaze_DeathTimer 16 0
line 316
;310:
;311:/*
;312:==================
;313:Kamikaze_DeathTimer
;314:==================
;315:*/
;316:void Kamikaze_DeathTimer( gentity_t *self ) {
line 319
;317:	gentity_t *ent;
;318:
;319:	ent = G_Spawn();
ADDRLP4 4
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
line 320
;320:	ent->classname = "kamikaze timer";
ADDRLP4 0
INDIRP4
CNSTI4 524
ADDP4
ADDRGP4 $139
ASGNP4
line 321
;321:	VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
ADDRLP4 8
CNSTI4 24
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 8
INDIRI4
ADDP4
ADDRFP4 0
INDIRP4
ADDRLP4 8
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 322
;322:	ent->r.svFlags |= SVF_NOCLIENT;
ADDRLP4 12
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
CNSTI4 1
BORI4
ASGNI4
line 323
;323:	ent->think = Kamikaze_DeathActivate;
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 Kamikaze_DeathActivate
ASGNP4
line 324
;324:	ent->nextthink = level.time + 5 * 1000;
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 5000
ADDI4
ASGNI4
line 326
;325:
;326:	ent->activator = self;
ADDRLP4 0
INDIRP4
CNSTI4 772
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 327
;327:}
LABELV $176
endproc Kamikaze_DeathTimer 16 0
export CheckAlmostCapture
proc CheckAlmostCapture 56 12
line 336
;328:
;329:#endif
;330:
;331:/*
;332:==================
;333:CheckAlmostCapture
;334:==================
;335:*/
;336:void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
line 342
;337:	gentity_t	*ent;
;338:	vec3_t		dir;
;339:	char		*classname;
;340:
;341:	// if this player was carrying a flag
;342:	if ( self->client->ps.powerups[PW_REDFLAG] ||
ADDRLP4 20
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
ADDRLP4 24
CNSTI4 0
ASGNI4
ADDRLP4 20
INDIRP4
CNSTI4 340
ADDP4
INDIRI4
ADDRLP4 24
INDIRI4
NEI4 $182
ADDRLP4 20
INDIRP4
CNSTI4 344
ADDP4
INDIRI4
ADDRLP4 24
INDIRI4
NEI4 $182
ADDRLP4 20
INDIRP4
CNSTI4 348
ADDP4
INDIRI4
ADDRLP4 24
INDIRI4
EQI4 $179
LABELV $182
line 344
;343:		self->client->ps.powerups[PW_BLUEFLAG] ||
;344:		self->client->ps.powerups[PW_NEUTRALFLAG] ) {
line 346
;345:		// get the goal flag this player should have been going for
;346:		if ( g_gametype.integer == GT_CTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
NEI4 $183
line 347
;347:			if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 2
NEI4 $186
line 348
;348:				classname = "team_CTF_blueflag";
ADDRLP4 4
ADDRGP4 $188
ASGNP4
line 349
;349:			}
ADDRGP4 $184
JUMPV
LABELV $186
line 350
;350:			else {
line 351
;351:				classname = "team_CTF_redflag";
ADDRLP4 4
ADDRGP4 $189
ASGNP4
line 352
;352:			}
line 353
;353:		}
ADDRGP4 $184
JUMPV
LABELV $183
line 354
;354:		else {
line 355
;355:			if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 2
NEI4 $190
line 356
;356:				classname = "team_CTF_redflag";
ADDRLP4 4
ADDRGP4 $189
ASGNP4
line 357
;357:			}
ADDRGP4 $191
JUMPV
LABELV $190
line 358
;358:			else {
line 359
;359:				classname = "team_CTF_blueflag";
ADDRLP4 4
ADDRGP4 $188
ASGNP4
line 360
;360:			}
LABELV $191
line 361
;361:		}
LABELV $184
line 362
;362:		ent = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
LABELV $192
line 364
;363:		do
;364:		{
line 365
;365:			ent = G_Find(ent, FOFS(classname), classname);
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 524
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRLP4 28
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 28
INDIRP4
ASGNP4
line 366
;366:		} while (ent && (ent->flags & FL_DROPPED_ITEM));
LABELV $193
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $195
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
NEI4 $192
LABELV $195
line 368
;367:		// if we found the destination flag and it's not picked up
;368:		if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $196
ADDRLP4 0
INDIRP4
CNSTI4 424
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
NEI4 $196
line 370
;369:			// if the player was *very* close
;370:			VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
ADDRLP4 36
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
ASGNP4
ADDRLP4 8
ADDRLP4 36
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 8+4
ADDRLP4 36
INDIRP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 8+8
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
SUBF4
ASGNF4
line 371
;371:			if ( VectorLength(dir) < 200 ) {
ADDRLP4 8
ARGP4
ADDRLP4 44
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 44
INDIRF4
CNSTF4 1128792064
GEF4 $200
line 372
;372:				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
ADDRLP4 48
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 48
INDIRP4
ADDRLP4 48
INDIRP4
INDIRI4
CNSTI4 4
BXORI4
ASGNI4
line 373
;373:				if ( attacker->client ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $202
line 374
;374:					attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
ADDRLP4 52
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 52
INDIRP4
ADDRLP4 52
INDIRP4
INDIRI4
CNSTI4 4
BXORI4
ASGNI4
line 375
;375:				}
LABELV $202
line 376
;376:			}
LABELV $200
line 377
;377:		}
LABELV $196
line 378
;378:	}
LABELV $179
line 379
;379:}
LABELV $178
endproc CheckAlmostCapture 56 12
export CheckAlmostScored
proc CheckAlmostScored 44 12
line 386
;380:
;381:/*
;382:==================
;383:CheckAlmostScored
;384:==================
;385:*/
;386:void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
line 392
;387:	gentity_t	*ent;
;388:	vec3_t		dir;
;389:	char		*classname;
;390:
;391:	// if the player was carrying cubes
;392:	if ( self->client->ps.generic1 ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 440
ADDP4
INDIRI4
CNSTI4 0
EQI4 $205
line 393
;393:		if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 2
NEI4 $207
line 394
;394:			classname = "team_redobelisk";
ADDRLP4 16
ADDRGP4 $209
ASGNP4
line 395
;395:		}
ADDRGP4 $208
JUMPV
LABELV $207
line 396
;396:		else {
line 397
;397:			classname = "team_blueobelisk";
ADDRLP4 16
ADDRGP4 $210
ASGNP4
line 398
;398:		}
LABELV $208
line 399
;399:		ent = G_Find(NULL, FOFS(classname), classname);
CNSTP4 0
ARGP4
CNSTI4 524
ARGI4
ADDRLP4 16
INDIRP4
ARGP4
ADDRLP4 20
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20
INDIRP4
ASGNP4
line 401
;400:		// if we found the destination obelisk
;401:		if ( ent ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $211
line 403
;402:			// if the player was *very* close
;403:			VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
ADDRLP4 24
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
ASGNP4
ADDRLP4 28
ADDRLP4 0
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 24
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 28
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+4
ADDRLP4 24
INDIRP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 28
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+8
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
SUBF4
ASGNF4
line 404
;404:			if ( VectorLength(dir) < 200 ) {
ADDRLP4 4
ARGP4
ADDRLP4 32
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 32
INDIRF4
CNSTF4 1128792064
GEF4 $215
line 405
;405:				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
ADDRLP4 36
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRI4
CNSTI4 4
BXORI4
ASGNI4
line 406
;406:				if ( attacker->client ) {
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $217
line 407
;407:					attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
ADDRLP4 40
ADDRFP4 4
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 4
BXORI4
ASGNI4
line 408
;408:				}
LABELV $217
line 409
;409:			}
LABELV $215
line 410
;410:		}
LABELV $211
line 411
;411:	}
LABELV $205
line 412
;412:}
LABELV $204
endproc CheckAlmostScored 44 12
bss
align 4
LABELV $294
skip 4
export player_die
code
proc player_die 100 28
line 419
;413:
;414:/*
;415:==================
;416:player_die
;417:==================
;418:*/
;419:void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
line 427
;420:	gentity_t	*ent;
;421:	int			anim;
;422:	int			contents;
;423:	int			killer;
;424:	int			i;
;425:	char		*killerName, *obit;
;426:
;427:	if ( self->client->ps.pm_type == PM_DEAD ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
NEI4 $220
line 428
;428:		return;
ADDRGP4 $219
JUMPV
LABELV $220
line 431
;429:	}
;430:
;431:	if ( level.intermissiontime ) {
ADDRGP4 level+9128
INDIRI4
CNSTI4 0
EQI4 $222
line 432
;432:		return;
ADDRGP4 $219
JUMPV
LABELV $222
line 436
;433:	}
;434:
;435:	// check for an almost capture
;436:	CheckAlmostCapture( self, attacker );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 CheckAlmostCapture
CALLV
pop
line 438
;437:	// check for a player that almost brought in cubes
;438:	CheckAlmostScored( self, attacker );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 CheckAlmostScored
CALLV
pop
line 440
;439:
;440:	if (self->client && self->client->hook) {
ADDRLP4 28
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
ADDRLP4 32
CNSTU4 0
ASGNU4
ADDRLP4 28
INDIRP4
CVPU4 4
ADDRLP4 32
INDIRU4
EQU4 $225
ADDRLP4 28
INDIRP4
CNSTI4 760
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 32
INDIRU4
EQU4 $225
line 441
;441:		Weapon_HookFree(self->client->hook);
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 760
ADDP4
INDIRP4
ARGP4
ADDRGP4 Weapon_HookFree
CALLV
pop
line 442
;442:	}
LABELV $225
line 444
;443:#ifdef MISSIONPACK
;444:	if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
ADDRLP4 36
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 36
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $227
ADDRLP4 36
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $227
line 445
;445:		self->client->ps.eFlags &= ~EF_TICKING;
ADDRLP4 40
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 -3
BANDI4
ASGNI4
line 446
;446:		self->activator->think = G_FreeEntity;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 692
ADDP4
ADDRGP4 G_FreeEntity
ASGNP4
line 447
;447:		self->activator->nextthink = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRP4
CNSTI4 688
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 448
;448:	}
LABELV $227
line 450
;449:#endif
;450:	self->client->ps.pm_type = PM_DEAD;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 452
;451:
;452:	if ( attacker ) {
ADDRFP4 8
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $230
line 453
;453:		killer = attacker->s.number;
ADDRLP4 4
ADDRFP4 8
INDIRP4
INDIRI4
ASGNI4
line 454
;454:		if ( attacker->client ) {
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $232
line 455
;455:			killerName = attacker->client->pers.netname;
ADDRLP4 16
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 512
ADDP4
ASGNP4
line 456
;456:		} else {
ADDRGP4 $231
JUMPV
LABELV $232
line 457
;457:			killerName = "<non-client>";
ADDRLP4 16
ADDRGP4 $234
ASGNP4
line 458
;458:		}
line 459
;459:	} else {
ADDRGP4 $231
JUMPV
LABELV $230
line 460
;460:		killer = ENTITYNUM_WORLD;
ADDRLP4 4
CNSTI4 1022
ASGNI4
line 461
;461:		killerName = "<world>";
ADDRLP4 16
ADDRGP4 $235
ASGNP4
line 462
;462:	}
LABELV $231
line 464
;463:
;464:	if ( killer < 0 || killer >= MAX_CLIENTS ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
LTI4 $238
ADDRLP4 4
INDIRI4
CNSTI4 64
LTI4 $236
LABELV $238
line 465
;465:		killer = ENTITYNUM_WORLD;
ADDRLP4 4
CNSTI4 1022
ASGNI4
line 466
;466:		killerName = "<world>";
ADDRLP4 16
ADDRGP4 $235
ASGNP4
line 467
;467:	}
LABELV $236
line 469
;468:
;469:	if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
ADDRLP4 44
ADDRFP4 16
INDIRI4
ASGNI4
ADDRLP4 44
INDIRI4
CNSTI4 0
LTI4 $241
ADDRLP4 44
INDIRI4
CVIU4 4
CNSTU4 29
LTU4 $239
LABELV $241
line 470
;470:		obit = "<bad obituary>";
ADDRLP4 20
ADDRGP4 $242
ASGNP4
line 471
;471:	} else {
ADDRGP4 $240
JUMPV
LABELV $239
line 472
;472:		obit = modNames[ meansOfDeath ];
ADDRLP4 20
ADDRFP4 16
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 modNames
ADDP4
INDIRP4
ASGNP4
line 473
;473:	}
LABELV $240
line 475
;474:
;475:	G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", 
ADDRGP4 $243
ARGP4
ADDRLP4 4
INDIRI4
ARGI4
ADDRLP4 48
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 48
INDIRP4
INDIRI4
ARGI4
ADDRFP4 16
INDIRI4
ARGI4
ADDRLP4 16
INDIRP4
ARGP4
ADDRLP4 48
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 480
;476:		killer, self->s.number, meansOfDeath, killerName, 
;477:		self->client->pers.netname, obit );
;478:
;479:	// broadcast the death event to everyone
;480:	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 60
ARGI4
ADDRLP4 52
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 52
INDIRP4
ASGNP4
line 481
;481:	ent->s.eventParm = meansOfDeath;
ADDRLP4 8
INDIRP4
CNSTI4 184
ADDP4
ADDRFP4 16
INDIRI4
ASGNI4
line 482
;482:	ent->s.otherEntityNum = self->s.number;
ADDRLP4 8
INDIRP4
CNSTI4 140
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 483
;483:	ent->s.otherEntityNum2 = killer;
ADDRLP4 8
INDIRP4
CNSTI4 144
ADDP4
ADDRLP4 4
INDIRI4
ASGNI4
line 484
;484:	ent->r.svFlags = SVF_BROADCAST;	// send to everyone
ADDRLP4 8
INDIRP4
CNSTI4 424
ADDP4
CNSTI4 32
ASGNI4
line 486
;485:
;486:	self->enemy = attacker;
ADDRFP4 0
INDIRP4
CNSTI4 768
ADDP4
ADDRFP4 8
INDIRP4
ASGNP4
line 488
;487:
;488:	self->client->ps.persistant[PERS_KILLED]++;
ADDRLP4 56
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 280
ADDP4
ASGNP4
ADDRLP4 56
INDIRP4
ADDRLP4 56
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 490
;489:
;490:	if (attacker && attacker->client) {
ADDRLP4 60
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 64
CNSTU4 0
ASGNU4
ADDRLP4 60
INDIRP4
CVPU4 4
ADDRLP4 64
INDIRU4
EQU4 $244
ADDRLP4 60
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 64
INDIRU4
EQU4 $244
line 491
;491:		attacker->client->lastkilled_client = self->s.number;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 720
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 493
;492:
;493:		if ( attacker == self || OnSameTeam (self, attacker ) ) {
ADDRLP4 68
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
CVPU4 4
ADDRLP4 72
INDIRP4
CVPU4 4
EQU4 $248
ADDRLP4 72
INDIRP4
ARGP4
ADDRLP4 68
INDIRP4
ARGP4
ADDRLP4 76
ADDRGP4 OnSameTeam
CALLI4
ASGNI4
ADDRLP4 76
INDIRI4
CNSTI4 0
EQI4 $246
LABELV $248
line 494
;494:			AddScore( attacker, self->r.currentOrigin, -1 );
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 -1
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 495
;495:		} else {
ADDRGP4 $245
JUMPV
LABELV $246
line 496
;496:			AddScore( attacker, self->r.currentOrigin, 1 );
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 498
;497:
;498:			if( meansOfDeath == MOD_GAUNTLET ) {
ADDRFP4 16
INDIRI4
CNSTI4 2
NEI4 $249
line 501
;499:				
;500:				// play humiliation on player
;501:				attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
ADDRLP4 80
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 300
ADDP4
ASGNP4
ADDRLP4 80
INDIRP4
ADDRLP4 80
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 504
;502:
;503:				// add the sprite over the player's head
;504:				attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 84
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 505
;505:				attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
ADDRLP4 88
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 88
INDIRP4
ADDRLP4 88
INDIRP4
INDIRI4
CNSTI4 64
BORI4
ASGNI4
line 506
;506:				attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 509
;507:
;508:				// also play humiliation on target
;509:				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
ADDRLP4 92
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 268
ADDP4
ASGNP4
ADDRLP4 92
INDIRP4
ADDRLP4 92
INDIRP4
INDIRI4
CNSTI4 2
BXORI4
ASGNI4
line 510
;510:			}
LABELV $249
line 514
;511:
;512:			// check for two kills in a short amount of time
;513:			// if this is close enough to the last kill, give a reward sound
;514:			if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
ADDRGP4 level+32
INDIRI4
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 752
ADDP4
INDIRI4
SUBI4
CNSTI4 3000
GEI4 $252
line 516
;515:				// play excellent on player
;516:				attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
ADDRLP4 80
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 288
ADDP4
ASGNP4
ADDRLP4 80
INDIRP4
ADDRLP4 80
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 519
;517:
;518:				// add the sprite over the player's head
;519:				attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ADDRLP4 84
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
CNSTI4 -231497
BANDI4
ASGNI4
line 520
;520:				attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
ADDRLP4 88
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 88
INDIRP4
ADDRLP4 88
INDIRP4
INDIRI4
CNSTI4 8
BORI4
ASGNI4
line 521
;521:				attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 744
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 2000
ADDI4
ASGNI4
line 522
;522:			}
LABELV $252
line 523
;523:			attacker->client->lastKillTime = level.time;
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 752
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 525
;524:
;525:		}
line 526
;526:	} else {
ADDRGP4 $245
JUMPV
LABELV $244
line 527
;527:		AddScore( self, self->r.currentOrigin, -1 );
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
ARGP4
ADDRLP4 68
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 -1
ARGI4
ADDRGP4 AddScore
CALLV
pop
line 528
;528:	}
LABELV $245
line 531
;529:
;530:	// Add team bonuses
;531:	Team_FragBonuses(self, inflictor, attacker);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Team_FragBonuses
CALLV
pop
line 534
;532:
;533:	// if I committed suicide, the flag does not fall, it returns.
;534:	if (meansOfDeath == MOD_SUICIDE) {
ADDRFP4 16
INDIRI4
CNSTI4 20
NEI4 $257
line 535
;535:		if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) {		// only happens in One Flag CTF
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 348
ADDP4
INDIRI4
CNSTI4 0
EQI4 $259
line 536
;536:			Team_ReturnFlag( TEAM_FREE );
CNSTI4 0
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 537
;537:			self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 348
ADDP4
CNSTI4 0
ASGNI4
line 538
;538:		}
ADDRGP4 $260
JUMPV
LABELV $259
line 539
;539:		else if ( self->client->ps.powerups[PW_REDFLAG] ) {		// only happens in standard CTF
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 340
ADDP4
INDIRI4
CNSTI4 0
EQI4 $261
line 540
;540:			Team_ReturnFlag( TEAM_RED );
CNSTI4 1
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 541
;541:			self->client->ps.powerups[PW_REDFLAG] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 340
ADDP4
CNSTI4 0
ASGNI4
line 542
;542:		}
ADDRGP4 $262
JUMPV
LABELV $261
line 543
;543:		else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {	// only happens in standard CTF
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 344
ADDP4
INDIRI4
CNSTI4 0
EQI4 $263
line 544
;544:			Team_ReturnFlag( TEAM_BLUE );
CNSTI4 2
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 545
;545:			self->client->ps.powerups[PW_BLUEFLAG] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 344
ADDP4
CNSTI4 0
ASGNI4
line 546
;546:		}
LABELV $263
LABELV $262
LABELV $260
line 547
;547:	}
LABELV $257
line 550
;548:
;549:	// if client is in a nodrop area, don't drop anything (but return CTF flags!)
;550:	contents = trap_PointContents( self->r.currentOrigin, -1 );
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
ARGP4
CNSTI4 -1
ARGI4
ADDRLP4 68
ADDRGP4 trap_PointContents
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 68
INDIRI4
ASGNI4
line 551
;551:	if ( !( contents & CONTENTS_NODROP )) {
ADDRLP4 12
INDIRI4
CVIU4 4
CNSTU4 2147483648
BANDU4
CNSTU4 0
NEU4 $265
line 552
;552:		TossClientItems( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 TossClientItems
CALLV
pop
line 553
;553:	}
ADDRGP4 $266
JUMPV
LABELV $265
line 554
;554:	else {
line 555
;555:		if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) {		// only happens in One Flag CTF
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 348
ADDP4
INDIRI4
CNSTI4 0
EQI4 $267
line 556
;556:			Team_ReturnFlag( TEAM_FREE );
CNSTI4 0
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 557
;557:		}
ADDRGP4 $268
JUMPV
LABELV $267
line 558
;558:		else if ( self->client->ps.powerups[PW_REDFLAG] ) {		// only happens in standard CTF
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 340
ADDP4
INDIRI4
CNSTI4 0
EQI4 $269
line 559
;559:			Team_ReturnFlag( TEAM_RED );
CNSTI4 1
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 560
;560:		}
ADDRGP4 $270
JUMPV
LABELV $269
line 561
;561:		else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {	// only happens in standard CTF
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 344
ADDP4
INDIRI4
CNSTI4 0
EQI4 $271
line 562
;562:			Team_ReturnFlag( TEAM_BLUE );
CNSTI4 2
ARGI4
ADDRGP4 Team_ReturnFlag
CALLV
pop
line 563
;563:		}
LABELV $271
LABELV $270
LABELV $268
line 564
;564:	}
LABELV $266
line 566
;565:#ifdef MISSIONPACK
;566:	TossClientPersistantPowerups( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 TossClientPersistantPowerups
CALLV
pop
line 567
;567:	if( g_gametype.integer == GT_HARVESTER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
NEI4 $273
line 568
;568:		TossClientCubes( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 TossClientCubes
CALLV
pop
line 569
;569:	}
LABELV $273
line 572
;570:#endif
;571:
;572:	Cmd_Score_f( self );		// show scores
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Cmd_Score_f
CALLV
pop
line 575
;573:	// send updated scores to any clients that are following this one,
;574:	// or they would get stale scoreboards
;575:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $279
JUMPV
LABELV $276
line 578
;576:		gclient_t	*client;
;577:
;578:		client = &level.clients[i];
ADDRLP4 72
CNSTI4 844
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 579
;579:		if ( client->pers.connected != CON_CONNECTED ) {
ADDRLP4 72
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $281
line 580
;580:			continue;
ADDRGP4 $277
JUMPV
LABELV $281
line 582
;581:		}
;582:		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
ADDRLP4 72
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
EQI4 $283
line 583
;583:			continue;
ADDRGP4 $277
JUMPV
LABELV $283
line 585
;584:		}
;585:		if ( client->sess.spectatorClient == self->s.number ) {
ADDRLP4 72
INDIRP4
CNSTI4 628
ADDP4
INDIRI4
ADDRFP4 0
INDIRP4
INDIRI4
NEI4 $285
line 586
;586:			Cmd_Score_f( g_entities + i );
CNSTI4 816
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 Cmd_Score_f
CALLV
pop
line 587
;587:		}
LABELV $285
line 588
;588:	}
LABELV $277
line 575
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $279
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $276
line 590
;589:
;590:	self->takedamage = qtrue;	// can still be gibbed
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
CNSTI4 1
ASGNI4
line 592
;591:
;592:	self->s.weapon = WP_NONE;
ADDRFP4 0
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 0
ASGNI4
line 593
;593:	self->s.powerups = 0;
ADDRFP4 0
INDIRP4
CNSTI4 188
ADDP4
CNSTI4 0
ASGNI4
line 594
;594:	self->r.contents = CONTENTS_CORPSE;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 67108864
ASGNI4
line 596
;595:
;596:	self->s.angles[0] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 116
ADDP4
CNSTF4 0
ASGNF4
line 597
;597:	self->s.angles[2] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 124
ADDP4
CNSTF4 0
ASGNF4
line 598
;598:	LookAtKiller (self, inflictor, attacker);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 LookAtKiller
CALLV
pop
line 600
;599:
;600:	VectorCopy( self->s.angles, self->client->ps.viewangles );
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 152
ADDP4
ADDRLP4 72
INDIRP4
CNSTI4 116
ADDP4
INDIRB
ASGNB 12
line 602
;601:
;602:	self->s.loopSound = 0;
ADDRFP4 0
INDIRP4
CNSTI4 156
ADDP4
CNSTI4 0
ASGNI4
line 604
;603:
;604:	self->r.maxs[2] = -8;
ADDRFP4 0
INDIRP4
CNSTI4 456
ADDP4
CNSTF4 3238002688
ASGNF4
line 608
;605:
;606:	// don't allow respawn until the death anim is done
;607:	// g_forcerespawn may force spawning at some later time
;608:	self->client->respawnTime = level.time + 1700;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 732
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1700
ADDI4
ASGNI4
line 611
;609:
;610:	// remove powerups
;611:	memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 64
ARGI4
ADDRGP4 memset
CALLP4
pop
line 614
;612:
;613:	// never gib in a nodrop
;614:	if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 -40
GTI4 $293
ADDRLP4 12
INDIRI4
CVIU4 4
CNSTU4 2147483648
BANDU4
CNSTU4 0
NEU4 $293
ADDRGP4 g_blood+12
INDIRI4
CNSTI4 0
NEI4 $291
LABELV $293
ADDRFP4 16
INDIRI4
CNSTI4 20
NEI4 $288
LABELV $291
line 616
;615:		// gib death
;616:		GibEntity( self, killer );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 4
INDIRI4
ARGI4
ADDRGP4 GibEntity
CALLV
pop
line 617
;617:	} else {
ADDRGP4 $289
JUMPV
LABELV $288
line 621
;618:		// normal death
;619:		static int i;
;620:
;621:		switch ( i ) {
ADDRLP4 76
ADDRGP4 $294
INDIRI4
ASGNI4
ADDRLP4 76
INDIRI4
CNSTI4 0
EQI4 $297
ADDRLP4 76
INDIRI4
CNSTI4 1
EQI4 $298
ADDRLP4 76
INDIRI4
CNSTI4 2
EQI4 $299
ADDRGP4 $295
JUMPV
LABELV $297
line 623
;622:		case 0:
;623:			anim = BOTH_DEATH1;
ADDRLP4 24
CNSTI4 0
ASGNI4
line 624
;624:			break;
ADDRGP4 $296
JUMPV
LABELV $298
line 626
;625:		case 1:
;626:			anim = BOTH_DEATH2;
ADDRLP4 24
CNSTI4 2
ASGNI4
line 627
;627:			break;
ADDRGP4 $296
JUMPV
LABELV $299
LABELV $295
line 630
;628:		case 2:
;629:		default:
;630:			anim = BOTH_DEATH3;
ADDRLP4 24
CNSTI4 4
ASGNI4
line 631
;631:			break;
LABELV $296
line 636
;632:		}
;633:
;634:		// for the no-blood option, we need to prevent the health
;635:		// from going to gib level
;636:		if ( self->health <= GIB_HEALTH ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 -40
GTI4 $300
line 637
;637:			self->health = GIB_HEALTH+1;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
CNSTI4 -39
ASGNI4
line 638
;638:		}
LABELV $300
line 640
;639:
;640:		self->client->ps.legsAnim = 
ADDRLP4 80
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 76
ADDP4
ASGNP4
ADDRLP4 84
CNSTI4 128
ASGNI4
ADDRLP4 80
INDIRP4
ADDRLP4 80
INDIRP4
INDIRI4
ADDRLP4 84
INDIRI4
BANDI4
ADDRLP4 84
INDIRI4
BXORI4
ADDRLP4 24
INDIRI4
BORI4
ASGNI4
line 642
;641:			( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
;642:		self->client->ps.torsoAnim = 
ADDRLP4 88
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 84
ADDP4
ASGNP4
ADDRLP4 92
CNSTI4 128
ASGNI4
ADDRLP4 88
INDIRP4
ADDRLP4 88
INDIRP4
INDIRI4
ADDRLP4 92
INDIRI4
BANDI4
ADDRLP4 92
INDIRI4
BXORI4
ADDRLP4 24
INDIRI4
BORI4
ASGNI4
line 645
;643:			( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
;644:
;645:		G_AddEvent( self, EV_DEATH1 + i, killer );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 $294
INDIRI4
CNSTI4 57
ADDI4
ARGI4
ADDRLP4 4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 648
;646:
;647:		// the body can still be gibbed
;648:		self->die = body_die;
ADDRFP4 0
INDIRP4
CNSTI4 716
ADDP4
ADDRGP4 body_die
ASGNP4
line 651
;649:
;650:		// globally cycle through the different death animations
;651:		i = ( i + 1 ) % 3;
ADDRLP4 96
ADDRGP4 $294
ASGNP4
ADDRLP4 96
INDIRP4
ADDRLP4 96
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
CNSTI4 3
MODI4
ASGNI4
line 654
;652:
;653:#ifdef MISSIONPACK
;654:		if (self->s.eFlags & EF_KAMIKAZE) {
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 512
BANDI4
CNSTI4 0
EQI4 $302
line 655
;655:			Kamikaze_DeathTimer( self );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Kamikaze_DeathTimer
CALLV
pop
line 656
;656:		}
LABELV $302
line 658
;657:#endif
;658:	}
LABELV $289
line 660
;659:
;660:	trap_LinkEntity (self);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 662
;661:
;662:}
LABELV $219
endproc player_die 100 28
export CheckArmor
proc CheckArmor 20 4
line 671
;663:
;664:
;665:/*
;666:================
;667:CheckArmor
;668:================
;669:*/
;670:int CheckArmor (gentity_t *ent, int damage, int dflags)
;671:{
line 676
;672:	gclient_t	*client;
;673:	int			save;
;674:	int			count;
;675:
;676:	if (!damage)
ADDRFP4 4
INDIRI4
CNSTI4 0
NEI4 $305
line 677
;677:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $304
JUMPV
LABELV $305
line 679
;678:
;679:	client = ent->client;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 681
;680:
;681:	if (!client)
ADDRLP4 4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $307
line 682
;682:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $304
JUMPV
LABELV $307
line 684
;683:
;684:	if (dflags & DAMAGE_NO_ARMOR)
ADDRFP4 8
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $309
line 685
;685:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $304
JUMPV
LABELV $309
line 688
;686:
;687:	// armor
;688:	count = client->ps.stats[STAT_ARMOR];
ADDRLP4 8
ADDRLP4 4
INDIRP4
CNSTI4 200
ADDP4
INDIRI4
ASGNI4
line 689
;689:	save = ceil( damage * ARMOR_PROTECTION );
CNSTF4 1059648963
ADDRFP4 4
INDIRI4
CVIF4 4
MULF4
ARGF4
ADDRLP4 12
ADDRGP4 ceil
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 12
INDIRF4
CVFI4 4
ASGNI4
line 690
;690:	if (save >= count)
ADDRLP4 0
INDIRI4
ADDRLP4 8
INDIRI4
LTI4 $311
line 691
;691:		save = count;
ADDRLP4 0
ADDRLP4 8
INDIRI4
ASGNI4
LABELV $311
line 693
;692:
;693:	if (!save)
ADDRLP4 0
INDIRI4
CNSTI4 0
NEI4 $313
line 694
;694:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $304
JUMPV
LABELV $313
line 696
;695:
;696:	client->ps.stats[STAT_ARMOR] -= save;
ADDRLP4 16
ADDRLP4 4
INDIRP4
CNSTI4 200
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
ADDRLP4 0
INDIRI4
SUBI4
ASGNI4
line 698
;697:
;698:	return save;
ADDRLP4 0
INDIRI4
RETI4
LABELV $304
endproc CheckArmor 20 4
export RaySphereIntersections
proc RaySphereIntersections 96 4
line 706
;699:}
;700:
;701:/*
;702:================
;703:RaySphereIntersections
;704:================
;705:*/
;706:int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) {
line 715
;707:	float b, c, d, t;
;708:
;709:	//	| origin - (point + t * dir) | = radius
;710:	//	a = dir[0]^2 + dir[1]^2 + dir[2]^2;
;711:	//	b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
;712:	//	c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2;
;713:
;714:	// normalize dir so a = 1
;715:	VectorNormalize(dir);
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 716
;716:	b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
ADDRLP4 16
ADDRFP4 12
INDIRP4
ASGNP4
ADDRLP4 20
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
CNSTI4 4
ASGNI4
ADDRLP4 32
CNSTI4 8
ASGNI4
ADDRLP4 4
CNSTF4 1073741824
ADDRLP4 16
INDIRP4
INDIRF4
ADDRLP4 20
INDIRP4
INDIRF4
ADDRLP4 24
INDIRP4
INDIRF4
SUBF4
MULF4
ADDRLP4 16
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRF4
SUBF4
MULF4
ADDF4
ADDRLP4 16
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRF4
SUBF4
MULF4
ADDF4
MULF4
ASGNF4
line 717
;717:	c = (point[0] - origin[0]) * (point[0] - origin[0]) +
ADDRLP4 36
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 44
ADDRLP4 36
INDIRP4
INDIRF4
ADDRLP4 40
INDIRP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 48
CNSTI4 4
ASGNI4
ADDRLP4 52
ADDRLP4 36
INDIRP4
ADDRLP4 48
INDIRI4
ADDP4
INDIRF4
ADDRLP4 40
INDIRP4
ADDRLP4 48
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 56
CNSTI4 8
ASGNI4
ADDRLP4 60
ADDRLP4 36
INDIRP4
ADDRLP4 56
INDIRI4
ADDP4
INDIRF4
ADDRLP4 40
INDIRP4
ADDRLP4 56
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 64
ADDRFP4 4
INDIRF4
ASGNF4
ADDRLP4 12
ADDRLP4 44
INDIRF4
ADDRLP4 44
INDIRF4
MULF4
ADDRLP4 52
INDIRF4
ADDRLP4 52
INDIRF4
MULF4
ADDF4
ADDRLP4 60
INDIRF4
ADDRLP4 60
INDIRF4
MULF4
ADDF4
ADDRLP4 64
INDIRF4
ADDRLP4 64
INDIRF4
MULF4
SUBF4
ASGNF4
line 722
;718:		(point[1] - origin[1]) * (point[1] - origin[1]) +
;719:		(point[2] - origin[2]) * (point[2] - origin[2]) -
;720:		radius * radius;
;721:
;722:	d = b * b - 4 * c;
ADDRLP4 8
ADDRLP4 4
INDIRF4
ADDRLP4 4
INDIRF4
MULF4
CNSTF4 1082130432
ADDRLP4 12
INDIRF4
MULF4
SUBF4
ASGNF4
line 723
;723:	if (d > 0) {
ADDRLP4 8
INDIRF4
CNSTF4 0
LEF4 $316
line 724
;724:		t = (- b + sqrt(d)) / 2;
ADDRLP4 8
INDIRF4
ARGF4
ADDRLP4 72
ADDRGP4 sqrt
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 4
INDIRF4
NEGF4
ADDRLP4 72
INDIRF4
ADDF4
CNSTF4 1073741824
DIVF4
ASGNF4
line 725
;725:		VectorMA(point, t, dir, intersections[0]);
ADDRFP4 16
INDIRP4
ADDRFP4 8
INDIRP4
INDIRF4
ADDRFP4 12
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 76
CNSTI4 4
ASGNI4
ADDRFP4 16
INDIRP4
ADDRLP4 76
INDIRI4
ADDP4
ADDRFP4 8
INDIRP4
ADDRLP4 76
INDIRI4
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
ADDRLP4 76
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 80
CNSTI4 8
ASGNI4
ADDRFP4 16
INDIRP4
ADDRLP4 80
INDIRI4
ADDP4
ADDRFP4 8
INDIRP4
ADDRLP4 80
INDIRI4
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
ADDRLP4 80
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
line 726
;726:		t = (- b - sqrt(d)) / 2;
ADDRLP4 8
INDIRF4
ARGF4
ADDRLP4 84
ADDRGP4 sqrt
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 4
INDIRF4
NEGF4
ADDRLP4 84
INDIRF4
SUBF4
CNSTF4 1073741824
DIVF4
ASGNF4
line 727
;727:		VectorMA(point, t, dir, intersections[1]);
ADDRFP4 16
INDIRP4
CNSTI4 12
ADDP4
ADDRFP4 8
INDIRP4
INDIRF4
ADDRFP4 12
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 88
CNSTI4 4
ASGNI4
ADDRFP4 16
INDIRP4
CNSTI4 16
ADDP4
ADDRFP4 8
INDIRP4
ADDRLP4 88
INDIRI4
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
ADDRLP4 88
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 92
CNSTI4 8
ASGNI4
ADDRFP4 16
INDIRP4
CNSTI4 20
ADDP4
ADDRFP4 8
INDIRP4
ADDRLP4 92
INDIRI4
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
ADDRLP4 92
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
line 728
;728:		return 2;
CNSTI4 2
RETI4
ADDRGP4 $315
JUMPV
LABELV $316
line 730
;729:	}
;730:	else if (d == 0) {
ADDRLP4 8
INDIRF4
CNSTF4 0
NEF4 $318
line 731
;731:		t = (- b ) / 2;
ADDRLP4 0
ADDRLP4 4
INDIRF4
NEGF4
CNSTF4 1073741824
DIVF4
ASGNF4
line 732
;732:		VectorMA(point, t, dir, intersections[0]);
ADDRFP4 16
INDIRP4
ADDRFP4 8
INDIRP4
INDIRF4
ADDRFP4 12
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 72
CNSTI4 4
ASGNI4
ADDRFP4 16
INDIRP4
ADDRLP4 72
INDIRI4
ADDP4
ADDRFP4 8
INDIRP4
ADDRLP4 72
INDIRI4
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
ADDRLP4 72
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 76
CNSTI4 8
ASGNI4
ADDRFP4 16
INDIRP4
ADDRLP4 76
INDIRI4
ADDP4
ADDRFP4 8
INDIRP4
ADDRLP4 76
INDIRI4
ADDP4
INDIRF4
ADDRFP4 12
INDIRP4
ADDRLP4 76
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ADDF4
ASGNF4
line 733
;733:		return 1;
CNSTI4 1
RETI4
ADDRGP4 $315
JUMPV
LABELV $318
line 735
;734:	}
;735:	return 0;
CNSTI4 0
RETI4
LABELV $315
endproc RaySphereIntersections 96 4
export G_InvulnerabilityEffect
proc G_InvulnerabilityEffect 64 20
line 744
;736:}
;737:
;738:#ifdef MISSIONPACK
;739:/*
;740:================
;741:G_InvulnerabilityEffect
;742:================
;743:*/
;744:int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir ) {
line 749
;745:	gentity_t	*impact;
;746:	vec3_t		intersections[2], vec;
;747:	int			n;
;748:
;749:	if ( !targ->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $321
line 750
;750:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $320
JUMPV
LABELV $321
line 752
;751:	}
;752:	VectorCopy(dir, vec);
ADDRLP4 0
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 753
;753:	VectorInverse(vec);
ADDRLP4 0
ARGP4
ADDRGP4 VectorInverse
CALLV
pop
line 755
;754:	// sphere model radius = 42 units
;755:	n = RaySphereIntersections( targ->client->ps.origin, 42, point, vec, intersections);
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
CNSTF4 1109917696
ARGF4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 12
ARGP4
ADDRLP4 44
ADDRGP4 RaySphereIntersections
CALLI4
ASGNI4
ADDRLP4 40
ADDRLP4 44
INDIRI4
ASGNI4
line 756
;756:	if (n > 0) {
ADDRLP4 40
INDIRI4
CNSTI4 0
LEI4 $323
line 757
;757:		impact = G_TempEntity( targ->client->ps.origin, EV_INVUL_IMPACT );
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
CNSTI4 71
ARGI4
ADDRLP4 48
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 36
ADDRLP4 48
INDIRP4
ASGNP4
line 758
;758:		VectorSubtract(intersections[0], targ->client->ps.origin, vec);
ADDRLP4 52
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
ASGNP4
ADDRLP4 0
ADDRLP4 12
INDIRF4
ADDRLP4 52
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 12+4
INDIRF4
ADDRLP4 52
INDIRP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+8
ADDRLP4 12+8
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
SUBF4
ASGNF4
line 759
;759:		vectoangles(vec, impact->s.angles);
ADDRLP4 0
ARGP4
ADDRLP4 36
INDIRP4
CNSTI4 116
ADDP4
ARGP4
ADDRGP4 vectoangles
CALLV
pop
line 760
;760:		impact->s.angles[0] += 90;
ADDRLP4 56
ADDRLP4 36
INDIRP4
CNSTI4 116
ADDP4
ASGNP4
ADDRLP4 56
INDIRP4
ADDRLP4 56
INDIRP4
INDIRF4
CNSTF4 1119092736
ADDF4
ASGNF4
line 761
;761:		if (impact->s.angles[0] > 360)
ADDRLP4 36
INDIRP4
CNSTI4 116
ADDP4
INDIRF4
CNSTF4 1135869952
LEF4 $329
line 762
;762:			impact->s.angles[0] -= 360;
ADDRLP4 60
ADDRLP4 36
INDIRP4
CNSTI4 116
ADDP4
ASGNP4
ADDRLP4 60
INDIRP4
ADDRLP4 60
INDIRP4
INDIRF4
CNSTF4 1135869952
SUBF4
ASGNF4
LABELV $329
line 763
;763:		if ( impactpoint ) {
ADDRFP4 12
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $331
line 764
;764:			VectorCopy( intersections[0], impactpoint );
ADDRFP4 12
INDIRP4
ADDRLP4 12
INDIRB
ASGNB 12
line 765
;765:		}
LABELV $331
line 766
;766:		if ( bouncedir ) {
ADDRFP4 16
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $333
line 767
;767:			VectorCopy( vec, bouncedir );
ADDRFP4 16
INDIRP4
ADDRLP4 0
INDIRB
ASGNB 12
line 768
;768:			VectorNormalize( bouncedir );
ADDRFP4 16
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 769
;769:		}
LABELV $333
line 770
;770:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $320
JUMPV
LABELV $323
line 772
;771:	}
;772:	else {
line 773
;773:		return qfalse;
CNSTI4 0
RETI4
LABELV $320
endproc G_InvulnerabilityEffect 64 20
export G_Damage
proc G_Damage 108 24
line 802
;774:	}
;775:}
;776:#endif
;777:/*
;778:============
;779:T_Damage
;780:
;781:targ		entity that is being damaged
;782:inflictor	entity that is causing the damage
;783:attacker	entity that caused the inflictor to damage targ
;784:	example: targ=monster, inflictor=rocket, attacker=player
;785:
;786:dir			direction of the attack for knockback
;787:point		point at which the damage is being inflicted, used for headshots
;788:damage		amount of damage being inflicted
;789:knockback	force to be applied against targ as a result of the damage
;790:
;791:inflictor, attacker, dir, and point can be NULL for environmental effects
;792:
;793:dflags		these flags are used to control how T_Damage works
;794:	DAMAGE_RADIUS			damage was indirect (from a nearby explosion)
;795:	DAMAGE_NO_ARMOR			armor does not protect from this damage
;796:	DAMAGE_NO_KNOCKBACK		do not affect velocity, just view angles
;797:	DAMAGE_NO_PROTECTION	kills godmode, armor, everything
;798:============
;799:*/
;800:
;801:void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
;802:			   vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
line 813
;803:	gclient_t	*client;
;804:	int			take;
;805:	int			save;
;806:	int			asave;
;807:	int			knockback;
;808:	int			max;
;809:#ifdef MISSIONPACK
;810:	vec3_t		bouncedir, impactpoint;
;811:#endif
;812:
;813:	if (!targ->takedamage) {
ADDRFP4 0
INDIRP4
CNSTI4 736
ADDP4
INDIRI4
CNSTI4 0
NEI4 $336
line 814
;814:		return;
ADDRGP4 $335
JUMPV
LABELV $336
line 819
;815:	}
;816:
;817:	// the intermission has allready been qualified for, so don't
;818:	// allow any extra scoring
;819:	if ( level.intermissionQueued ) {
ADDRGP4 level+9124
INDIRI4
CNSTI4 0
EQI4 $338
line 820
;820:		return;
ADDRGP4 $335
JUMPV
LABELV $338
line 823
;821:	}
;822:#ifdef MISSIONPACK
;823:	if ( targ->client && mod != MOD_JUICED) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $341
ADDRFP4 28
INDIRI4
CNSTI4 27
EQI4 $341
line 824
;824:		if ( targ->client->invulnerabilityTime > level.time) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 836
ADDP4
INDIRI4
ADDRGP4 level+32
INDIRI4
LEI4 $343
line 825
;825:			if ( dir && point ) {
ADDRLP4 48
CNSTU4 0
ASGNU4
ADDRFP4 12
INDIRP4
CVPU4 4
ADDRLP4 48
INDIRU4
EQU4 $335
ADDRFP4 16
INDIRP4
CVPU4 4
ADDRLP4 48
INDIRU4
EQU4 $335
line 826
;826:				G_InvulnerabilityEffect( targ, dir, point, impactpoint, bouncedir );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRFP4 16
INDIRP4
ARGP4
ADDRLP4 36
ARGP4
ADDRLP4 24
ARGP4
ADDRGP4 G_InvulnerabilityEffect
CALLI4
pop
line 827
;827:			}
line 828
;828:			return;
ADDRGP4 $335
JUMPV
LABELV $343
line 830
;829:		}
;830:	}
LABELV $341
line 832
;831:#endif
;832:	if ( !inflictor ) {
ADDRFP4 4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $348
line 833
;833:		inflictor = &g_entities[ENTITYNUM_WORLD];
ADDRFP4 4
ADDRGP4 g_entities+833952
ASGNP4
line 834
;834:	}
LABELV $348
line 835
;835:	if ( !attacker ) {
ADDRFP4 8
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $351
line 836
;836:		attacker = &g_entities[ENTITYNUM_WORLD];
ADDRFP4 8
ADDRGP4 g_entities+833952
ASGNP4
line 837
;837:	}
LABELV $351
line 840
;838:
;839:	// shootable doors / buttons don't actually have any health
;840:	if ( targ->s.eType == ET_MOVER ) {
ADDRLP4 48
CNSTI4 4
ASGNI4
ADDRFP4 0
INDIRP4
ADDRLP4 48
INDIRI4
ADDP4
INDIRI4
ADDRLP4 48
INDIRI4
NEI4 $354
line 841
;841:		if ( targ->use && targ->moverState == MOVER_POS1 ) {
ADDRLP4 52
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 52
INDIRP4
CNSTI4 708
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $335
ADDRLP4 52
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
CNSTI4 0
NEI4 $335
line 842
;842:			targ->use( targ, inflictor, attacker );
ADDRLP4 56
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 56
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 56
INDIRP4
CNSTI4 708
ADDP4
INDIRP4
CALLV
pop
line 843
;843:		}
line 844
;844:		return;
ADDRGP4 $335
JUMPV
LABELV $354
line 847
;845:	}
;846:#ifdef MISSIONPACK
;847:	if( g_gametype.integer == GT_OBELISK && CheckObeliskAttack( targ, attacker ) ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
NEI4 $358
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 52
ADDRGP4 CheckObeliskAttack
CALLI4
ASGNI4
ADDRLP4 52
INDIRI4
CNSTI4 0
EQI4 $358
line 848
;848:		return;
ADDRGP4 $335
JUMPV
LABELV $358
line 853
;849:	}
;850:#endif
;851:	// reduce damage by the attacker's handicap value
;852:	// unless they are rocket jumping
;853:	if ( attacker->client && attacker != targ ) {
ADDRLP4 56
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 56
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $361
ADDRLP4 56
INDIRP4
CVPU4 4
ADDRFP4 0
INDIRP4
CVPU4 4
EQU4 $361
line 854
;854:		max = attacker->client->ps.stats[STAT_MAX_HEALTH];
ADDRLP4 16
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
ASGNI4
line 856
;855:#ifdef MISSIONPACK
;856:		if( bg_itemlist[attacker->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
CNSTI4 52
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 11
NEI4 $363
line 857
;857:			max /= 2;
ADDRLP4 16
ADDRLP4 16
INDIRI4
CNSTI4 2
DIVI4
ASGNI4
line 858
;858:		}
LABELV $363
line 860
;859:#endif
;860:		damage = damage * max / 100;
ADDRFP4 20
ADDRFP4 20
INDIRI4
ADDRLP4 16
INDIRI4
MULI4
CNSTI4 100
DIVI4
ASGNI4
line 861
;861:	}
LABELV $361
line 863
;862:
;863:	client = targ->client;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
ASGNP4
line 865
;864:
;865:	if ( client ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $366
line 866
;866:		if ( client->noclip ) {
ADDRLP4 0
INDIRP4
CNSTI4 648
ADDP4
INDIRI4
CNSTI4 0
EQI4 $368
line 867
;867:			return;
ADDRGP4 $335
JUMPV
LABELV $368
line 869
;868:		}
;869:	}
LABELV $366
line 871
;870:
;871:	if ( !dir ) {
ADDRFP4 12
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $370
line 872
;872:		dflags |= DAMAGE_NO_KNOCKBACK;
ADDRFP4 24
ADDRFP4 24
INDIRI4
CNSTI4 4
BORI4
ASGNI4
line 873
;873:	} else {
ADDRGP4 $371
JUMPV
LABELV $370
line 874
;874:		VectorNormalize(dir);
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 875
;875:	}
LABELV $371
line 877
;876:
;877:	knockback = damage;
ADDRLP4 4
ADDRFP4 20
INDIRI4
ASGNI4
line 878
;878:	if ( knockback > 200 ) {
ADDRLP4 4
INDIRI4
CNSTI4 200
LEI4 $372
line 879
;879:		knockback = 200;
ADDRLP4 4
CNSTI4 200
ASGNI4
line 880
;880:	}
LABELV $372
line 881
;881:	if ( targ->flags & FL_NO_KNOCKBACK ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 2048
BANDI4
CNSTI4 0
EQI4 $374
line 882
;882:		knockback = 0;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 883
;883:	}
LABELV $374
line 884
;884:	if ( dflags & DAMAGE_NO_KNOCKBACK ) {
ADDRFP4 24
INDIRI4
CNSTI4 4
BANDI4
CNSTI4 0
EQI4 $376
line 885
;885:		knockback = 0;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 886
;886:	}
LABELV $376
line 889
;887:
;888:	// figure momentum add, even if the damage won't be taken
;889:	if ( knockback && targ->client ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $378
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $378
line 893
;890:		vec3_t	kvel;
;891:		float	mass;
;892:
;893:		mass = 200;
ADDRLP4 72
CNSTF4 1128792064
ASGNF4
line 895
;894:
;895:		VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
ADDRLP4 76
ADDRFP4 12
INDIRP4
ASGNP4
ADDRLP4 80
ADDRLP4 4
INDIRI4
CVIF4 4
ASGNF4
ADDRLP4 84
ADDRLP4 72
INDIRF4
ASGNF4
ADDRLP4 60
ADDRLP4 76
INDIRP4
INDIRF4
ADDRGP4 g_knockback+8
INDIRF4
ADDRLP4 80
INDIRF4
MULF4
ADDRLP4 84
INDIRF4
DIVF4
MULF4
ASGNF4
ADDRLP4 60+4
ADDRLP4 76
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ADDRGP4 g_knockback+8
INDIRF4
ADDRLP4 80
INDIRF4
MULF4
ADDRLP4 84
INDIRF4
DIVF4
MULF4
ASGNF4
ADDRLP4 60+8
ADDRFP4 12
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
ADDRGP4 g_knockback+8
INDIRF4
ADDRLP4 4
INDIRI4
CVIF4 4
MULF4
ADDRLP4 72
INDIRF4
DIVF4
MULF4
ASGNF4
line 896
;896:		VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);
ADDRLP4 88
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
ADDRLP4 88
INDIRP4
ADDRLP4 88
INDIRP4
INDIRF4
ADDRLP4 60
INDIRF4
ADDF4
ASGNF4
ADDRLP4 92
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 36
ADDP4
ASGNP4
ADDRLP4 92
INDIRP4
ADDRLP4 92
INDIRP4
INDIRF4
ADDRLP4 60+4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 96
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 40
ADDP4
ASGNP4
ADDRLP4 96
INDIRP4
ADDRLP4 96
INDIRP4
INDIRF4
ADDRLP4 60+8
INDIRF4
ADDF4
ASGNF4
line 900
;897:
;898:		// set the timer so that the other client can't cancel
;899:		// out the movement immediately
;900:		if ( !targ->client->ps.pm_time ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
CNSTI4 0
NEI4 $387
line 903
;901:			int		t;
;902:
;903:			t = knockback * 2;
ADDRLP4 100
ADDRLP4 4
INDIRI4
CNSTI4 1
LSHI4
ASGNI4
line 904
;904:			if ( t < 50 ) {
ADDRLP4 100
INDIRI4
CNSTI4 50
GEI4 $389
line 905
;905:				t = 50;
ADDRLP4 100
CNSTI4 50
ASGNI4
line 906
;906:			}
LABELV $389
line 907
;907:			if ( t > 200 ) {
ADDRLP4 100
INDIRI4
CNSTI4 200
LEI4 $391
line 908
;908:				t = 200;
ADDRLP4 100
CNSTI4 200
ASGNI4
line 909
;909:			}
LABELV $391
line 910
;910:			targ->client->ps.pm_time = t;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 16
ADDP4
ADDRLP4 100
INDIRI4
ASGNI4
line 911
;911:			targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
ADDRLP4 104
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 104
INDIRP4
ADDRLP4 104
INDIRP4
INDIRI4
CNSTI4 64
BORI4
ASGNI4
line 912
;912:		}
LABELV $387
line 913
;913:	}
LABELV $378
line 916
;914:
;915:	// check for completely getting out of the damage
;916:	if ( !(dflags & DAMAGE_NO_PROTECTION) ) {
ADDRFP4 24
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
NEI4 $393
line 921
;917:
;918:		// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
;919:		// if the attacker was on the same team
;920:#ifdef MISSIONPACK
;921:		if ( mod != MOD_JUICED && targ != attacker && !(dflags & DAMAGE_NO_TEAM_PROTECTION) && OnSameTeam (targ, attacker)  ) {
ADDRFP4 28
INDIRI4
CNSTI4 27
EQI4 $395
ADDRLP4 60
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 64
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 60
INDIRP4
CVPU4 4
ADDRLP4 64
INDIRP4
CVPU4 4
EQU4 $395
ADDRFP4 24
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
NEI4 $395
ADDRLP4 60
INDIRP4
ARGP4
ADDRLP4 64
INDIRP4
ARGP4
ADDRLP4 68
ADDRGP4 OnSameTeam
CALLI4
ASGNI4
ADDRLP4 68
INDIRI4
CNSTI4 0
EQI4 $395
line 925
;922:#else	
;923:		if ( targ != attacker && OnSameTeam (targ, attacker)  ) {
;924:#endif
;925:			if ( !g_friendlyFire.integer ) {
ADDRGP4 g_friendlyFire+12
INDIRI4
CNSTI4 0
NEI4 $397
line 926
;926:				return;
ADDRGP4 $335
JUMPV
LABELV $397
line 928
;927:			}
;928:		}
LABELV $395
line 930
;929:#ifdef MISSIONPACK
;930:		if (mod == MOD_PROXIMITY_MINE) {
ADDRFP4 28
INDIRI4
CNSTI4 25
NEI4 $400
line 931
;931:			if (inflictor && inflictor->parent && OnSameTeam(targ, inflictor->parent)) {
ADDRLP4 72
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 76
CNSTU4 0
ASGNU4
ADDRLP4 72
INDIRP4
CVPU4 4
ADDRLP4 76
INDIRU4
EQU4 $402
ADDRLP4 80
ADDRLP4 72
INDIRP4
CNSTI4 600
ADDP4
INDIRP4
ASGNP4
ADDRLP4 80
INDIRP4
CVPU4 4
ADDRLP4 76
INDIRU4
EQU4 $402
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 80
INDIRP4
ARGP4
ADDRLP4 84
ADDRGP4 OnSameTeam
CALLI4
ASGNI4
ADDRLP4 84
INDIRI4
CNSTI4 0
EQI4 $402
line 932
;932:				return;
ADDRGP4 $335
JUMPV
LABELV $402
line 934
;933:			}
;934:			if (targ == attacker) {
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRFP4 8
INDIRP4
CVPU4 4
NEU4 $404
line 935
;935:				return;
ADDRGP4 $335
JUMPV
LABELV $404
line 937
;936:			}
;937:		}
LABELV $400
line 941
;938:#endif
;939:
;940:		// check for godmode
;941:		if ( targ->flags & FL_GODMODE ) {
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
EQI4 $406
line 942
;942:			return;
ADDRGP4 $335
JUMPV
LABELV $406
line 944
;943:		}
;944:	}
LABELV $393
line 948
;945:
;946:	// battlesuit protects from all radius damage (but takes knockback)
;947:	// and protects 50% against all damage
;948:	if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $408
ADDRLP4 0
INDIRP4
CNSTI4 320
ADDP4
INDIRI4
CNSTI4 0
EQI4 $408
line 949
;949:		G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 62
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 950
;950:		if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) {
ADDRFP4 24
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
NEI4 $412
ADDRFP4 28
INDIRI4
CNSTI4 19
NEI4 $410
LABELV $412
line 951
;951:			return;
ADDRGP4 $335
JUMPV
LABELV $410
line 953
;952:		}
;953:		damage *= 0.5;
ADDRFP4 20
CNSTF4 1056964608
ADDRFP4 20
INDIRI4
CVIF4 4
MULF4
CVFI4 4
ASGNI4
line 954
;954:	}
LABELV $408
line 957
;955:
;956:	// add to the attacker's hit counter (if the target isn't a general entity like a prox mine)
;957:	if ( attacker->client && targ != attacker && targ->health > 0
ADDRLP4 64
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 64
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $413
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
CVPU4 4
ADDRLP4 64
INDIRP4
CVPU4 4
EQU4 $413
ADDRLP4 72
CNSTI4 0
ASGNI4
ADDRLP4 68
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ADDRLP4 72
INDIRI4
LEI4 $413
ADDRLP4 76
ADDRLP4 68
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
ADDRLP4 76
INDIRI4
CNSTI4 3
EQI4 $413
ADDRLP4 76
INDIRI4
ADDRLP4 72
INDIRI4
EQI4 $413
line 959
;958:			&& targ->s.eType != ET_MISSILE
;959:			&& targ->s.eType != ET_GENERAL) {
line 960
;960:		if ( OnSameTeam( targ, attacker ) ) {
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 80
ADDRGP4 OnSameTeam
CALLI4
ASGNI4
ADDRLP4 80
INDIRI4
CNSTI4 0
EQI4 $415
line 961
;961:			attacker->client->ps.persistant[PERS_HITS]--;
ADDRLP4 84
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 252
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
CNSTI4 1
SUBI4
ASGNI4
line 962
;962:		} else {
ADDRGP4 $416
JUMPV
LABELV $415
line 963
;963:			attacker->client->ps.persistant[PERS_HITS]++;
ADDRLP4 84
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 252
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 964
;964:		}
LABELV $416
line 965
;965:		attacker->client->ps.persistant[PERS_ATTACKEE_ARMOR] = (targ->health<<8)|(client->ps.stats[STAT_ARMOR]);
ADDRFP4 8
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 276
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 8
LSHI4
ADDRLP4 0
INDIRP4
CNSTI4 200
ADDP4
INDIRI4
BORI4
ASGNI4
line 966
;966:	}
LABELV $413
line 970
;967:
;968:	// always give half damage if hurting self
;969:	// calculated after knockback, so rocket jumping works
;970:	if ( targ == attacker) {
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRFP4 8
INDIRP4
CVPU4 4
NEU4 $417
line 971
;971:		damage *= 0.5;
ADDRFP4 20
CNSTF4 1056964608
ADDRFP4 20
INDIRI4
CVIF4 4
MULF4
CVFI4 4
ASGNI4
line 972
;972:	}
LABELV $417
line 974
;973:
;974:	if ( damage < 1 ) {
ADDRFP4 20
INDIRI4
CNSTI4 1
GEI4 $419
line 975
;975:		damage = 1;
ADDRFP4 20
CNSTI4 1
ASGNI4
line 976
;976:	}
LABELV $419
line 977
;977:	take = damage;
ADDRLP4 8
ADDRFP4 20
INDIRI4
ASGNI4
line 978
;978:	save = 0;
ADDRLP4 20
CNSTI4 0
ASGNI4
line 981
;979:
;980:	// save some from armor
;981:	asave = CheckArmor (targ, take, dflags);
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 8
INDIRI4
ARGI4
ADDRFP4 24
INDIRI4
ARGI4
ADDRLP4 80
ADDRGP4 CheckArmor
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 80
INDIRI4
ASGNI4
line 982
;982:	take -= asave;
ADDRLP4 8
ADDRLP4 8
INDIRI4
ADDRLP4 12
INDIRI4
SUBI4
ASGNI4
line 984
;983:
;984:	if ( g_debugDamage.integer ) {
ADDRGP4 g_debugDamage+12
INDIRI4
CNSTI4 0
EQI4 $421
line 985
;985:		G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number,
ADDRGP4 $424
ARGP4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRLP4 84
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 84
INDIRP4
INDIRI4
ARGI4
ADDRLP4 84
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ARGI4
ADDRLP4 8
INDIRI4
ARGI4
ADDRLP4 12
INDIRI4
ARGI4
ADDRGP4 G_Printf
CALLV
pop
line 987
;986:			targ->health, take, asave );
;987:	}
LABELV $421
line 992
;988:
;989:	// add to the damage inflicted on a player this frame
;990:	// the total will be turned into screen blends and view angle kicks
;991:	// at the end of the frame
;992:	if ( client ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $426
line 993
;993:		if ( attacker ) {
ADDRFP4 8
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $428
line 994
;994:			client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 272
ADDP4
ADDRFP4 8
INDIRP4
INDIRI4
ASGNI4
line 995
;995:		} else {
ADDRGP4 $429
JUMPV
LABELV $428
line 996
;996:			client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
ADDRLP4 0
INDIRP4
CNSTI4 272
ADDP4
CNSTI4 1022
ASGNI4
line 997
;997:		}
LABELV $429
line 998
;998:		client->damage_armor += asave;
ADDRLP4 84
ADDRLP4 0
INDIRP4
CNSTI4 680
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
ADDRLP4 12
INDIRI4
ADDI4
ASGNI4
line 999
;999:		client->damage_blood += take;
ADDRLP4 88
ADDRLP4 0
INDIRP4
CNSTI4 684
ADDP4
ASGNP4
ADDRLP4 88
INDIRP4
ADDRLP4 88
INDIRP4
INDIRI4
ADDRLP4 8
INDIRI4
ADDI4
ASGNI4
line 1000
;1000:		client->damage_knockback += knockback;
ADDRLP4 92
ADDRLP4 0
INDIRP4
CNSTI4 688
ADDP4
ASGNP4
ADDRLP4 92
INDIRP4
ADDRLP4 92
INDIRP4
INDIRI4
ADDRLP4 4
INDIRI4
ADDI4
ASGNI4
line 1001
;1001:		if ( dir ) {
ADDRFP4 12
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $430
line 1002
;1002:			VectorCopy ( dir, client->damage_from );
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRFP4 12
INDIRP4
INDIRB
ASGNB 12
line 1003
;1003:			client->damage_fromWorld = qfalse;
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
CNSTI4 0
ASGNI4
line 1004
;1004:		} else {
ADDRGP4 $431
JUMPV
LABELV $430
line 1005
;1005:			VectorCopy ( targ->r.currentOrigin, client->damage_from );
ADDRLP4 0
INDIRP4
CNSTI4 692
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 488
ADDP4
INDIRB
ASGNB 12
line 1006
;1006:			client->damage_fromWorld = qtrue;
ADDRLP4 0
INDIRP4
CNSTI4 704
ADDP4
CNSTI4 1
ASGNI4
line 1007
;1007:		}
LABELV $431
line 1008
;1008:	}
LABELV $426
line 1012
;1009:
;1010:	// See if it's the player hurting the emeny flag carrier
;1011:#ifdef MISSIONPACK
;1012:	if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
EQI4 $436
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
NEI4 $432
LABELV $436
line 1016
;1013:#else	
;1014:	if( g_gametype.integer == GT_CTF) {
;1015:#endif
;1016:		Team_CheckHurtCarrier(targ, attacker);
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Team_CheckHurtCarrier
CALLV
pop
line 1017
;1017:	}
LABELV $432
line 1019
;1018:
;1019:	if (targ->client) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $437
line 1021
;1020:		// set the last client who damaged the target
;1021:		targ->client->lasthurt_client = attacker->s.number;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 724
ADDP4
ADDRFP4 8
INDIRP4
INDIRI4
ASGNI4
line 1022
;1022:		targ->client->lasthurt_mod = mod;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 728
ADDP4
ADDRFP4 28
INDIRI4
ASGNI4
line 1023
;1023:	}
LABELV $437
line 1026
;1024:
;1025:	// do the damage
;1026:	if (take) {
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $439
line 1027
;1027:		targ->health = targ->health - take;
ADDRLP4 84
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
ADDRLP4 8
INDIRI4
SUBI4
ASGNI4
line 1028
;1028:		if ( targ->client ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $441
line 1029
;1029:			targ->client->ps.stats[STAT_HEALTH] = targ->health;
ADDRLP4 88
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 88
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 184
ADDP4
ADDRLP4 88
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
ASGNI4
line 1030
;1030:		}
LABELV $441
line 1032
;1031:			
;1032:		if ( targ->health <= 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 0
GTI4 $443
line 1033
;1033:			if ( client )
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $445
line 1034
;1034:				targ->flags |= FL_NO_KNOCKBACK;
ADDRLP4 88
ADDRFP4 0
INDIRP4
CNSTI4 536
ADDP4
ASGNP4
ADDRLP4 88
INDIRP4
ADDRLP4 88
INDIRP4
INDIRI4
CNSTI4 2048
BORI4
ASGNI4
LABELV $445
line 1036
;1035:
;1036:			if (targ->health < -999)
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 -999
GEI4 $447
line 1037
;1037:				targ->health = -999;
ADDRFP4 0
INDIRP4
CNSTI4 732
ADDP4
CNSTI4 -999
ASGNI4
LABELV $447
line 1039
;1038:
;1039:			targ->enemy = attacker;
ADDRFP4 0
INDIRP4
CNSTI4 768
ADDP4
ADDRFP4 8
INDIRP4
ASGNP4
line 1040
;1040:			targ->die (targ, inflictor, attacker, take, mod);
ADDRLP4 92
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 92
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRI4
ARGI4
ADDRFP4 28
INDIRI4
ARGI4
ADDRLP4 92
INDIRP4
CNSTI4 716
ADDP4
INDIRP4
CALLV
pop
line 1041
;1041:			return;
ADDRGP4 $335
JUMPV
LABELV $443
line 1042
;1042:		} else if ( targ->pain ) {
ADDRFP4 0
INDIRP4
CNSTI4 712
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $449
line 1043
;1043:			targ->pain (targ, attacker, take);
ADDRLP4 88
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 88
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRI4
ARGI4
ADDRLP4 88
INDIRP4
CNSTI4 712
ADDP4
INDIRP4
CALLV
pop
line 1044
;1044:		}
LABELV $449
line 1045
;1045:	}
LABELV $439
line 1047
;1046:
;1047:}
LABELV $335
endproc G_Damage 108 24
export CanDamage
proc CanDamage 112 28
line 1058
;1048:
;1049:
;1050:/*
;1051:============
;1052:CanDamage
;1053:
;1054:Returns qtrue if the inflictor can directly damage the target.  Used for
;1055:explosions and melee attacks.
;1056:============
;1057:*/
;1058:qboolean CanDamage (gentity_t *targ, vec3_t origin) {
line 1065
;1059:	vec3_t	dest;
;1060:	trace_t	tr;
;1061:	vec3_t	midpoint;
;1062:
;1063:	// use the midpoint of the bounds instead of the origin, because
;1064:	// bmodels may have their origin is 0,0,0
;1065:	VectorAdd (targ->r.absmin, targ->r.absmax, midpoint);
ADDRLP4 80
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 80
INDIRP4
CNSTI4 464
ADDP4
INDIRF4
ADDRLP4 80
INDIRP4
CNSTI4 476
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 80
INDIRP4
CNSTI4 468
ADDP4
INDIRF4
ADDRLP4 80
INDIRP4
CNSTI4 480
ADDP4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 84
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12+8
ADDRLP4 84
INDIRP4
CNSTI4 472
ADDP4
INDIRF4
ADDRLP4 84
INDIRP4
CNSTI4 484
ADDP4
INDIRF4
ADDF4
ASGNF4
line 1066
;1066:	VectorScale (midpoint, 0.5, midpoint);
ADDRLP4 88
CNSTF4 1056964608
ASGNF4
ADDRLP4 12
ADDRLP4 88
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 88
INDIRF4
ADDRLP4 12+4
INDIRF4
MULF4
ASGNF4
ADDRLP4 12+8
CNSTF4 1056964608
ADDRLP4 12+8
INDIRF4
MULF4
ASGNF4
line 1068
;1067:
;1068:	VectorCopy (midpoint, dest);
ADDRLP4 0
ADDRLP4 12
INDIRB
ASGNB 12
line 1069
;1069:	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
ADDRLP4 24
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 92
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 92
INDIRP4
ARGP4
ADDRLP4 92
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1070
;1070:	if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
ADDRLP4 24+8
INDIRF4
CNSTF4 1065353216
EQF4 $462
ADDRLP4 24+52
INDIRI4
ADDRFP4 0
INDIRP4
INDIRI4
NEI4 $458
LABELV $462
line 1071
;1071:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $451
JUMPV
LABELV $458
line 1075
;1072:
;1073:	// this should probably check in the plane of projection, 
;1074:	// rather than in world coordinate, and also include Z
;1075:	VectorCopy (midpoint, dest);
ADDRLP4 0
ADDRLP4 12
INDIRB
ASGNB 12
line 1076
;1076:	dest[0] += 15.0;
ADDRLP4 0
ADDRLP4 0
INDIRF4
CNSTF4 1097859072
ADDF4
ASGNF4
line 1077
;1077:	dest[1] += 15.0;
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
CNSTF4 1097859072
ADDF4
ASGNF4
line 1078
;1078:	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
ADDRLP4 24
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 96
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 96
INDIRP4
ARGP4
ADDRLP4 96
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1079
;1079:	if (tr.fraction == 1.0)
ADDRLP4 24+8
INDIRF4
CNSTF4 1065353216
NEF4 $464
line 1080
;1080:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $451
JUMPV
LABELV $464
line 1082
;1081:
;1082:	VectorCopy (midpoint, dest);
ADDRLP4 0
ADDRLP4 12
INDIRB
ASGNB 12
line 1083
;1083:	dest[0] += 15.0;
ADDRLP4 0
ADDRLP4 0
INDIRF4
CNSTF4 1097859072
ADDF4
ASGNF4
line 1084
;1084:	dest[1] -= 15.0;
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
CNSTF4 1097859072
SUBF4
ASGNF4
line 1085
;1085:	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
ADDRLP4 24
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 100
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 100
INDIRP4
ARGP4
ADDRLP4 100
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1086
;1086:	if (tr.fraction == 1.0)
ADDRLP4 24+8
INDIRF4
CNSTF4 1065353216
NEF4 $468
line 1087
;1087:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $451
JUMPV
LABELV $468
line 1089
;1088:
;1089:	VectorCopy (midpoint, dest);
ADDRLP4 0
ADDRLP4 12
INDIRB
ASGNB 12
line 1090
;1090:	dest[0] -= 15.0;
ADDRLP4 0
ADDRLP4 0
INDIRF4
CNSTF4 1097859072
SUBF4
ASGNF4
line 1091
;1091:	dest[1] += 15.0;
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
CNSTF4 1097859072
ADDF4
ASGNF4
line 1092
;1092:	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
ADDRLP4 24
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 104
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 104
INDIRP4
ARGP4
ADDRLP4 104
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1093
;1093:	if (tr.fraction == 1.0)
ADDRLP4 24+8
INDIRF4
CNSTF4 1065353216
NEF4 $472
line 1094
;1094:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $451
JUMPV
LABELV $472
line 1096
;1095:
;1096:	VectorCopy (midpoint, dest);
ADDRLP4 0
ADDRLP4 12
INDIRB
ASGNB 12
line 1097
;1097:	dest[0] -= 15.0;
ADDRLP4 0
ADDRLP4 0
INDIRF4
CNSTF4 1097859072
SUBF4
ASGNF4
line 1098
;1098:	dest[1] -= 15.0;
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
CNSTF4 1097859072
SUBF4
ASGNF4
line 1099
;1099:	trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
ADDRLP4 24
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 108
ADDRGP4 vec3_origin
ASGNP4
ADDRLP4 108
INDIRP4
ARGP4
ADDRLP4 108
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 1023
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_Trace
CALLV
pop
line 1100
;1100:	if (tr.fraction == 1.0)
ADDRLP4 24+8
INDIRF4
CNSTF4 1065353216
NEF4 $476
line 1101
;1101:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $451
JUMPV
LABELV $476
line 1104
;1102:
;1103:
;1104:	return qfalse;
CNSTI4 0
RETI4
LABELV $451
endproc CanDamage 112 28
export G_RadiusDamage
proc G_RadiusDamage 4196 32
line 1114
;1105:}
;1106:
;1107:
;1108:/*
;1109:============
;1110:G_RadiusDamage
;1111:============
;1112:*/
;1113:qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
;1114:					 gentity_t *ignore, int mod) {
line 1123
;1115:	float		points, dist;
;1116:	gentity_t	*ent;
;1117:	int			entityList[MAX_GENTITIES];
;1118:	int			numListedEntities;
;1119:	vec3_t		mins, maxs;
;1120:	vec3_t		v;
;1121:	vec3_t		dir;
;1122:	int			i, e;
;1123:	qboolean	hitClient = qfalse;
ADDRLP4 4168
CNSTI4 0
ASGNI4
line 1125
;1124:
;1125:	if ( radius < 1 ) {
ADDRFP4 12
INDIRF4
CNSTF4 1065353216
GEF4 $480
line 1126
;1126:		radius = 1;
ADDRFP4 12
CNSTF4 1065353216
ASGNF4
line 1127
;1127:	}
LABELV $480
line 1129
;1128:
;1129:	for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $482
line 1130
;1130:		mins[i] = origin[i] - radius;
ADDRLP4 4172
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 4172
INDIRI4
ADDRLP4 4144
ADDP4
ADDRLP4 4172
INDIRI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRFP4 12
INDIRF4
SUBF4
ASGNF4
line 1131
;1131:		maxs[i] = origin[i] + radius;
ADDRLP4 4176
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 4176
INDIRI4
ADDRLP4 4156
ADDP4
ADDRLP4 4176
INDIRI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRFP4 12
INDIRF4
ADDF4
ASGNF4
line 1132
;1132:	}
LABELV $483
line 1129
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $482
line 1134
;1133:
;1134:	numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
ADDRLP4 4144
ARGP4
ADDRLP4 4156
ARGP4
ADDRLP4 44
ARGP4
CNSTI4 1024
ARGI4
ADDRLP4 4172
ADDRGP4 trap_EntitiesInBox
CALLI4
ASGNI4
ADDRLP4 4140
ADDRLP4 4172
INDIRI4
ASGNI4
line 1136
;1135:
;1136:	for ( e = 0 ; e < numListedEntities ; e++ ) {
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRGP4 $489
JUMPV
LABELV $486
line 1137
;1137:		ent = &g_entities[entityList[ e ]];
ADDRLP4 4
CNSTI4 816
ADDRLP4 20
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 44
ADDP4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 1139
;1138:
;1139:		if (ent == ignore)
ADDRLP4 4
INDIRP4
CVPU4 4
ADDRFP4 16
INDIRP4
CVPU4 4
NEU4 $490
line 1140
;1140:			continue;
ADDRGP4 $487
JUMPV
LABELV $490
line 1141
;1141:		if (!ent->takedamage)
ADDRLP4 4
INDIRP4
CNSTI4 736
ADDP4
INDIRI4
CNSTI4 0
NEI4 $492
line 1142
;1142:			continue;
ADDRGP4 $487
JUMPV
LABELV $492
line 1145
;1143:
;1144:		// find the distance from the edge of the bounding box
;1145:		for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $494
line 1146
;1146:			if ( origin[i] < ent->r.absmin[i] ) {
ADDRLP4 4176
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 4176
INDIRI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRLP4 4176
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 464
ADDP4
ADDP4
INDIRF4
GEF4 $498
line 1147
;1147:				v[i] = ent->r.absmin[i] - origin[i];
ADDRLP4 4180
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 4180
INDIRI4
ADDRLP4 8
ADDP4
ADDRLP4 4180
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 464
ADDP4
ADDP4
INDIRF4
ADDRLP4 4180
INDIRI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 1148
;1148:			} else if ( origin[i] > ent->r.absmax[i] ) {
ADDRGP4 $499
JUMPV
LABELV $498
ADDRLP4 4180
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 4180
INDIRI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRLP4 4180
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 476
ADDP4
ADDP4
INDIRF4
LEF4 $500
line 1149
;1149:				v[i] = origin[i] - ent->r.absmax[i];
ADDRLP4 4184
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 4184
INDIRI4
ADDRLP4 8
ADDP4
ADDRLP4 4184
INDIRI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRLP4 4184
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 476
ADDP4
ADDP4
INDIRF4
SUBF4
ASGNF4
line 1150
;1150:			} else {
ADDRGP4 $501
JUMPV
LABELV $500
line 1151
;1151:				v[i] = 0;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
ADDP4
CNSTF4 0
ASGNF4
line 1152
;1152:			}
LABELV $501
LABELV $499
line 1153
;1153:		}
LABELV $495
line 1145
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $494
line 1155
;1154:
;1155:		dist = VectorLength( v );
ADDRLP4 8
ARGP4
ADDRLP4 4176
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 24
ADDRLP4 4176
INDIRF4
ASGNF4
line 1156
;1156:		if ( dist >= radius ) {
ADDRLP4 24
INDIRF4
ADDRFP4 12
INDIRF4
LTF4 $502
line 1157
;1157:			continue;
ADDRGP4 $487
JUMPV
LABELV $502
line 1160
;1158:		}
;1159:
;1160:		points = damage * ( 1.0 - dist / radius );
ADDRLP4 40
ADDRFP4 8
INDIRF4
CNSTF4 1065353216
ADDRLP4 24
INDIRF4
ADDRFP4 12
INDIRF4
DIVF4
SUBF4
MULF4
ASGNF4
line 1162
;1161:
;1162:		if( CanDamage (ent, origin) ) {
ADDRLP4 4
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 4180
ADDRGP4 CanDamage
CALLI4
ASGNI4
ADDRLP4 4180
INDIRI4
CNSTI4 0
EQI4 $504
line 1163
;1163:			if( LogAccuracyHit( ent, attacker ) ) {
ADDRLP4 4
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 4184
ADDRGP4 LogAccuracyHit
CALLI4
ASGNI4
ADDRLP4 4184
INDIRI4
CNSTI4 0
EQI4 $506
line 1164
;1164:				hitClient = qtrue;
ADDRLP4 4168
CNSTI4 1
ASGNI4
line 1165
;1165:			}
LABELV $506
line 1166
;1166:			VectorSubtract (ent->r.currentOrigin, origin, dir);
ADDRLP4 4192
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
ADDRLP4 4
INDIRP4
CNSTI4 488
ADDP4
INDIRF4
ADDRLP4 4192
INDIRP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 28+4
ADDRLP4 4
INDIRP4
CNSTI4 492
ADDP4
INDIRF4
ADDRLP4 4192
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 28+8
ADDRLP4 4
INDIRP4
CNSTI4 496
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
SUBF4
ASGNF4
line 1169
;1167:			// push the center of mass higher than the origin so players
;1168:			// get knocked into the air more
;1169:			dir[2] += 24;
ADDRLP4 28+8
ADDRLP4 28+8
INDIRF4
CNSTF4 1103101952
ADDF4
ASGNF4
line 1170
;1170:			G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
ADDRLP4 4
INDIRP4
ARGP4
CNSTP4 0
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 28
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 40
INDIRF4
CVFI4 4
ARGI4
CNSTI4 1
ARGI4
ADDRFP4 20
INDIRI4
ARGI4
ADDRGP4 G_Damage
CALLV
pop
line 1171
;1171:		}
LABELV $504
line 1172
;1172:	}
LABELV $487
line 1136
ADDRLP4 20
ADDRLP4 20
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $489
ADDRLP4 20
INDIRI4
ADDRLP4 4140
INDIRI4
LTI4 $486
line 1174
;1173:
;1174:	return hitClient;
ADDRLP4 4168
INDIRI4
RETI4
LABELV $479
endproc G_RadiusDamage 4196 32
import neutralObelisk
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 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 BuildShaderStateConfig
import AddRemap
import G_SetOrigin
import G_AddEvent
import G_AddPredictableEvent
import vectoyaw
import vtos
import tv
import G_TouchSolids
import G_TouchTriggers
import G_EntitiesFree
import G_FreeEntity
import G_Sound
import G_TempEntity
import G_Spawn
import G_InitGentity
import G_SetMovedir
import G_UseTargets
import G_PickTarget
import G_Find
import G_KillBox
import G_TeamCommand
import G_SoundIndex
import G_ModelIndex
import SaveRegisteredItems
import RegisterItem
import ClearRegisteredItems
import Touch_Item
import Add_Ammo
import ArmorIndex
import Think_Weapon
import FinishSpawningItem
import G_SpawnItem
import SetRespawn
import LaunchItem
import Drop_Item
import PrecacheItem
import UseHoldableItem
import RespawnItem
import G_RunItem
import G_CheckTeamItems
import Cmd_FollowCycle_f
import SetTeam
import BroadcastTeamChange
import StopFollowing
import Cmd_Score_f
import G_NewString
import G_SpawnEntitiesFromString
import G_SpawnVector
import G_SpawnInt
import G_SpawnFloat
import G_SpawnString
import BG_PlayerTouchesItem
import BG_PlayerStateToEntityStateExtraPolate
import BG_PlayerStateToEntityState
import BG_TouchJumpPad
import BG_AddPredictableEventToPlayerstate
import BG_EvaluateTrajectoryDelta
import BG_EvaluateTrajectory
import BG_CanItemBeGrabbed
import BG_FindItemForHoldable
import BG_FindItemForPowerup
import BG_FindItemForWeapon
import BG_FindItem
import bg_numItems
import bg_itemlist
import Pmove
import PM_UpdateViewAngles
import Com_Printf
import Com_Error
import Info_NextPair
import Info_Validate
import Info_SetValueForKey_Big
import Info_SetValueForKey
import Info_RemoveKey_big
import Info_RemoveKey
import Info_ValueForKey
import va
import Q_CleanStr
import Q_PrintStrlen
import Q_strcat
import Q_strncpyz
import Q_strrchr
import Q_strupr
import Q_strlwr
import Q_stricmpn
import Q_strncmp
import Q_stricmp
import Q_isalpha
import Q_isupper
import Q_islower
import Q_isprint
import Com_sprintf
import Parse3DMatrix
import Parse2DMatrix
import Parse1DMatrix
import SkipRestOfLine
import SkipBracedSection
import COM_MatchToken
import COM_ParseWarning
import COM_ParseError
import COM_Compress
import COM_ParseExt
import COM_Parse
import COM_GetCurrentParseLine
import COM_BeginParseSession
import COM_DefaultExtension
import COM_StripExtension
import COM_SkipPath
import Com_Clamp
import PerpendicularVector
import AngleVectors
import MatrixMultiply
import MakeNormalVectors
import RotateAroundDirection
import RotatePointAroundVector
import ProjectPointOnPlane
import PlaneFromPoints
import AngleDelta
import AngleNormalize180
import AngleNormalize360
import AnglesSubtract
import AngleSubtract
import LerpAngle
import AngleMod
import BoxOnPlaneSide
import SetPlaneSignbits
import AxisCopy
import AxisClear
import AnglesToAxis
import vectoangles
import Q_crandom
import Q_random
import Q_rand
import Q_acos
import Q_log2
import VectorRotate
import Vector4Scale
import VectorNormalize2
import VectorNormalize
import CrossProduct
import VectorInverse
import VectorNormalizeFast
import DistanceSquared
import Distance
import VectorLengthSquared
import VectorLength
import VectorCompare
import AddPointToBounds
import ClearBounds
import RadiusFromBounds
import NormalizeColor
import ColorBytes4
import ColorBytes3
import _VectorMA
import _VectorScale
import _VectorCopy
import _VectorAdd
import _VectorSubtract
import _DotProduct
import ByteToDir
import DirToByte
import ClampShort
import ClampChar
import Q_rsqrt
import Q_fabs
import axisDefault
import vec3_origin
import g_color_table
import colorDkGrey
import colorMdGrey
import colorLtGrey
import colorWhite
import colorCyan
import colorMagenta
import colorYellow
import colorBlue
import colorGreen
import colorRed
import colorBlack
import bytedirs
import Com_Memcpy
import Com_Memset
import Hunk_Alloc
import FloatSwap
import LongSwap
import ShortSwap
import acos
import fabs
import abs
import tan
import atan2
import cos
import sin
import sqrt
import floor
import ceil
import memcpy
import memset
import memmove
import sscanf
import vsprintf
import _atoi
import atoi
import _atof
import atof
import toupper
import tolower
import strncpy
import strstr
import strchr
import strcmp
import strcpy
import strcat
import strlen
import rand
import srand
import qsort
lit
align 1
LABELV $424
byte 1 37
byte 1 105
byte 1 58
byte 1 32
byte 1 99
byte 1 108
byte 1 105
byte 1 101
byte 1 110
byte 1 116
byte 1 58
byte 1 37
byte 1 105
byte 1 32
byte 1 104
byte 1 101
byte 1 97
byte 1 108
byte 1 116
byte 1 104
byte 1 58
byte 1 37
byte 1 105
byte 1 32
byte 1 100
byte 1 97
byte 1 109
byte 1 97
byte 1 103
byte 1 101
byte 1 58
byte 1 37
byte 1 105
byte 1 32
byte 1 97
byte 1 114
byte 1 109
byte 1 111
byte 1 114
byte 1 58
byte 1 37
byte 1 105
byte 1 10
byte 1 0
align 1
LABELV $243
byte 1 75
byte 1 105
byte 1 108
byte 1 108
byte 1 58
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 105
byte 1 32
byte 1 37
byte 1 105
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 107
byte 1 105
byte 1 108
byte 1 108
byte 1 101
byte 1 100
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 98
byte 1 121
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $242
byte 1 60
byte 1 98
byte 1 97
byte 1 100
byte 1 32
byte 1 111
byte 1 98
byte 1 105
byte 1 116
byte 1 117
byte 1 97
byte 1 114
byte 1 121
byte 1 62
byte 1 0
align 1
LABELV $235
byte 1 60
byte 1 119
byte 1 111
byte 1 114
byte 1 108
byte 1 100
byte 1 62
byte 1 0
align 1
LABELV $234
byte 1 60
byte 1 110
byte 1 111
byte 1 110
byte 1 45
byte 1 99
byte 1 108
byte 1 105
byte 1 101
byte 1 110
byte 1 116
byte 1 62
byte 1 0
align 1
LABELV $210
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 $209
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 $189
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 114
byte 1 101
byte 1 100
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 0
align 1
LABELV $188
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 95
byte 1 67
byte 1 84
byte 1 70
byte 1 95
byte 1 98
byte 1 108
byte 1 117
byte 1 101
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 0
align 1
LABELV $174
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 71
byte 1 82
byte 1 65
byte 1 80
byte 1 80
byte 1 76
byte 1 69
byte 1 0
align 1
LABELV $173
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 74
byte 1 85
byte 1 73
byte 1 67
byte 1 69
byte 1 68
byte 1 0
align 1
LABELV $172
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 75
byte 1 65
byte 1 77
byte 1 73
byte 1 75
byte 1 65
byte 1 90
byte 1 69
byte 1 0
align 1
LABELV $171
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 80
byte 1 82
byte 1 79
byte 1 88
byte 1 73
byte 1 77
byte 1 73
byte 1 84
byte 1 89
byte 1 95
byte 1 77
byte 1 73
byte 1 78
byte 1 69
byte 1 0
align 1
LABELV $170
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 67
byte 1 72
byte 1 65
byte 1 73
byte 1 78
byte 1 71
byte 1 85
byte 1 78
byte 1 0
align 1
LABELV $169
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 78
byte 1 65
byte 1 73
byte 1 76
byte 1 0
align 1
LABELV $168
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 84
byte 1 82
byte 1 73
byte 1 71
byte 1 71
byte 1 69
byte 1 82
byte 1 95
byte 1 72
byte 1 85
byte 1 82
byte 1 84
byte 1 0
align 1
LABELV $167
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 84
byte 1 65
byte 1 82
byte 1 71
byte 1 69
byte 1 84
byte 1 95
byte 1 76
byte 1 65
byte 1 83
byte 1 69
byte 1 82
byte 1 0
align 1
LABELV $166
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 83
byte 1 85
byte 1 73
byte 1 67
byte 1 73
byte 1 68
byte 1 69
byte 1 0
align 1
LABELV $165
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 70
byte 1 65
byte 1 76
byte 1 76
byte 1 73
byte 1 78
byte 1 71
byte 1 0
align 1
LABELV $164
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 84
byte 1 69
byte 1 76
byte 1 69
byte 1 70
byte 1 82
byte 1 65
byte 1 71
byte 1 0
align 1
LABELV $163
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 67
byte 1 82
byte 1 85
byte 1 83
byte 1 72
byte 1 0
align 1
LABELV $162
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 76
byte 1 65
byte 1 86
byte 1 65
byte 1 0
align 1
LABELV $161
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 83
byte 1 76
byte 1 73
byte 1 77
byte 1 69
byte 1 0
align 1
LABELV $160
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 87
byte 1 65
byte 1 84
byte 1 69
byte 1 82
byte 1 0
align 1
LABELV $159
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 66
byte 1 70
byte 1 71
byte 1 95
byte 1 83
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 72
byte 1 0
align 1
LABELV $158
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 66
byte 1 70
byte 1 71
byte 1 0
align 1
LABELV $157
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 76
byte 1 73
byte 1 71
byte 1 72
byte 1 84
byte 1 78
byte 1 73
byte 1 78
byte 1 71
byte 1 0
align 1
LABELV $156
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 82
byte 1 65
byte 1 73
byte 1 76
byte 1 71
byte 1 85
byte 1 78
byte 1 0
align 1
LABELV $155
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 77
byte 1 65
byte 1 95
byte 1 83
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 72
byte 1 0
align 1
LABELV $154
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 77
byte 1 65
byte 1 0
align 1
LABELV $153
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 82
byte 1 79
byte 1 67
byte 1 75
byte 1 69
byte 1 84
byte 1 95
byte 1 83
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 72
byte 1 0
align 1
LABELV $152
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 82
byte 1 79
byte 1 67
byte 1 75
byte 1 69
byte 1 84
byte 1 0
align 1
LABELV $151
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 71
byte 1 82
byte 1 69
byte 1 78
byte 1 65
byte 1 68
byte 1 69
byte 1 95
byte 1 83
byte 1 80
byte 1 76
byte 1 65
byte 1 83
byte 1 72
byte 1 0
align 1
LABELV $150
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 71
byte 1 82
byte 1 69
byte 1 78
byte 1 65
byte 1 68
byte 1 69
byte 1 0
align 1
LABELV $149
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 77
byte 1 65
byte 1 67
byte 1 72
byte 1 73
byte 1 78
byte 1 69
byte 1 71
byte 1 85
byte 1 78
byte 1 0
align 1
LABELV $148
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 71
byte 1 65
byte 1 85
byte 1 78
byte 1 84
byte 1 76
byte 1 69
byte 1 84
byte 1 0
align 1
LABELV $147
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 83
byte 1 72
byte 1 79
byte 1 84
byte 1 71
byte 1 85
byte 1 78
byte 1 0
align 1
LABELV $146
byte 1 77
byte 1 79
byte 1 68
byte 1 95
byte 1 85
byte 1 78
byte 1 75
byte 1 78
byte 1 79
byte 1 87
byte 1 78
byte 1 0
align 1
LABELV $139
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 32
byte 1 116
byte 1 105
byte 1 109
byte 1 101
byte 1 114
byte 1 0
align 1
LABELV $94
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 $93
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
