data
export pm_stopspeed
align 4
LABELV pm_stopspeed
byte 4 1120403456
export pm_duckScale
align 4
LABELV pm_duckScale
byte 4 1048576000
export pm_swimScale
align 4
LABELV pm_swimScale
byte 4 1056964608
export pm_wadeScale
align 4
LABELV pm_wadeScale
byte 4 1060320051
export pm_accelerate
align 4
LABELV pm_accelerate
byte 4 1092616192
export pm_airaccelerate
align 4
LABELV pm_airaccelerate
byte 4 1065353216
export pm_wateraccelerate
align 4
LABELV pm_wateraccelerate
byte 4 1082130432
export pm_flyaccelerate
align 4
LABELV pm_flyaccelerate
byte 4 1090519040
export pm_friction
align 4
LABELV pm_friction
byte 4 1086324736
export pm_waterfriction
align 4
LABELV pm_waterfriction
byte 4 1065353216
export pm_flightfriction
align 4
LABELV pm_flightfriction
byte 4 1077936128
export pm_spectatorfriction
align 4
LABELV pm_spectatorfriction
byte 4 1084227584
export c_pmove
align 4
LABELV c_pmove
byte 4 0
export PM_AddEvent
code
proc PM_AddEvent 0 12
file "../../game/bg_pmove.c"
line 47
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:// bg_pmove.c -- both games player movement code
;4:// takes a playerstate and a usercmd as input and returns a modifed playerstate
;5:
;6:#include "q_shared.h"
;7:#include "bg_public.h"
;8:#include "bg_local.h"
;9:
;10:pmove_t		*pm;
;11:pml_t		pml;
;12:
;13:// movement parameters
;14:float	pm_stopspeed = 100.0f;
;15:float	pm_duckScale = 0.25f;
;16:float	pm_swimScale = 0.50f;
;17:float	pm_wadeScale = 0.70f;
;18:
;19:float	pm_accelerate = 10.0f;
;20:float	pm_airaccelerate = 1.0f;
;21:float	pm_wateraccelerate = 4.0f;
;22:float	pm_flyaccelerate = 8.0f;
;23:
;24:float	pm_friction = 6.0f;
;25:float	pm_waterfriction = 1.0f;
;26:float	pm_flightfriction = 3.0f;
;27:float	pm_spectatorfriction = 5.0f;
;28:
;29:int		c_pmove = 0;
;30:
;31:/* Custom addition to add the variables jhealth, and height.
;32:	jhealth = players health.
;33:	height = players jump height.
;34:	^^^
;35:*/
;36:
;37:float jhealth;			//health
;38:float height;			//jump height
;39:
;40:
;41:/*
;42:===============
;43:PM_AddEvent
;44:
;45:===============
;46:*/
;47:void PM_AddEvent( int newEvent ) {
line 48
;48:	BG_AddPredictableEventToPlayerstate( newEvent, 0, pm->ps );
ADDRFP4 0
INDIRI4
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 pm
INDIRP4
INDIRP4
ARGP4
ADDRGP4 BG_AddPredictableEventToPlayerstate
CALLV
pop
line 49
;49:}
LABELV $41
endproc PM_AddEvent 0 12
export PM_AddTouchEnt
proc PM_AddTouchEnt 12 0
line 56
;50:
;51:/*
;52:===============
;53:PM_AddTouchEnt
;54:===============
;55:*/
;56:void PM_AddTouchEnt( int entityNum ) {
line 59
;57:	int		i;
;58:
;59:	if ( entityNum == ENTITYNUM_WORLD ) {
ADDRFP4 0
INDIRI4
CNSTI4 1022
NEI4 $43
line 60
;60:		return;
ADDRGP4 $42
JUMPV
LABELV $43
line 62
;61:	}
;62:	if ( pm->numtouch == MAXTOUCH ) {
ADDRGP4 pm
INDIRP4
CNSTI4 48
ADDP4
INDIRI4
CNSTI4 32
NEI4 $45
line 63
;63:		return;
ADDRGP4 $42
JUMPV
LABELV $45
line 67
;64:	}
;65:
;66:	// see if it is already added
;67:	for ( i = 0 ; i < pm->numtouch ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $50
JUMPV
LABELV $47
line 68
;68:		if ( pm->touchents[ i ] == entityNum ) {
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 pm
INDIRP4
CNSTI4 52
ADDP4
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
NEI4 $51
line 69
;69:			return;
ADDRGP4 $42
JUMPV
LABELV $51
line 71
;70:		}
;71:	}
LABELV $48
line 67
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $50
ADDRLP4 0
INDIRI4
ADDRGP4 pm
INDIRP4
CNSTI4 48
ADDP4
INDIRI4
LTI4 $47
line 74
;72:
;73:	// add it
;74:	pm->touchents[pm->numtouch] = entityNum;
ADDRLP4 4
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 48
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
INDIRP4
CNSTI4 52
ADDP4
ADDP4
ADDRFP4 0
INDIRI4
ASGNI4
line 75
;75:	pm->numtouch++;
ADDRLP4 8
ADDRGP4 pm
INDIRP4
CNSTI4 48
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 76
;76:}
LABELV $42
endproc PM_AddTouchEnt 12 0
proc PM_StartTorsoAnim 8 0
line 83
;77:
;78:/*
;79:===================
;80:PM_StartTorsoAnim
;81:===================
;82:*/
;83:static void PM_StartTorsoAnim( int anim ) {
line 84
;84:	if ( pm->ps->pm_type >= PM_DEAD ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
LTI4 $54
line 85
;85:		return;
ADDRGP4 $53
JUMPV
LABELV $54
line 87
;86:	}
;87:	pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 84
ADDP4
ASGNP4
ADDRLP4 4
CNSTI4 128
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRLP4 4
INDIRI4
BANDI4
ADDRLP4 4
INDIRI4
BXORI4
ADDRFP4 0
INDIRI4
BORI4
ASGNI4
line 89
;88:		| anim;
;89:}
LABELV $53
endproc PM_StartTorsoAnim 8 0
proc PM_StartLegsAnim 8 0
line 90
;90:static void PM_StartLegsAnim( int anim ) {
line 91
;91:	if ( pm->ps->pm_type >= PM_DEAD ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
LTI4 $57
line 92
;92:		return;
ADDRGP4 $56
JUMPV
LABELV $57
line 94
;93:	}
;94:	if ( pm->ps->legsTimer > 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 72
ADDP4
INDIRI4
CNSTI4 0
LEI4 $59
line 95
;95:		return;		// a high priority animation is running
ADDRGP4 $56
JUMPV
LABELV $59
line 97
;96:	}
;97:	pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 76
ADDP4
ASGNP4
ADDRLP4 4
CNSTI4 128
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRLP4 4
INDIRI4
BANDI4
ADDRLP4 4
INDIRI4
BXORI4
ADDRFP4 0
INDIRI4
BORI4
ASGNI4
line 99
;98:		| anim;
;99:}
LABELV $56
endproc PM_StartLegsAnim 8 0
proc PM_ContinueLegsAnim 0 4
line 101
;100:
;101:static void PM_ContinueLegsAnim( int anim ) {
line 102
;102:	if ( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 76
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ADDRFP4 0
INDIRI4
NEI4 $62
line 103
;103:		return;
ADDRGP4 $61
JUMPV
LABELV $62
line 105
;104:	}
;105:	if ( pm->ps->legsTimer > 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 72
ADDP4
INDIRI4
CNSTI4 0
LEI4 $64
line 106
;106:		return;		// a high priority animation is running
ADDRGP4 $61
JUMPV
LABELV $64
line 108
;107:	}
;108:	PM_StartLegsAnim( anim );
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 PM_StartLegsAnim
CALLV
pop
line 109
;109:}
LABELV $61
endproc PM_ContinueLegsAnim 0 4
proc PM_ContinueTorsoAnim 0 4
line 111
;110:
;111:static void PM_ContinueTorsoAnim( int anim ) {
line 112
;112:	if ( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 84
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ADDRFP4 0
INDIRI4
NEI4 $67
line 113
;113:		return;
ADDRGP4 $66
JUMPV
LABELV $67
line 115
;114:	}
;115:	if ( pm->ps->torsoTimer > 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 80
ADDP4
INDIRI4
CNSTI4 0
LEI4 $69
line 116
;116:		return;		// a high priority animation is running
ADDRGP4 $66
JUMPV
LABELV $69
line 118
;117:	}
;118:	PM_StartTorsoAnim( anim );
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 PM_StartTorsoAnim
CALLV
pop
line 119
;119:}
LABELV $66
endproc PM_ContinueTorsoAnim 0 4
proc PM_ForceLegsAnim 0 4
line 121
;120:
;121:static void PM_ForceLegsAnim( int anim ) {
line 122
;122:	pm->ps->legsTimer = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 72
ADDP4
CNSTI4 0
ASGNI4
line 123
;123:	PM_StartLegsAnim( anim );
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 PM_StartLegsAnim
CALLV
pop
line 124
;124:}
LABELV $71
endproc PM_ForceLegsAnim 0 4
export PM_ClipVelocity
proc PM_ClipVelocity 32 0
line 134
;125:
;126:
;127:/*
;128:==================
;129:PM_ClipVelocity
;130:
;131:Slide off of the impacting surface
;132:==================
;133:*/
;134:void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) {
line 139
;135:	float	backoff;
;136:	float	change;
;137:	int		i;
;138:	
;139:	backoff = DotProduct (in, normal);
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 16
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 20
CNSTI4 4
ASGNI4
ADDRLP4 24
CNSTI4 8
ASGNI4
ADDRLP4 8
ADDRLP4 12
INDIRP4
INDIRF4
ADDRLP4 16
INDIRP4
INDIRF4
MULF4
ADDRLP4 12
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
INDIRF4
ADDRLP4 16
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
INDIRF4
MULF4
ADDF4
ADDRLP4 12
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRF4
ADDRLP4 16
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
line 141
;140:	
;141:	if ( backoff < 0 ) {
ADDRLP4 8
INDIRF4
CNSTF4 0
GEF4 $73
line 142
;142:		backoff *= overbounce;
ADDRLP4 8
ADDRLP4 8
INDIRF4
ADDRFP4 12
INDIRF4
MULF4
ASGNF4
line 143
;143:	} else {
ADDRGP4 $74
JUMPV
LABELV $73
line 144
;144:		backoff /= overbounce;
ADDRLP4 8
ADDRLP4 8
INDIRF4
ADDRFP4 12
INDIRF4
DIVF4
ASGNF4
line 145
;145:	}
LABELV $74
line 147
;146:
;147:	for ( i=0 ; i<3 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $75
line 148
;148:		change = normal[i]*backoff;
ADDRLP4 4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
ADDRLP4 8
INDIRF4
MULF4
ASGNF4
line 149
;149:		out[i] = in[i] - change;
ADDRLP4 28
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 28
INDIRI4
ADDRFP4 8
INDIRP4
ADDP4
ADDRLP4 28
INDIRI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
ADDRLP4 4
INDIRF4
SUBF4
ASGNF4
line 150
;150:	}
LABELV $76
line 147
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $75
line 151
;151:}
LABELV $72
endproc PM_ClipVelocity 32 0
proc PM_Friction 48 4
line 161
;152:
;153:
;154:/*
;155:==================
;156:PM_Friction
;157:
;158:Handles both ground friction and water friction
;159:==================
;160:*/
;161:static void PM_Friction( void ) {
line 167
;162:	vec3_t	vec;
;163:	float	*vel;
;164:	float	speed, newspeed, control;
;165:	float	drop;
;166:	
;167:	vel = pm->ps->velocity;
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
line 169
;168:	
;169:	VectorCopy( vel, vec );
ADDRLP4 16
ADDRLP4 0
INDIRP4
INDIRB
ASGNB 12
line 170
;170:	if ( pml.walking ) {
ADDRGP4 pml+44
INDIRI4
CNSTI4 0
EQI4 $80
line 171
;171:		vec[2] = 0;	// ignore slope movement
ADDRLP4 16+8
CNSTF4 0
ASGNF4
line 172
;172:	}
LABELV $80
line 174
;173:
;174:	speed = VectorLength(vec);
ADDRLP4 16
ARGP4
ADDRLP4 32
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 8
ADDRLP4 32
INDIRF4
ASGNF4
line 175
;175:	if (speed < 1) {
ADDRLP4 8
INDIRF4
CNSTF4 1065353216
GEF4 $84
line 176
;176:		vel[0] = 0;
ADDRLP4 0
INDIRP4
CNSTF4 0
ASGNF4
line 177
;177:		vel[1] = 0;		// allow sinking underwater
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTF4 0
ASGNF4
line 179
;178:		// FIXME: still have z friction underwater?
;179:		return;
ADDRGP4 $79
JUMPV
LABELV $84
line 182
;180:	}
;181:
;182:	drop = 0;
ADDRLP4 12
CNSTF4 0
ASGNF4
line 185
;183:
;184:	// apply ground friction
;185:	if ( pm->waterlevel <= 1 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 1
GTI4 $86
line 186
;186:		if ( pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK) ) {
ADDRLP4 36
CNSTI4 0
ASGNI4
ADDRGP4 pml+44
INDIRI4
ADDRLP4 36
INDIRI4
EQI4 $88
ADDRGP4 pml+52+44
INDIRI4
CNSTI4 2
BANDI4
ADDRLP4 36
INDIRI4
NEI4 $88
line 188
;187:			// if getting knocked back, no friction
;188:			if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 64
BANDI4
CNSTI4 0
NEI4 $93
line 189
;189:				control = speed < pm_stopspeed ? pm_stopspeed : speed;
ADDRLP4 8
INDIRF4
ADDRGP4 pm_stopspeed
INDIRF4
GEF4 $96
ADDRLP4 40
ADDRGP4 pm_stopspeed
INDIRF4
ASGNF4
ADDRGP4 $97
JUMPV
LABELV $96
ADDRLP4 40
ADDRLP4 8
INDIRF4
ASGNF4
LABELV $97
ADDRLP4 28
ADDRLP4 40
INDIRF4
ASGNF4
line 190
;190:				drop += control*pm_friction*pml.frametime;
ADDRLP4 12
ADDRLP4 12
INDIRF4
ADDRLP4 28
INDIRF4
ADDRGP4 pm_friction
INDIRF4
MULF4
ADDRGP4 pml+36
INDIRF4
MULF4
ADDF4
ASGNF4
line 191
;191:			}
LABELV $93
line 192
;192:		}
LABELV $88
line 193
;193:	}
LABELV $86
line 196
;194:
;195:	// apply water friction even if just wading
;196:	if ( pm->waterlevel ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 0
EQI4 $99
line 197
;197:		drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;
ADDRLP4 12
ADDRLP4 12
INDIRF4
ADDRLP4 8
INDIRF4
ADDRGP4 pm_waterfriction
INDIRF4
MULF4
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CVIF4 4
MULF4
ADDRGP4 pml+36
INDIRF4
MULF4
ADDF4
ASGNF4
line 198
;198:	}
LABELV $99
line 201
;199:
;200:	// apply flying friction
;201:	if ( pm->ps->powerups[PW_FLIGHT]) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 336
ADDP4
INDIRI4
CNSTI4 0
EQI4 $102
line 202
;202:		drop += speed*pm_flightfriction*pml.frametime;
ADDRLP4 12
ADDRLP4 12
INDIRF4
ADDRLP4 8
INDIRF4
ADDRGP4 pm_flightfriction
INDIRF4
MULF4
ADDRGP4 pml+36
INDIRF4
MULF4
ADDF4
ASGNF4
line 203
;203:	}
LABELV $102
line 205
;204:
;205:	if ( pm->ps->pm_type == PM_SPECTATOR) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 2
NEI4 $105
line 206
;206:		drop += speed*pm_spectatorfriction*pml.frametime;
ADDRLP4 12
ADDRLP4 12
INDIRF4
ADDRLP4 8
INDIRF4
ADDRGP4 pm_spectatorfriction
INDIRF4
MULF4
ADDRGP4 pml+36
INDIRF4
MULF4
ADDF4
ASGNF4
line 207
;207:	}
LABELV $105
line 210
;208:
;209:	// scale the velocity
;210:	newspeed = speed - drop;
ADDRLP4 4
ADDRLP4 8
INDIRF4
ADDRLP4 12
INDIRF4
SUBF4
ASGNF4
line 211
;211:	if (newspeed < 0) {
ADDRLP4 4
INDIRF4
CNSTF4 0
GEF4 $108
line 212
;212:		newspeed = 0;
ADDRLP4 4
CNSTF4 0
ASGNF4
line 213
;213:	}
LABELV $108
line 214
;214:	newspeed /= speed;
ADDRLP4 4
ADDRLP4 4
INDIRF4
ADDRLP4 8
INDIRF4
DIVF4
ASGNF4
line 216
;215:
;216:	vel[0] = vel[0] * newspeed;
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRF4
ADDRLP4 4
INDIRF4
MULF4
ASGNF4
line 217
;217:	vel[1] = vel[1] * newspeed;
ADDRLP4 40
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRF4
ADDRLP4 4
INDIRF4
MULF4
ASGNF4
line 218
;218:	vel[2] = vel[2] * newspeed;
ADDRLP4 44
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 44
INDIRP4
ADDRLP4 44
INDIRP4
INDIRF4
ADDRLP4 4
INDIRF4
MULF4
ASGNF4
line 219
;219:}
LABELV $79
endproc PM_Friction 48 4
proc PM_Accelerate 32 0
line 229
;220:
;221:
;222:/*
;223:==============
;224:PM_Accelerate
;225:
;226:Handles user intended acceleration
;227:==============
;228:*/
;229:static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) {
line 235
;230:#if 1
;231:	// q2 style
;232:	int			i;
;233:	float		addspeed, accelspeed, currentspeed;
;234:
;235:	currentspeed = DotProduct (pm->ps->velocity, wishdir);
ADDRLP4 16
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 16
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
INDIRF4
MULF4
ADDRLP4 16
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
MULF4
ADDF4
ADDRLP4 16
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
ADDRLP4 20
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
line 236
;236:	addspeed = wishspeed - currentspeed;
ADDRLP4 8
ADDRFP4 4
INDIRF4
ADDRLP4 12
INDIRF4
SUBF4
ASGNF4
line 237
;237:	if (addspeed <= 0) {
ADDRLP4 8
INDIRF4
CNSTF4 0
GTF4 $111
line 238
;238:		return;
ADDRGP4 $110
JUMPV
LABELV $111
line 240
;239:	}
;240:	accelspeed = accel*pml.frametime*wishspeed;
ADDRLP4 4
ADDRFP4 8
INDIRF4
ADDRGP4 pml+36
INDIRF4
MULF4
ADDRFP4 4
INDIRF4
MULF4
ASGNF4
line 241
;241:	if (accelspeed > addspeed) {
ADDRLP4 4
INDIRF4
ADDRLP4 8
INDIRF4
LEF4 $114
line 242
;242:		accelspeed = addspeed;
ADDRLP4 4
ADDRLP4 8
INDIRF4
ASGNF4
line 243
;243:	}
LABELV $114
line 245
;244:	
;245:	for (i=0 ; i<3 ; i++) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $116
line 246
;246:		pm->ps->velocity[i] += accelspeed*wishdir[i];	
ADDRLP4 24
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 28
ADDRLP4 24
INDIRI4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRF4
ADDRLP4 4
INDIRF4
ADDRLP4 24
INDIRI4
ADDRFP4 0
INDIRP4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
line 247
;247:	}
LABELV $117
line 245
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $116
line 266
;248:#else
;249:	// proper way (avoids strafe jump maxspeed bug), but feels bad
;250:	vec3_t		wishVelocity;
;251:	vec3_t		pushDir;
;252:	float		pushLen;
;253:	float		canPush;
;254:
;255:	VectorScale( wishdir, wishspeed, wishVelocity );
;256:	VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
;257:	pushLen = VectorNormalize( pushDir );
;258:
;259:	canPush = accel*pml.frametime*wishspeed;
;260:	if (canPush > pushLen) {
;261:		canPush = pushLen;
;262:	}
;263:
;264:	VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
;265:#endif
;266:}
LABELV $110
endproc PM_Accelerate 32 0
proc PM_CmdScale 44 4
line 279
;267:
;268:
;269:
;270:/*
;271:============
;272:PM_CmdScale
;273:
;274:Returns the scale factor to apply to cmd movements
;275:This allows the clients to use axial -127 to 127 values for all directions
;276:without getting a sqrt(2) distortion in speed.
;277:============
;278:*/
;279:static float PM_CmdScale( usercmd_t *cmd ) {
line 284
;280:	int		max;
;281:	float	total;
;282:	float	scale;
;283:
;284:	max = abs( cmd->forwardmove );
ADDRFP4 0
INDIRP4
CNSTI4 21
ADDP4
INDIRI1
CVII4 1
ARGI4
ADDRLP4 12
ADDRGP4 abs
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 12
INDIRI4
ASGNI4
line 285
;285:	if ( abs( cmd->rightmove ) > max ) {
ADDRFP4 0
INDIRP4
CNSTI4 22
ADDP4
INDIRI1
CVII4 1
ARGI4
ADDRLP4 16
ADDRGP4 abs
CALLI4
ASGNI4
ADDRLP4 16
INDIRI4
ADDRLP4 0
INDIRI4
LEI4 $121
line 286
;286:		max = abs( cmd->rightmove );
ADDRFP4 0
INDIRP4
CNSTI4 22
ADDP4
INDIRI1
CVII4 1
ARGI4
ADDRLP4 20
ADDRGP4 abs
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 20
INDIRI4
ASGNI4
line 287
;287:	}
LABELV $121
line 288
;288:	if ( abs( cmd->upmove ) > max ) {
ADDRFP4 0
INDIRP4
CNSTI4 23
ADDP4
INDIRI1
CVII4 1
ARGI4
ADDRLP4 20
ADDRGP4 abs
CALLI4
ASGNI4
ADDRLP4 20
INDIRI4
ADDRLP4 0
INDIRI4
LEI4 $123
line 289
;289:		max = abs( cmd->upmove );
ADDRFP4 0
INDIRP4
CNSTI4 23
ADDP4
INDIRI1
CVII4 1
ARGI4
ADDRLP4 24
ADDRGP4 abs
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 24
INDIRI4
ASGNI4
line 290
;290:	}
LABELV $123
line 291
;291:	if ( !max ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
NEI4 $125
line 292
;292:		return 0;
CNSTF4 0
RETF4
ADDRGP4 $120
JUMPV
LABELV $125
line 295
;293:	}
;294:
;295:	total = sqrt( cmd->forwardmove * cmd->forwardmove
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 28
ADDRLP4 24
INDIRP4
CNSTI4 21
ADDP4
INDIRI1
CVII4 1
ASGNI4
ADDRLP4 32
ADDRLP4 24
INDIRP4
CNSTI4 22
ADDP4
INDIRI1
CVII4 1
ASGNI4
ADDRLP4 36
ADDRLP4 24
INDIRP4
CNSTI4 23
ADDP4
INDIRI1
CVII4 1
ASGNI4
ADDRLP4 28
INDIRI4
ADDRLP4 28
INDIRI4
MULI4
ADDRLP4 32
INDIRI4
ADDRLP4 32
INDIRI4
MULI4
ADDI4
ADDRLP4 36
INDIRI4
ADDRLP4 36
INDIRI4
MULI4
ADDI4
CVIF4 4
ARGF4
ADDRLP4 40
ADDRGP4 sqrt
CALLF4
ASGNF4
ADDRLP4 4
ADDRLP4 40
INDIRF4
ASGNF4
line 297
;296:		+ cmd->rightmove * cmd->rightmove + cmd->upmove * cmd->upmove );
;297:	scale = (float)pm->ps->speed * max / ( 127.0 * total );
ADDRLP4 8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 52
ADDP4
INDIRI4
CVIF4 4
ADDRLP4 0
INDIRI4
CVIF4 4
MULF4
CNSTF4 1123942400
ADDRLP4 4
INDIRF4
MULF4
DIVF4
ASGNF4
line 299
;298:
;299:	return scale;
ADDRLP4 8
INDIRF4
RETF4
LABELV $120
endproc PM_CmdScale 44 4
proc PM_SetMovementDir 72 0
line 311
;300:}
;301:
;302:
;303:/*
;304:================
;305:PM_SetMovementDir
;306:
;307:Determine the rotation of the legs reletive
;308:to the facing dir
;309:================
;310:*/
;311:static void PM_SetMovementDir( void ) {
line 312
;312:	if ( pm->cmd.forwardmove || pm->cmd.rightmove ) {
ADDRLP4 0
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ADDRLP4 4
INDIRI4
NEI4 $130
ADDRLP4 0
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 4
INDIRI4
EQI4 $128
LABELV $130
line 313
;313:		if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove > 0 ) {
ADDRLP4 8
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 12
CNSTI4 0
ASGNI4
ADDRLP4 8
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 12
INDIRI4
NEI4 $131
ADDRLP4 8
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ADDRLP4 12
INDIRI4
LEI4 $131
line 314
;314:			pm->ps->movementDir = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 0
ASGNI4
line 315
;315:		} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove > 0 ) {
ADDRGP4 $129
JUMPV
LABELV $131
ADDRLP4 16
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRLP4 16
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 20
INDIRI4
GEI4 $133
ADDRLP4 16
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ADDRLP4 20
INDIRI4
LEI4 $133
line 316
;316:			pm->ps->movementDir = 1;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 1
ASGNI4
line 317
;317:		} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove == 0 ) {
ADDRGP4 $129
JUMPV
LABELV $133
ADDRLP4 24
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 28
CNSTI4 0
ASGNI4
ADDRLP4 24
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 28
INDIRI4
GEI4 $135
ADDRLP4 24
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ADDRLP4 28
INDIRI4
NEI4 $135
line 318
;318:			pm->ps->movementDir = 2;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 2
ASGNI4
line 319
;319:		} else if ( pm->cmd.rightmove < 0 && pm->cmd.forwardmove < 0 ) {
ADDRGP4 $129
JUMPV
LABELV $135
ADDRLP4 32
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 36
CNSTI4 0
ASGNI4
ADDRLP4 32
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 36
INDIRI4
GEI4 $137
ADDRLP4 32
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ADDRLP4 36
INDIRI4
GEI4 $137
line 320
;320:			pm->ps->movementDir = 3;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 3
ASGNI4
line 321
;321:		} else if ( pm->cmd.rightmove == 0 && pm->cmd.forwardmove < 0 ) {
ADDRGP4 $129
JUMPV
LABELV $137
ADDRLP4 40
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 44
CNSTI4 0
ASGNI4
ADDRLP4 40
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 44
INDIRI4
NEI4 $139
ADDRLP4 40
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ADDRLP4 44
INDIRI4
GEI4 $139
line 322
;322:			pm->ps->movementDir = 4;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 4
ASGNI4
line 323
;323:		} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove < 0 ) {
ADDRGP4 $129
JUMPV
LABELV $139
ADDRLP4 48
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 52
CNSTI4 0
ASGNI4
ADDRLP4 48
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 52
INDIRI4
LEI4 $141
ADDRLP4 48
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ADDRLP4 52
INDIRI4
GEI4 $141
line 324
;324:			pm->ps->movementDir = 5;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 5
ASGNI4
line 325
;325:		} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove == 0 ) {
ADDRGP4 $129
JUMPV
LABELV $141
ADDRLP4 56
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 60
CNSTI4 0
ASGNI4
ADDRLP4 56
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 60
INDIRI4
LEI4 $143
ADDRLP4 56
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ADDRLP4 60
INDIRI4
NEI4 $143
line 326
;326:			pm->ps->movementDir = 6;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 6
ASGNI4
line 327
;327:		} else if ( pm->cmd.rightmove > 0 && pm->cmd.forwardmove > 0 ) {
ADDRGP4 $129
JUMPV
LABELV $143
ADDRLP4 64
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 68
CNSTI4 0
ASGNI4
ADDRLP4 64
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 68
INDIRI4
LEI4 $129
ADDRLP4 64
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ADDRLP4 68
INDIRI4
LEI4 $129
line 328
;328:			pm->ps->movementDir = 7;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 7
ASGNI4
line 329
;329:		}
line 330
;330:	} else {
ADDRGP4 $129
JUMPV
LABELV $128
line 334
;331:		// if they aren't actively going directly sideways,
;332:		// change the animation to the diagonal so they
;333:		// don't stop too crooked
;334:		if ( pm->ps->movementDir == 2 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
INDIRI4
CNSTI4 2
NEI4 $147
line 335
;335:			pm->ps->movementDir = 1;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 1
ASGNI4
line 336
;336:		} else if ( pm->ps->movementDir == 6 ) {
ADDRGP4 $148
JUMPV
LABELV $147
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
INDIRI4
CNSTI4 6
NEI4 $149
line 337
;337:			pm->ps->movementDir = 7;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 7
ASGNI4
line 338
;338:		} 
LABELV $149
LABELV $148
line 339
;339:	}
LABELV $129
line 340
;340:}
LABELV $127
endproc PM_SetMovementDir 72 0
proc PM_CheckJump 8 4
line 348
;341:
;342:
;343:/*
;344:=============
;345:PM_CheckJump
;346:=============
;347:*/
;348:static qboolean PM_CheckJump( void ) {
line 349
;349:	if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 512
BANDI4
CNSTI4 0
EQI4 $152
line 350
;350:		return qfalse;		// don't allow jump until all buttons are up
CNSTI4 0
RETI4
ADDRGP4 $151
JUMPV
LABELV $152
line 353
;351:	}
;352:
;353:	if ( pm->cmd.upmove < 10 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 27
ADDP4
INDIRI1
CVII4 1
CNSTI4 10
GEI4 $154
line 355
;354:		// not holding jump
;355:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $151
JUMPV
LABELV $154
line 359
;356:	}
;357:
;358:	// must wait for jump to be released
;359:	if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $156
line 361
;360:		// clear upmove so cmdscale doesn't lower running speed
;361:		pm->cmd.upmove = 0;
ADDRGP4 pm
INDIRP4
CNSTI4 27
ADDP4
CNSTI1 0
ASGNI1
line 362
;362:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $151
JUMPV
LABELV $156
line 365
;363:	}
;364:
;365:	pml.groundPlane = qfalse;		// jumping away
ADDRGP4 pml+48
CNSTI4 0
ASGNI4
line 366
;366:	pml.walking = qfalse;
ADDRGP4 pml+44
CNSTI4 0
ASGNI4
line 367
;367:	pm->ps->pm_flags |= PMF_JUMP_HELD;
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 2
BORI4
ASGNI4
line 369
;368:
;369:	pm->ps->groundEntityNum = ENTITYNUM_NONE;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 68
ADDP4
CNSTI4 1023
ASGNI4
line 380
;370:
;371:
;372://	pm->ps->velocity[2] = JUMP_VELOCITY;		(actual ID code)	^^^
;373:
;374:	// Height Jump corresponds to Health
;375:	// Equation: y = y(x * -.01 + 2)
;376:	// (x * -.01 + 1.99) is a percentage so:
;377:	// ex: 100 Health | 100% Jump or Normal
;378:	//       1 Health | 200% Jump or Twice
;379:	
;380:	jhealth = pm->ps->stats[STAT_HEALTH];				//jhealth = player's health
ADDRGP4 jhealth
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CVIF4 4
ASGNF4
line 381
;381:	height = JUMP_VELOCITY;								//height = player's jump height
ADDRGP4 height
CNSTF4 1132920832
ASGNF4
line 383
;382:
;383:	pm->ps->velocity[2] = height * (jhealth * -.01 + 2);		//Setting actual velocity in percentage of health
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 40
ADDP4
ADDRGP4 height
INDIRF4
CNSTF4 3156465418
ADDRGP4 jhealth
INDIRF4
MULF4
CNSTF4 1073741824
ADDF4
MULF4
ASGNF4
line 385
;384:
;385:	if ( pm->ps->stats[STAT_HEALTH] > 100) {			//If the player's health is more than normal
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CNSTI4 100
LEI4 $160
line 386
;386:		pm->ps->velocity[2] = height;					//Set jump height to normal. (Cap jump height to 100 health)
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 40
ADDP4
ADDRGP4 height
INDIRF4
ASGNF4
line 387
;387:	}													//^^^End custom coding
LABELV $160
line 389
;388:
;389:	PM_AddEvent( EV_JUMP );
CNSTI4 14
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 391
;390:
;391:	if ( pm->cmd.forwardmove >= 0 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
CNSTI4 0
LTI4 $162
line 392
;392:		PM_ForceLegsAnim( LEGS_JUMP );
CNSTI4 18
ARGI4
ADDRGP4 PM_ForceLegsAnim
CALLV
pop
line 393
;393:		pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
ADDRLP4 4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 -9
BANDI4
ASGNI4
line 394
;394:	} else {
ADDRGP4 $163
JUMPV
LABELV $162
line 395
;395:		PM_ForceLegsAnim( LEGS_JUMPB );
CNSTI4 20
ARGI4
ADDRGP4 PM_ForceLegsAnim
CALLV
pop
line 396
;396:		pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
ADDRLP4 4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 8
BORI4
ASGNI4
line 397
;397:	}
LABELV $163
line 399
;398:
;399:	return qtrue;
CNSTI4 1
RETI4
LABELV $151
endproc PM_CheckJump 8 4
proc PM_CheckWaterJump 56 8
line 407
;400:}
;401:
;402:/*
;403:=============
;404:PM_CheckWaterJump
;405:=============
;406:*/
;407:static qboolean	PM_CheckWaterJump( void ) {
line 412
;408:	vec3_t	spot;
;409:	int		cont;
;410:	vec3_t	flatforward;
;411:
;412:	if (pm->ps->pm_time) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
CNSTI4 0
EQI4 $165
line 413
;413:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $164
JUMPV
LABELV $165
line 417
;414:	}
;415:
;416:	// check for water jump
;417:	if ( pm->waterlevel != 2 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 2
EQI4 $167
line 418
;418:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $164
JUMPV
LABELV $167
line 421
;419:	}
;420:
;421:	flatforward[0] = pml.forward[0];
ADDRLP4 12
ADDRGP4 pml
INDIRF4
ASGNF4
line 422
;422:	flatforward[1] = pml.forward[1];
ADDRLP4 12+4
ADDRGP4 pml+4
INDIRF4
ASGNF4
line 423
;423:	flatforward[2] = 0;
ADDRLP4 12+8
CNSTF4 0
ASGNF4
line 424
;424:	VectorNormalize (flatforward);
ADDRLP4 12
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 426
;425:
;426:	VectorMA (pm->ps->origin, 30, flatforward, spot);
ADDRLP4 28
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 32
CNSTF4 1106247680
ASGNF4
ADDRLP4 0
ADDRLP4 28
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 32
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 28
INDIRP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ADDRLP4 32
INDIRF4
ADDRLP4 12+4
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 0+8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CNSTF4 1106247680
ADDRLP4 12+8
INDIRF4
MULF4
ADDF4
ASGNF4
line 427
;427:	spot[2] += 4;
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
CNSTF4 1082130432
ADDF4
ASGNF4
line 428
;428:	cont = pm->pointcontents (spot, pm->ps->clientNum );
ADDRLP4 0
ARGP4
ADDRLP4 36
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 36
INDIRP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ARGI4
ADDRLP4 40
ADDRLP4 36
INDIRP4
CNSTI4 228
ADDP4
INDIRP4
CALLI4
ASGNI4
ADDRLP4 24
ADDRLP4 40
INDIRI4
ASGNI4
line 429
;429:	if ( !(cont & CONTENTS_SOLID) ) {
ADDRLP4 24
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
NEI4 $177
line 430
;430:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $164
JUMPV
LABELV $177
line 433
;431:	}
;432:
;433:	spot[2] += 16;
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
CNSTF4 1098907648
ADDF4
ASGNF4
line 434
;434:	cont = pm->pointcontents (spot, pm->ps->clientNum );
ADDRLP4 0
ARGP4
ADDRLP4 44
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 44
INDIRP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ARGI4
ADDRLP4 48
ADDRLP4 44
INDIRP4
CNSTI4 228
ADDP4
INDIRP4
CALLI4
ASGNI4
ADDRLP4 24
ADDRLP4 48
INDIRI4
ASGNI4
line 435
;435:	if ( cont ) {
ADDRLP4 24
INDIRI4
CNSTI4 0
EQI4 $180
line 436
;436:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $164
JUMPV
LABELV $180
line 440
;437:	}
;438:
;439:	// jump out of water
;440:	VectorScale (pml.forward, 200, pm->ps->velocity);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
CNSTF4 1128792064
ADDRGP4 pml
INDIRF4
MULF4
ASGNF4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 36
ADDP4
CNSTF4 1128792064
ADDRGP4 pml+4
INDIRF4
MULF4
ASGNF4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 40
ADDP4
CNSTF4 1128792064
ADDRGP4 pml+8
INDIRF4
MULF4
ASGNF4
line 441
;441:	pm->ps->velocity[2] = 350;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 40
ADDP4
CNSTF4 1135542272
ASGNF4
line 443
;442:
;443:	pm->ps->pm_flags |= PMF_TIME_WATERJUMP;
ADDRLP4 52
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 52
INDIRP4
ADDRLP4 52
INDIRP4
INDIRI4
CNSTI4 256
BORI4
ASGNI4
line 444
;444:	pm->ps->pm_time = 2000;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
CNSTI4 2000
ASGNI4
line 446
;445:
;446:	return qtrue;
CNSTI4 1
RETI4
LABELV $164
endproc PM_CheckWaterJump 56 8
proc PM_WaterJumpMove 12 4
line 459
;447:}
;448:
;449://============================================================================
;450:
;451:
;452:/*
;453:===================
;454:PM_WaterJumpMove
;455:
;456:Flying out of the water
;457:===================
;458:*/
;459:static void PM_WaterJumpMove( void ) {
line 462
;460:	// waterjump has no control, but falls
;461:
;462:	PM_StepSlideMove( qtrue );
CNSTI4 1
ARGI4
ADDRGP4 PM_StepSlideMove
CALLV
pop
line 464
;463:
;464:	pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 48
ADDP4
INDIRI4
CVIF4 4
ADDRGP4 pml+36
INDIRF4
MULF4
SUBF4
ASGNF4
line 465
;465:	if (pm->ps->velocity[2] < 0) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
CNSTF4 0
GEF4 $186
line 467
;466:		// cancel as soon as we are falling down again
;467:		pm->ps->pm_flags &= ~PMF_ALL_TIMES;
ADDRLP4 8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 -353
BANDI4
ASGNI4
line 468
;468:		pm->ps->pm_time = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
CNSTI4 0
ASGNI4
line 469
;469:	}
LABELV $186
line 470
;470:}
LABELV $184
endproc PM_WaterJumpMove 12 4
proc PM_WaterMove 76 16
line 478
;471:
;472:/*
;473:===================
;474:PM_WaterMove
;475:
;476:===================
;477:*/
;478:static void PM_WaterMove( void ) {
line 486
;479:	int		i;
;480:	vec3_t	wishvel;
;481:	float	wishspeed;
;482:	vec3_t	wishdir;
;483:	float	scale;
;484:	float	vel;
;485:
;486:	if ( PM_CheckWaterJump() ) {
ADDRLP4 40
ADDRGP4 PM_CheckWaterJump
CALLI4
ASGNI4
ADDRLP4 40
INDIRI4
CNSTI4 0
EQI4 $189
line 487
;487:		PM_WaterJumpMove();
ADDRGP4 PM_WaterJumpMove
CALLV
pop
line 488
;488:		return;
ADDRGP4 $188
JUMPV
LABELV $189
line 504
;489:	}
;490:#if 0
;491:	// jump = head for surface
;492:	if ( pm->cmd.upmove >= 10 ) {
;493:		if (pm->ps->velocity[2] > -300) {
;494:			if ( pm->watertype == CONTENTS_WATER ) {
;495:				pm->ps->velocity[2] = 100;
;496:			} else if (pm->watertype == CONTENTS_SLIME) {
;497:				pm->ps->velocity[2] = 80;
;498:			} else {
;499:				pm->ps->velocity[2] = 50;
;500:			}
;501:		}
;502:	}
;503:#endif
;504:	PM_Friction ();
ADDRGP4 PM_Friction
CALLV
pop
line 506
;505:
;506:	scale = PM_CmdScale( &pm->cmd );
ADDRGP4 pm
INDIRP4
CNSTI4 4
ADDP4
ARGP4
ADDRLP4 44
ADDRGP4 PM_CmdScale
CALLF4
ASGNF4
ADDRLP4 4
ADDRLP4 44
INDIRF4
ASGNF4
line 510
;507:	//
;508:	// user intentions
;509:	//
;510:	if ( !scale ) {
ADDRLP4 4
INDIRF4
CNSTF4 0
NEF4 $191
line 511
;511:		wishvel[0] = 0;
ADDRLP4 8
CNSTF4 0
ASGNF4
line 512
;512:		wishvel[1] = 0;
ADDRLP4 8+4
CNSTF4 0
ASGNF4
line 513
;513:		wishvel[2] = -60;		// sink towards bottom
ADDRLP4 8+8
CNSTF4 3262119936
ASGNF4
line 514
;514:	} else {
ADDRGP4 $192
JUMPV
LABELV $191
line 515
;515:		for (i=0 ; i<3 ; i++)
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $195
line 516
;516:			wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
ADDRLP4 48
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 56
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 48
INDIRI4
ADDRLP4 8
ADDP4
ADDRLP4 4
INDIRF4
ADDRLP4 48
INDIRI4
ADDRGP4 pml
ADDP4
INDIRF4
MULF4
ADDRLP4 56
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
CVIF4 4
MULF4
ADDRLP4 4
INDIRF4
ADDRLP4 48
INDIRI4
ADDRGP4 pml+12
ADDP4
INDIRF4
MULF4
ADDRLP4 56
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
CVIF4 4
MULF4
ADDF4
ASGNF4
LABELV $196
line 515
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $195
line 518
;517:
;518:		wishvel[2] += scale * pm->cmd.upmove;
ADDRLP4 8+8
ADDRLP4 8+8
INDIRF4
ADDRLP4 4
INDIRF4
ADDRGP4 pm
INDIRP4
CNSTI4 27
ADDP4
INDIRI1
CVII4 1
CVIF4 4
MULF4
ADDF4
ASGNF4
line 519
;519:	}
LABELV $192
line 521
;520:
;521:	VectorCopy (wishvel, wishdir);
ADDRLP4 24
ADDRLP4 8
INDIRB
ASGNB 12
line 522
;522:	wishspeed = VectorNormalize(wishdir);
ADDRLP4 24
ARGP4
ADDRLP4 48
ADDRGP4 VectorNormalize
CALLF4
ASGNF4
ADDRLP4 20
ADDRLP4 48
INDIRF4
ASGNF4
line 524
;523:
;524:	if ( wishspeed > pm->ps->speed * pm_swimScale ) {
ADDRLP4 20
INDIRF4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 52
ADDP4
INDIRI4
CVIF4 4
ADDRGP4 pm_swimScale
INDIRF4
MULF4
LEF4 $201
line 525
;525:		wishspeed = pm->ps->speed * pm_swimScale;
ADDRLP4 20
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 52
ADDP4
INDIRI4
CVIF4 4
ADDRGP4 pm_swimScale
INDIRF4
MULF4
ASGNF4
line 526
;526:	}
LABELV $201
line 528
;527:
;528:	PM_Accelerate (wishdir, wishspeed, pm_wateraccelerate);
ADDRLP4 24
ARGP4
ADDRLP4 20
INDIRF4
ARGF4
ADDRGP4 pm_wateraccelerate
INDIRF4
ARGF4
ADDRGP4 PM_Accelerate
CALLV
pop
line 531
;529:
;530:	// make sure we can go up slopes easily under water
;531:	if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
ADDRGP4 pml+48
INDIRI4
CNSTI4 0
EQI4 $203
ADDRLP4 52
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 52
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRGP4 pml+52+24
INDIRF4
MULF4
ADDRLP4 52
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
ADDRGP4 pml+52+24+4
INDIRF4
MULF4
ADDF4
ADDRLP4 52
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
ADDRGP4 pml+52+24+8
INDIRF4
MULF4
ADDF4
CNSTF4 0
GEF4 $203
line 532
;532:		vel = VectorLength(pm->ps->velocity);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ARGP4
ADDRLP4 56
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 36
ADDRLP4 56
INDIRF4
ASGNF4
line 534
;533:		// slide along the ground plane
;534:		PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, 
ADDRLP4 60
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
ADDRLP4 60
INDIRP4
ARGP4
ADDRGP4 pml+52+24
ARGP4
ADDRLP4 60
INDIRP4
ARGP4
CNSTF4 1065361605
ARGF4
ADDRGP4 PM_ClipVelocity
CALLV
pop
line 537
;535:			pm->ps->velocity, OVERCLIP );
;536:
;537:		VectorNormalize(pm->ps->velocity);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 538
;538:		VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
ADDRLP4 64
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
ADDRLP4 64
INDIRP4
ADDRLP4 64
INDIRP4
INDIRF4
ADDRLP4 36
INDIRF4
MULF4
ASGNF4
ADDRLP4 68
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 36
ADDP4
ASGNP4
ADDRLP4 68
INDIRP4
ADDRLP4 68
INDIRP4
INDIRF4
ADDRLP4 36
INDIRF4
MULF4
ASGNF4
ADDRLP4 72
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 40
ADDP4
ASGNP4
ADDRLP4 72
INDIRP4
ADDRLP4 72
INDIRP4
INDIRF4
ADDRLP4 36
INDIRF4
MULF4
ASGNF4
line 539
;539:	}
LABELV $203
line 541
;540:
;541:	PM_SlideMove( qfalse );
CNSTI4 0
ARGI4
ADDRGP4 PM_SlideMove
CALLI4
pop
line 542
;542:}
LABELV $188
endproc PM_WaterMove 76 16
proc PM_FlyMove 52 12
line 567
;543:
;544:#ifdef MISSIONPACK
;545:/*
;546:===================
;547:PM_InvulnerabilityMove
;548:
;549:Only with the invulnerability powerup
;550:===================
;551:*/
;552:static void PM_InvulnerabilityMove( void ) {
;553:	pm->cmd.forwardmove = 0;
;554:	pm->cmd.rightmove = 0;
;555:	pm->cmd.upmove = 0;
;556:	VectorClear(pm->ps->velocity);
;557:}
;558:#endif
;559:
;560:/*
;561:===================
;562:PM_FlyMove
;563:
;564:Only with the flight powerup
;565:===================
;566:*/
;567:static void PM_FlyMove( void ) {
line 575
;568:	int		i;
;569:	vec3_t	wishvel;
;570:	float	wishspeed;
;571:	vec3_t	wishdir;
;572:	float	scale;
;573:
;574:	// normal slowdown
;575:	PM_Friction ();
ADDRGP4 PM_Friction
CALLV
pop
line 577
;576:
;577:	scale = PM_CmdScale( &pm->cmd );
ADDRGP4 pm
INDIRP4
CNSTI4 4
ADDP4
ARGP4
ADDRLP4 36
ADDRGP4 PM_CmdScale
CALLF4
ASGNF4
ADDRLP4 4
ADDRLP4 36
INDIRF4
ASGNF4
line 581
;578:	//
;579:	// user intentions
;580:	//
;581:	if ( !scale ) {
ADDRLP4 4
INDIRF4
CNSTF4 0
NEF4 $217
line 582
;582:		wishvel[0] = 0;
ADDRLP4 8
CNSTF4 0
ASGNF4
line 583
;583:		wishvel[1] = 0;
ADDRLP4 8+4
CNSTF4 0
ASGNF4
line 584
;584:		wishvel[2] = 0;
ADDRLP4 8+8
CNSTF4 0
ASGNF4
line 585
;585:	} else {
ADDRGP4 $218
JUMPV
LABELV $217
line 586
;586:		for (i=0 ; i<3 ; i++) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $221
line 587
;587:			wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove;
ADDRLP4 40
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 48
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 40
INDIRI4
ADDRLP4 8
ADDP4
ADDRLP4 4
INDIRF4
ADDRLP4 40
INDIRI4
ADDRGP4 pml
ADDP4
INDIRF4
MULF4
ADDRLP4 48
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
CVIF4 4
MULF4
ADDRLP4 4
INDIRF4
ADDRLP4 40
INDIRI4
ADDRGP4 pml+12
ADDP4
INDIRF4
MULF4
ADDRLP4 48
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
CVIF4 4
MULF4
ADDF4
ASGNF4
line 588
;588:		}
LABELV $222
line 586
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $221
line 590
;589:
;590:		wishvel[2] += scale * pm->cmd.upmove;
ADDRLP4 8+8
ADDRLP4 8+8
INDIRF4
ADDRLP4 4
INDIRF4
ADDRGP4 pm
INDIRP4
CNSTI4 27
ADDP4
INDIRI1
CVII4 1
CVIF4 4
MULF4
ADDF4
ASGNF4
line 591
;591:	}
LABELV $218
line 593
;592:
;593:	VectorCopy (wishvel, wishdir);
ADDRLP4 20
ADDRLP4 8
INDIRB
ASGNB 12
line 594
;594:	wishspeed = VectorNormalize(wishdir);
ADDRLP4 20
ARGP4
ADDRLP4 40
ADDRGP4 VectorNormalize
CALLF4
ASGNF4
ADDRLP4 32
ADDRLP4 40
INDIRF4
ASGNF4
line 596
;595:
;596:	PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate);
ADDRLP4 20
ARGP4
ADDRLP4 32
INDIRF4
ARGF4
ADDRGP4 pm_flyaccelerate
INDIRF4
ARGF4
ADDRGP4 PM_Accelerate
CALLV
pop
line 598
;597:
;598:	PM_StepSlideMove( qfalse );
CNSTI4 0
ARGI4
ADDRGP4 PM_StepSlideMove
CALLV
pop
line 599
;599:}
LABELV $216
endproc PM_FlyMove 52 12
proc PM_AirMove 80 16
line 608
;600:
;601:
;602:/*
;603:===================
;604:PM_AirMove
;605:
;606:===================
;607:*/
;608:static void PM_AirMove( void ) {
line 617
;609:	int			i;
;610:	vec3_t		wishvel;
;611:	float		fmove, smove;
;612:	vec3_t		wishdir;
;613:	float		wishspeed;
;614:	float		scale;
;615:	usercmd_t	cmd;
;616:
;617:	PM_Friction();
ADDRGP4 PM_Friction
CALLV
pop
line 619
;618:
;619:	fmove = pm->cmd.forwardmove;
ADDRLP4 16
ADDRGP4 pm
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
CVIF4 4
ASGNF4
line 620
;620:	smove = pm->cmd.rightmove;
ADDRLP4 20
ADDRGP4 pm
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
CVIF4 4
ASGNF4
line 622
;621:
;622:	cmd = pm->cmd;
ADDRLP4 44
ADDRGP4 pm
INDIRP4
CNSTI4 4
ADDP4
INDIRB
ASGNB 24
line 623
;623:	scale = PM_CmdScale( &cmd );
ADDRLP4 44
ARGP4
ADDRLP4 68
ADDRGP4 PM_CmdScale
CALLF4
ASGNF4
ADDRLP4 40
ADDRLP4 68
INDIRF4
ASGNF4
line 626
;624:
;625:	// set the movementDir so clients can rotate the legs for strafing
;626:	PM_SetMovementDir();
ADDRGP4 PM_SetMovementDir
CALLV
pop
line 629
;627:
;628:	// project moves down to flat plane
;629:	pml.forward[2] = 0;
ADDRGP4 pml+8
CNSTF4 0
ASGNF4
line 630
;630:	pml.right[2] = 0;
ADDRGP4 pml+12+8
CNSTF4 0
ASGNF4
line 631
;631:	VectorNormalize (pml.forward);
ADDRGP4 pml
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 632
;632:	VectorNormalize (pml.right);
ADDRGP4 pml+12
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 634
;633:
;634:	for ( i = 0 ; i < 2 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $232
line 635
;635:		wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
ADDRLP4 72
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 72
INDIRI4
ADDRLP4 4
ADDP4
ADDRLP4 72
INDIRI4
ADDRGP4 pml
ADDP4
INDIRF4
ADDRLP4 16
INDIRF4
MULF4
ADDRLP4 72
INDIRI4
ADDRGP4 pml+12
ADDP4
INDIRF4
ADDRLP4 20
INDIRF4
MULF4
ADDF4
ASGNF4
line 636
;636:	}
LABELV $233
line 634
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 2
LTI4 $232
line 637
;637:	wishvel[2] = 0;
ADDRLP4 4+8
CNSTF4 0
ASGNF4
line 639
;638:
;639:	VectorCopy (wishvel, wishdir);
ADDRLP4 24
ADDRLP4 4
INDIRB
ASGNB 12
line 640
;640:	wishspeed = VectorNormalize(wishdir);
ADDRLP4 24
ARGP4
ADDRLP4 72
ADDRGP4 VectorNormalize
CALLF4
ASGNF4
ADDRLP4 36
ADDRLP4 72
INDIRF4
ASGNF4
line 641
;641:	wishspeed *= scale;
ADDRLP4 36
ADDRLP4 36
INDIRF4
ADDRLP4 40
INDIRF4
MULF4
ASGNF4
line 644
;642:
;643:	// not on ground, so little effect on velocity
;644:	PM_Accelerate (wishdir, wishspeed, pm_airaccelerate);
ADDRLP4 24
ARGP4
ADDRLP4 36
INDIRF4
ARGF4
ADDRGP4 pm_airaccelerate
INDIRF4
ARGF4
ADDRGP4 PM_Accelerate
CALLV
pop
line 649
;645:
;646:	// we may have a ground plane that is very steep, even
;647:	// though we don't have a groundentity
;648:	// slide along the steep plane
;649:	if ( pml.groundPlane ) {
ADDRGP4 pml+48
INDIRI4
CNSTI4 0
EQI4 $238
line 650
;650:		PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, 
ADDRLP4 76
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ARGP4
ADDRGP4 pml+52+24
ARGP4
ADDRLP4 76
INDIRP4
ARGP4
CNSTF4 1065361605
ARGF4
ADDRGP4 PM_ClipVelocity
CALLV
pop
line 652
;651:			pm->ps->velocity, OVERCLIP );
;652:	}
LABELV $238
line 664
;653:
;654:#if 0
;655:	//ZOID:  If we are on the grapple, try stair-stepping
;656:	//this allows a player to use the grapple to pull himself
;657:	//over a ledge
;658:	if (pm->ps->pm_flags & PMF_GRAPPLE_PULL)
;659:		PM_StepSlideMove ( qtrue );
;660:	else
;661:		PM_SlideMove ( qtrue );
;662:#endif
;663:
;664:	PM_StepSlideMove ( qtrue );
CNSTI4 1
ARGI4
ADDRGP4 PM_StepSlideMove
CALLV
pop
line 665
;665:}
LABELV $227
endproc PM_AirMove 80 16
proc PM_GrappleMove 52 4
line 673
;666:
;667:/*
;668:===================
;669:PM_GrappleMove
;670:
;671:===================
;672:*/
;673:static void PM_GrappleMove( void ) {
line 677
;674:	vec3_t vel, v;
;675:	float vlen;
;676:
;677:	VectorScale(pml.forward, -16, v);
ADDRLP4 28
CNSTF4 3246391296
ASGNF4
ADDRLP4 12
ADDRLP4 28
INDIRF4
ADDRGP4 pml
INDIRF4
MULF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 28
INDIRF4
ADDRGP4 pml+4
INDIRF4
MULF4
ASGNF4
ADDRLP4 12+8
CNSTF4 3246391296
ADDRGP4 pml+8
INDIRF4
MULF4
ASGNF4
line 678
;678:	VectorAdd(pm->ps->grapplePoint, v, v);
ADDRLP4 32
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 32
INDIRP4
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ADDRLP4 12
INDIRF4
ADDF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 32
INDIRP4
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
ADDRLP4 12+4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 12+8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
ADDRLP4 12+8
INDIRF4
ADDF4
ASGNF4
line 679
;679:	VectorSubtract(v, pm->ps->origin, vel);
ADDRLP4 36
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 0
ADDRLP4 12
INDIRF4
ADDRLP4 36
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 12+4
INDIRF4
ADDRLP4 36
INDIRP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 0+8
ADDRLP4 12+8
INDIRF4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
SUBF4
ASGNF4
line 680
;680:	vlen = VectorLength(vel);
ADDRLP4 0
ARGP4
ADDRLP4 40
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 24
ADDRLP4 40
INDIRF4
ASGNF4
line 681
;681:	VectorNormalize( vel );
ADDRLP4 0
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 683
;682:
;683:	if (vlen <= 100)
ADDRLP4 24
INDIRF4
CNSTF4 1120403456
GTF4 $256
line 684
;684:		VectorScale(vel, 10 * vlen, vel);
ADDRLP4 44
CNSTF4 1092616192
ADDRLP4 24
INDIRF4
MULF4
ASGNF4
ADDRLP4 0
ADDRLP4 0
INDIRF4
ADDRLP4 44
INDIRF4
MULF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
ADDRLP4 44
INDIRF4
MULF4
ASGNF4
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
CNSTF4 1092616192
ADDRLP4 24
INDIRF4
MULF4
MULF4
ASGNF4
ADDRGP4 $257
JUMPV
LABELV $256
line 686
;685:	else
;686:		VectorScale(vel, 800, vel);
ADDRLP4 48
CNSTF4 1145569280
ASGNF4
ADDRLP4 0
ADDRLP4 48
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 48
INDIRF4
ADDRLP4 0+4
INDIRF4
MULF4
ASGNF4
ADDRLP4 0+8
CNSTF4 1145569280
ADDRLP4 0+8
INDIRF4
MULF4
ASGNF4
LABELV $257
line 688
;687:
;688:	VectorCopy(vel, pm->ps->velocity);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 0
INDIRB
ASGNB 12
line 690
;689:
;690:	pml.groundPlane = qfalse;
ADDRGP4 pml+48
CNSTI4 0
ASGNI4
line 691
;691:}
LABELV $243
endproc PM_GrappleMove 52 4
proc PM_WalkMove 128 16
line 699
;692:
;693:/*
;694:===================
;695:PM_WalkMove
;696:
;697:===================
;698:*/
;699:static void PM_WalkMove( void ) {
line 710
;700:	int			i;
;701:	vec3_t		wishvel;
;702:	float		fmove, smove;
;703:	vec3_t		wishdir;
;704:	float		wishspeed;
;705:	float		scale;
;706:	usercmd_t	cmd;
;707:	float		accelerate;
;708:	float		vel;
;709:
;710:	if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 2
LEI4 $268
ADDRGP4 pml
INDIRF4
ADDRGP4 pml+52+24
INDIRF4
MULF4
ADDRGP4 pml+4
INDIRF4
ADDRGP4 pml+52+24+4
INDIRF4
MULF4
ADDF4
ADDRGP4 pml+8
INDIRF4
ADDRGP4 pml+52+24+8
INDIRF4
MULF4
ADDF4
CNSTF4 0
LEF4 $268
line 712
;711:		// begin swimming
;712:		PM_WaterMove();
ADDRGP4 PM_WaterMove
CALLV
pop
line 713
;713:		return;
ADDRGP4 $267
JUMPV
LABELV $268
line 717
;714:	}
;715:
;716:
;717:	if ( PM_CheckJump () ) {
ADDRLP4 76
ADDRGP4 PM_CheckJump
CALLI4
ASGNI4
ADDRLP4 76
INDIRI4
CNSTI4 0
EQI4 $280
line 719
;718:		// jumped away
;719:		if ( pm->waterlevel > 1 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 1
LEI4 $282
line 720
;720:			PM_WaterMove();
ADDRGP4 PM_WaterMove
CALLV
pop
line 721
;721:		} else {
ADDRGP4 $267
JUMPV
LABELV $282
line 722
;722:			PM_AirMove();
ADDRGP4 PM_AirMove
CALLV
pop
line 723
;723:		}
line 724
;724:		return;
ADDRGP4 $267
JUMPV
LABELV $280
line 727
;725:	}
;726:
;727:	PM_Friction ();
ADDRGP4 PM_Friction
CALLV
pop
line 729
;728:
;729:	fmove = pm->cmd.forwardmove;
ADDRLP4 16
ADDRGP4 pm
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
CVIF4 4
ASGNF4
line 730
;730:	smove = pm->cmd.rightmove;
ADDRLP4 20
ADDRGP4 pm
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
CVIF4 4
ASGNF4
line 732
;731:
;732:	cmd = pm->cmd;
ADDRLP4 48
ADDRGP4 pm
INDIRP4
CNSTI4 4
ADDP4
INDIRB
ASGNB 24
line 733
;733:	scale = PM_CmdScale( &cmd );
ADDRLP4 48
ARGP4
ADDRLP4 80
ADDRGP4 PM_CmdScale
CALLF4
ASGNF4
ADDRLP4 44
ADDRLP4 80
INDIRF4
ASGNF4
line 736
;734:
;735:	// set the movementDir so clients can rotate the legs for strafing
;736:	PM_SetMovementDir();
ADDRGP4 PM_SetMovementDir
CALLV
pop
line 739
;737:
;738:	// project moves down to flat plane
;739:	pml.forward[2] = 0;
ADDRGP4 pml+8
CNSTF4 0
ASGNF4
line 740
;740:	pml.right[2] = 0;
ADDRGP4 pml+12+8
CNSTF4 0
ASGNF4
line 743
;741:
;742:	// project the forward and right directions onto the ground plane
;743:	PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP );
ADDRLP4 84
ADDRGP4 pml
ASGNP4
ADDRLP4 84
INDIRP4
ARGP4
ADDRGP4 pml+52+24
ARGP4
ADDRLP4 84
INDIRP4
ARGP4
CNSTF4 1065361605
ARGF4
ADDRGP4 PM_ClipVelocity
CALLV
pop
line 744
;744:	PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP );
ADDRGP4 pml+12
ARGP4
ADDRGP4 pml+52+24
ARGP4
ADDRGP4 pml+12
ARGP4
CNSTF4 1065361605
ARGF4
ADDRGP4 PM_ClipVelocity
CALLV
pop
line 746
;745:	//
;746:	VectorNormalize (pml.forward);
ADDRGP4 pml
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 747
;747:	VectorNormalize (pml.right);
ADDRGP4 pml+12
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 749
;748:
;749:	for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $294
line 750
;750:		wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
ADDRLP4 88
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 88
INDIRI4
ADDRLP4 4
ADDP4
ADDRLP4 88
INDIRI4
ADDRGP4 pml
ADDP4
INDIRF4
ADDRLP4 16
INDIRF4
MULF4
ADDRLP4 88
INDIRI4
ADDRGP4 pml+12
ADDP4
INDIRF4
ADDRLP4 20
INDIRF4
MULF4
ADDF4
ASGNF4
line 751
;751:	}
LABELV $295
line 749
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $294
line 755
;752:	// when going up or down slopes the wish velocity should Not be zero
;753://	wishvel[2] = 0;
;754:
;755:	VectorCopy (wishvel, wishdir);
ADDRLP4 32
ADDRLP4 4
INDIRB
ASGNB 12
line 756
;756:	wishspeed = VectorNormalize(wishdir);
ADDRLP4 32
ARGP4
ADDRLP4 88
ADDRGP4 VectorNormalize
CALLF4
ASGNF4
ADDRLP4 24
ADDRLP4 88
INDIRF4
ASGNF4
line 757
;757:	wishspeed *= scale;
ADDRLP4 24
ADDRLP4 24
INDIRF4
ADDRLP4 44
INDIRF4
MULF4
ASGNF4
line 760
;758:
;759:	// clamp the speed lower if ducking
;760:	if ( pm->ps->pm_flags & PMF_DUCKED ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $299
line 761
;761:		if ( wishspeed > pm->ps->speed * pm_duckScale ) {
ADDRLP4 24
INDIRF4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 52
ADDP4
INDIRI4
CVIF4 4
ADDRGP4 pm_duckScale
INDIRF4
MULF4
LEF4 $301
line 762
;762:			wishspeed = pm->ps->speed * pm_duckScale;
ADDRLP4 24
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 52
ADDP4
INDIRI4
CVIF4 4
ADDRGP4 pm_duckScale
INDIRF4
MULF4
ASGNF4
line 763
;763:		}
LABELV $301
line 764
;764:	}
LABELV $299
line 767
;765:
;766:	// clamp the speed lower if wading or walking on the bottom
;767:	if ( pm->waterlevel ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 0
EQI4 $303
line 770
;768:		float	waterScale;
;769:
;770:		waterScale = pm->waterlevel / 3.0;
ADDRLP4 92
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CVIF4 4
CNSTF4 1077936128
DIVF4
ASGNF4
line 771
;771:		waterScale = 1.0 - ( 1.0 - pm_swimScale ) * waterScale;
ADDRLP4 96
CNSTF4 1065353216
ASGNF4
ADDRLP4 92
ADDRLP4 96
INDIRF4
ADDRLP4 96
INDIRF4
ADDRGP4 pm_swimScale
INDIRF4
SUBF4
ADDRLP4 92
INDIRF4
MULF4
SUBF4
ASGNF4
line 772
;772:		if ( wishspeed > pm->ps->speed * waterScale ) {
ADDRLP4 24
INDIRF4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 52
ADDP4
INDIRI4
CVIF4 4
ADDRLP4 92
INDIRF4
MULF4
LEF4 $305
line 773
;773:			wishspeed = pm->ps->speed * waterScale;
ADDRLP4 24
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 52
ADDP4
INDIRI4
CVIF4 4
ADDRLP4 92
INDIRF4
MULF4
ASGNF4
line 774
;774:		}
LABELV $305
line 775
;775:	}
LABELV $303
line 779
;776:
;777:	// when a player gets hit, they temporarily lose
;778:	// full control, which allows them to be moved a bit
;779:	if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
ADDRLP4 92
CNSTI4 0
ASGNI4
ADDRGP4 pml+52+44
INDIRI4
CNSTI4 2
BANDI4
ADDRLP4 92
INDIRI4
NEI4 $311
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 64
BANDI4
ADDRLP4 92
INDIRI4
EQI4 $307
LABELV $311
line 780
;780:		accelerate = pm_airaccelerate;
ADDRLP4 72
ADDRGP4 pm_airaccelerate
INDIRF4
ASGNF4
line 781
;781:	} else {
ADDRGP4 $308
JUMPV
LABELV $307
line 782
;782:		accelerate = pm_accelerate;
ADDRLP4 72
ADDRGP4 pm_accelerate
INDIRF4
ASGNF4
line 783
;783:	}
LABELV $308
line 785
;784:
;785:	PM_Accelerate (wishdir, wishspeed, accelerate);
ADDRLP4 32
ARGP4
ADDRLP4 24
INDIRF4
ARGF4
ADDRLP4 72
INDIRF4
ARGF4
ADDRGP4 PM_Accelerate
CALLV
pop
line 790
;786:
;787:	//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
;788:	//Com_Printf("velocity1 = %1.1f\n", VectorLength(pm->ps->velocity));
;789:
;790:	if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
ADDRLP4 96
CNSTI4 0
ASGNI4
ADDRGP4 pml+52+44
INDIRI4
CNSTI4 2
BANDI4
ADDRLP4 96
INDIRI4
NEI4 $316
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 64
BANDI4
ADDRLP4 96
INDIRI4
EQI4 $312
LABELV $316
line 791
;791:		pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
ADDRLP4 100
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 104
ADDRLP4 100
INDIRP4
CNSTI4 40
ADDP4
ASGNP4
ADDRLP4 104
INDIRP4
ADDRLP4 104
INDIRP4
INDIRF4
ADDRLP4 100
INDIRP4
CNSTI4 48
ADDP4
INDIRI4
CVIF4 4
ADDRGP4 pml+36
INDIRF4
MULF4
SUBF4
ASGNF4
line 792
;792:	} else {
LABELV $312
line 795
;793:		// don't reset the z velocity for slopes
;794://		pm->ps->velocity[2] = 0;
;795:	}
LABELV $313
line 797
;796:
;797:	vel = VectorLength(pm->ps->velocity);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ARGP4
ADDRLP4 100
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 28
ADDRLP4 100
INDIRF4
ASGNF4
line 800
;798:
;799:	// slide along the ground plane
;800:	PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, 
ADDRLP4 104
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
ADDRLP4 104
INDIRP4
ARGP4
ADDRGP4 pml+52+24
ARGP4
ADDRLP4 104
INDIRP4
ARGP4
CNSTF4 1065361605
ARGF4
ADDRGP4 PM_ClipVelocity
CALLV
pop
line 804
;801:		pm->ps->velocity, OVERCLIP );
;802:
;803:	// don't decrease velocity when going up or down a slope
;804:	VectorNormalize(pm->ps->velocity);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 805
;805:	VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
ADDRLP4 108
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
ADDRLP4 108
INDIRP4
ADDRLP4 108
INDIRP4
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ASGNF4
ADDRLP4 112
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 36
ADDP4
ASGNP4
ADDRLP4 112
INDIRP4
ADDRLP4 112
INDIRP4
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ASGNF4
ADDRLP4 116
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 40
ADDP4
ASGNP4
ADDRLP4 116
INDIRP4
ADDRLP4 116
INDIRP4
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ASGNF4
line 808
;806:
;807:	// don't do anything if standing still
;808:	if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) {
ADDRLP4 120
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 124
CNSTF4 0
ASGNF4
ADDRLP4 120
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 124
INDIRF4
NEF4 $320
ADDRLP4 120
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
ADDRLP4 124
INDIRF4
NEF4 $320
line 809
;809:		return;
ADDRGP4 $267
JUMPV
LABELV $320
line 812
;810:	}
;811:
;812:	PM_StepSlideMove( qfalse );
CNSTI4 0
ARGI4
ADDRGP4 PM_StepSlideMove
CALLV
pop
line 816
;813:
;814:	//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
;815:
;816:}
LABELV $267
endproc PM_WalkMove 128 16
proc PM_DeadMove 20 4
line 824
;817:
;818:
;819:/*
;820:==============
;821:PM_DeadMove
;822:==============
;823:*/
;824:static void PM_DeadMove( void ) {
line 827
;825:	float	forward;
;826:
;827:	if ( !pml.walking ) {
ADDRGP4 pml+44
INDIRI4
CNSTI4 0
NEI4 $323
line 828
;828:		return;
ADDRGP4 $322
JUMPV
LABELV $323
line 833
;829:	}
;830:
;831:	// extra friction
;832:
;833:	forward = VectorLength (pm->ps->velocity);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ARGP4
ADDRLP4 4
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 4
INDIRF4
ASGNF4
line 834
;834:	forward -= 20;
ADDRLP4 0
ADDRLP4 0
INDIRF4
CNSTF4 1101004800
SUBF4
ASGNF4
line 835
;835:	if ( forward <= 0 ) {
ADDRLP4 0
INDIRF4
CNSTF4 0
GTF4 $326
line 836
;836:		VectorClear (pm->ps->velocity);
ADDRLP4 8
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 12
CNSTF4 0
ASGNF4
ADDRLP4 8
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 12
INDIRF4
ASGNF4
ADDRLP4 8
INDIRP4
CNSTI4 36
ADDP4
ADDRLP4 12
INDIRF4
ASGNF4
ADDRLP4 8
INDIRP4
CNSTI4 32
ADDP4
ADDRLP4 12
INDIRF4
ASGNF4
line 837
;837:	} else {
ADDRGP4 $327
JUMPV
LABELV $326
line 838
;838:		VectorNormalize (pm->ps->velocity);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 839
;839:		VectorScale (pm->ps->velocity, forward, pm->ps->velocity);
ADDRLP4 8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ASGNF4
ADDRLP4 12
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 36
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ASGNF4
ADDRLP4 16
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 40
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
ASGNF4
line 840
;840:	}
LABELV $327
line 841
;841:}
LABELV $322
endproc PM_DeadMove 20 4
proc PM_NoclipMove 104 12
line 849
;842:
;843:
;844:/*
;845:===============
;846:PM_NoclipMove
;847:===============
;848:*/
;849:static void PM_NoclipMove( void ) {
line 858
;850:	float	speed, drop, friction, control, newspeed;
;851:	int			i;
;852:	vec3_t		wishvel;
;853:	float		fmove, smove;
;854:	vec3_t		wishdir;
;855:	float		wishspeed;
;856:	float		scale;
;857:
;858:	pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 26
ASGNI4
line 862
;859:
;860:	// friction
;861:
;862:	speed = VectorLength (pm->ps->velocity);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ARGP4
ADDRLP4 64
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 24
ADDRLP4 64
INDIRF4
ASGNF4
line 863
;863:	if (speed < 1)
ADDRLP4 24
INDIRF4
CNSTF4 1065353216
GEF4 $329
line 864
;864:	{
line 865
;865:		VectorCopy (vec3_origin, pm->ps->velocity);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ADDRGP4 vec3_origin
INDIRB
ASGNB 12
line 866
;866:	}
ADDRGP4 $330
JUMPV
LABELV $329
line 868
;867:	else
;868:	{
line 869
;869:		drop = 0;
ADDRLP4 52
CNSTF4 0
ASGNF4
line 871
;870:
;871:		friction = pm_friction*1.5;	// extra friction
ADDRLP4 56
CNSTF4 1069547520
ADDRGP4 pm_friction
INDIRF4
MULF4
ASGNF4
line 872
;872:		control = speed < pm_stopspeed ? pm_stopspeed : speed;
ADDRLP4 24
INDIRF4
ADDRGP4 pm_stopspeed
INDIRF4
GEF4 $332
ADDRLP4 68
ADDRGP4 pm_stopspeed
INDIRF4
ASGNF4
ADDRGP4 $333
JUMPV
LABELV $332
ADDRLP4 68
ADDRLP4 24
INDIRF4
ASGNF4
LABELV $333
ADDRLP4 60
ADDRLP4 68
INDIRF4
ASGNF4
line 873
;873:		drop += control*friction*pml.frametime;
ADDRLP4 52
ADDRLP4 52
INDIRF4
ADDRLP4 60
INDIRF4
ADDRLP4 56
INDIRF4
MULF4
ADDRGP4 pml+36
INDIRF4
MULF4
ADDF4
ASGNF4
line 876
;874:
;875:		// scale the velocity
;876:		newspeed = speed - drop;
ADDRLP4 28
ADDRLP4 24
INDIRF4
ADDRLP4 52
INDIRF4
SUBF4
ASGNF4
line 877
;877:		if (newspeed < 0)
ADDRLP4 28
INDIRF4
CNSTF4 0
GEF4 $335
line 878
;878:			newspeed = 0;
ADDRLP4 28
CNSTF4 0
ASGNF4
LABELV $335
line 879
;879:		newspeed /= speed;
ADDRLP4 28
ADDRLP4 28
INDIRF4
ADDRLP4 24
INDIRF4
DIVF4
ASGNF4
line 881
;880:
;881:		VectorScale (pm->ps->velocity, newspeed, pm->ps->velocity);
ADDRLP4 72
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
ADDRLP4 72
INDIRP4
ADDRLP4 72
INDIRP4
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ASGNF4
ADDRLP4 76
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 36
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ASGNF4
ADDRLP4 80
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 40
ADDP4
ASGNP4
ADDRLP4 80
INDIRP4
ADDRLP4 80
INDIRP4
INDIRF4
ADDRLP4 28
INDIRF4
MULF4
ASGNF4
line 882
;882:	}
LABELV $330
line 885
;883:
;884:	// accelerate
;885:	scale = PM_CmdScale( &pm->cmd );
ADDRGP4 pm
INDIRP4
CNSTI4 4
ADDP4
ARGP4
ADDRLP4 68
ADDRGP4 PM_CmdScale
CALLF4
ASGNF4
ADDRLP4 48
ADDRLP4 68
INDIRF4
ASGNF4
line 887
;886:
;887:	fmove = pm->cmd.forwardmove;
ADDRLP4 16
ADDRGP4 pm
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
CVIF4 4
ASGNF4
line 888
;888:	smove = pm->cmd.rightmove;
ADDRLP4 20
ADDRGP4 pm
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
CVIF4 4
ASGNF4
line 890
;889:	
;890:	for (i=0 ; i<3 ; i++)
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $337
line 891
;891:		wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
ADDRLP4 72
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 72
INDIRI4
ADDRLP4 4
ADDP4
ADDRLP4 72
INDIRI4
ADDRGP4 pml
ADDP4
INDIRF4
ADDRLP4 16
INDIRF4
MULF4
ADDRLP4 72
INDIRI4
ADDRGP4 pml+12
ADDP4
INDIRF4
ADDRLP4 20
INDIRF4
MULF4
ADDF4
ASGNF4
LABELV $338
line 890
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $337
line 892
;892:	wishvel[2] += pm->cmd.upmove;
ADDRLP4 4+8
ADDRLP4 4+8
INDIRF4
ADDRGP4 pm
INDIRP4
CNSTI4 27
ADDP4
INDIRI1
CVII4 1
CVIF4 4
ADDF4
ASGNF4
line 894
;893:
;894:	VectorCopy (wishvel, wishdir);
ADDRLP4 32
ADDRLP4 4
INDIRB
ASGNB 12
line 895
;895:	wishspeed = VectorNormalize(wishdir);
ADDRLP4 32
ARGP4
ADDRLP4 76
ADDRGP4 VectorNormalize
CALLF4
ASGNF4
ADDRLP4 44
ADDRLP4 76
INDIRF4
ASGNF4
line 896
;896:	wishspeed *= scale;
ADDRLP4 44
ADDRLP4 44
INDIRF4
ADDRLP4 48
INDIRF4
MULF4
ASGNF4
line 898
;897:
;898:	PM_Accelerate( wishdir, wishspeed, pm_accelerate );
ADDRLP4 32
ARGP4
ADDRLP4 44
INDIRF4
ARGF4
ADDRGP4 pm_accelerate
INDIRF4
ARGF4
ADDRGP4 PM_Accelerate
CALLV
pop
line 901
;899:
;900:	// move
;901:	VectorMA (pm->ps->origin, pml.frametime, pm->ps->velocity, pm->ps->origin);
ADDRLP4 80
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 84
ADDRLP4 80
INDIRP4
CNSTI4 20
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRF4
ADDRLP4 80
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRGP4 pml+36
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 88
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 92
ADDRLP4 88
INDIRP4
CNSTI4 24
ADDP4
ASGNP4
ADDRLP4 92
INDIRP4
ADDRLP4 92
INDIRP4
INDIRF4
ADDRLP4 88
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
ADDRGP4 pml+36
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 96
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 100
ADDRLP4 96
INDIRP4
CNSTI4 28
ADDP4
ASGNP4
ADDRLP4 100
INDIRP4
ADDRLP4 100
INDIRP4
INDIRF4
ADDRLP4 96
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
ADDRGP4 pml+36
INDIRF4
MULF4
ADDF4
ASGNF4
line 902
;902:}
LABELV $328
endproc PM_NoclipMove 104 12
proc PM_FootstepForSurface 0 0
line 913
;903:
;904://============================================================================
;905:
;906:/*
;907:================
;908:PM_FootstepForSurface
;909:
;910:Returns an event number apropriate for the groundsurface
;911:================
;912:*/
;913:static int PM_FootstepForSurface( void ) {
line 914
;914:	if ( pml.groundTrace.surfaceFlags & SURF_NOSTEPS ) {
ADDRGP4 pml+52+44
INDIRI4
CNSTI4 8192
BANDI4
CNSTI4 0
EQI4 $347
line 915
;915:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $346
JUMPV
LABELV $347
line 917
;916:	}
;917:	if ( pml.groundTrace.surfaceFlags & SURF_METALSTEPS ) {
ADDRGP4 pml+52+44
INDIRI4
CNSTI4 4096
BANDI4
CNSTI4 0
EQI4 $351
line 918
;918:		return EV_FOOTSTEP_METAL;
CNSTI4 2
RETI4
ADDRGP4 $346
JUMPV
LABELV $351
line 920
;919:	}
;920:	return EV_FOOTSTEP;
CNSTI4 1
RETI4
LABELV $346
endproc PM_FootstepForSurface 0 0
proc PM_CrashLand 48 4
line 931
;921:}
;922:
;923:
;924:/*
;925:=================
;926:PM_CrashLand
;927:
;928:Check for hard landings that generate sound events
;929:=================
;930:*/
;931:static void PM_CrashLand( void ) {
line 939
;932:	float		delta;
;933:	float		dist;
;934:	float		vel, acc;
;935:	float		t;
;936:	float		a, b, c, den;
;937:
;938:	// decide which landing animation to use
;939:	if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $356
line 940
;940:		PM_ForceLegsAnim( LEGS_LANDB );
CNSTI4 21
ARGI4
ADDRGP4 PM_ForceLegsAnim
CALLV
pop
line 941
;941:	} else {
ADDRGP4 $357
JUMPV
LABELV $356
line 942
;942:		PM_ForceLegsAnim( LEGS_LAND );
CNSTI4 19
ARGI4
ADDRGP4 PM_ForceLegsAnim
CALLV
pop
line 943
;943:	}
LABELV $357
line 945
;944:
;945:	pm->ps->legsTimer = TIMER_LAND;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 72
ADDP4
CNSTI4 130
ASGNI4
line 948
;946:
;947:	// calculate the exact velocity on landing
;948:	dist = pm->ps->origin[2] - pml.previous_origin[2];
ADDRLP4 24
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRGP4 pml+112+8
INDIRF4
SUBF4
ASGNF4
line 949
;949:	vel = pml.previous_velocity[2];
ADDRLP4 8
ADDRGP4 pml+124+8
INDIRF4
ASGNF4
line 950
;950:	acc = -pm->ps->gravity;
ADDRLP4 12
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 48
ADDP4
INDIRI4
NEGI4
CVIF4 4
ASGNF4
line 952
;951:
;952:	a = acc / 2;
ADDRLP4 16
ADDRLP4 12
INDIRF4
CNSTF4 1073741824
DIVF4
ASGNF4
line 953
;953:	b = vel;
ADDRLP4 4
ADDRLP4 8
INDIRF4
ASGNF4
line 954
;954:	c = -dist;
ADDRLP4 32
ADDRLP4 24
INDIRF4
NEGF4
ASGNF4
line 956
;955:
;956:	den =  b * b - 4 * a * c;
ADDRLP4 20
ADDRLP4 4
INDIRF4
ADDRLP4 4
INDIRF4
MULF4
CNSTF4 1082130432
ADDRLP4 16
INDIRF4
MULF4
ADDRLP4 32
INDIRF4
MULF4
SUBF4
ASGNF4
line 957
;957:	if ( den < 0 ) {
ADDRLP4 20
INDIRF4
CNSTF4 0
GEF4 $362
line 958
;958:		return;
ADDRGP4 $355
JUMPV
LABELV $362
line 960
;959:	}
;960:	t = (-b - sqrt( den ) ) / ( 2 * a );
ADDRLP4 20
INDIRF4
ARGF4
ADDRLP4 40
ADDRGP4 sqrt
CALLF4
ASGNF4
ADDRLP4 28
ADDRLP4 4
INDIRF4
NEGF4
ADDRLP4 40
INDIRF4
SUBF4
CNSTF4 1073741824
ADDRLP4 16
INDIRF4
MULF4
DIVF4
ASGNF4
line 962
;961:
;962:	delta = vel + t * acc;
ADDRLP4 0
ADDRLP4 8
INDIRF4
ADDRLP4 28
INDIRF4
ADDRLP4 12
INDIRF4
MULF4
ADDF4
ASGNF4
line 963
;963:	delta = delta*delta * 0.0001;
ADDRLP4 0
CNSTF4 953267991
ADDRLP4 0
INDIRF4
ADDRLP4 0
INDIRF4
MULF4
MULF4
ASGNF4
line 966
;964:
;965:	// ducking while falling doubles damage
;966:	if ( pm->ps->pm_flags & PMF_DUCKED ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $364
line 967
;967:		delta *= 2;
ADDRLP4 0
CNSTF4 1073741824
ADDRLP4 0
INDIRF4
MULF4
ASGNF4
line 968
;968:	}
LABELV $364
line 971
;969:
;970:	// never take falling damage if completely underwater
;971:	if ( pm->waterlevel == 3 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 3
NEI4 $366
line 972
;972:		return;
ADDRGP4 $355
JUMPV
LABELV $366
line 976
;973:	}
;974:
;975:	// reduce falling damage if there is standing water
;976:	if ( pm->waterlevel == 2 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 2
NEI4 $368
line 977
;977:		delta *= 0.25;
ADDRLP4 0
CNSTF4 1048576000
ADDRLP4 0
INDIRF4
MULF4
ASGNF4
line 978
;978:	}
LABELV $368
line 979
;979:	if ( pm->waterlevel == 1 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 1
NEI4 $370
line 980
;980:		delta *= 0.5;
ADDRLP4 0
CNSTF4 1056964608
ADDRLP4 0
INDIRF4
MULF4
ASGNF4
line 981
;981:	}
LABELV $370
line 983
;982:
;983:	if ( delta < 1 ) {
ADDRLP4 0
INDIRF4
CNSTF4 1065353216
GEF4 $372
line 984
;984:		return;
ADDRGP4 $355
JUMPV
LABELV $372
line 1008
;985:	}
;986:
;987:	// create a local entity event to play the sound
;988:
;989:	// SURF_NODAMAGE is used for bounce pads where you don't ever
;990:	// want to take damage or play a crunch sound
;991:/*	if ( !(pml.groundTrace.surfaceFlags & SURF_NODAMAGE) )  {			//Omitted to get rid of all fall damage ^^^
;992:		if ( delta > 60 ) {
;993:			PM_AddEvent( EV_FALL_FAR );
;994:		} else if ( delta > 40 ) {
;995:			// this is a pain grunt, so don't play it if dead
;996:			if ( pm->ps->stats[STAT_HEALTH] > 0 ) {
;997:				PM_AddEvent( EV_FALL_MEDIUM );
;998:			}
;999:		} else if ( delta > 7 ) {
;1000:			PM_AddEvent( EV_FALL_SHORT );
;1001:		} else {
;1002:			PM_AddEvent( PM_FootstepForSurface() );
;1003:		}
;1004:	}																	//To here ^^^
;1005:*/
;1006:
;1007:	// start footstep cycle over
;1008:	pm->ps->bobCycle = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 8
ADDP4
CNSTI4 0
ASGNI4
line 1009
;1009:}
LABELV $355
endproc PM_CrashLand 48 4
proc PM_CorrectAllSolid 36 28
line 1032
;1010:
;1011:/*
;1012:=============
;1013:PM_CheckStuck
;1014:=============
;1015:*/
;1016:/*
;1017:void PM_CheckStuck(void) {
;1018:	trace_t trace;
;1019:
;1020:	pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask);
;1021:	if (trace.allsolid) {
;1022:		//int shit = qtrue;
;1023:	}
;1024:}
;1025:*/
;1026:
;1027:/*
;1028:=============
;1029:PM_CorrectAllSolid
;1030:=============
;1031:*/
;1032:static int PM_CorrectAllSolid( trace_t *trace ) {
line 1036
;1033:	int			i, j, k;
;1034:	vec3_t		point;
;1035:
;1036:	if ( pm->debugLevel ) {
ADDRGP4 pm
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 0
EQI4 $375
line 1037
;1037:		Com_Printf("%i:allsolid\n", c_pmove);
ADDRGP4 $377
ARGP4
ADDRGP4 c_pmove
INDIRI4
ARGI4
ADDRGP4 Com_Printf
CALLV
pop
line 1038
;1038:	}
LABELV $375
line 1041
;1039:
;1040:	// jitter around
;1041:	for (i = -1; i <= 1; i++) {
ADDRLP4 20
CNSTI4 -1
ASGNI4
LABELV $378
line 1042
;1042:		for (j = -1; j <= 1; j++) {
ADDRLP4 16
CNSTI4 -1
ASGNI4
LABELV $382
line 1043
;1043:			for (k = -1; k <= 1; k++) {
ADDRLP4 12
CNSTI4 -1
ASGNI4
LABELV $386
line 1044
;1044:				VectorCopy(pm->ps->origin, point);
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRB
ASGNB 12
line 1045
;1045:				point[0] += (float) i;
ADDRLP4 0
ADDRLP4 0
INDIRF4
ADDRLP4 20
INDIRI4
CVIF4 4
ADDF4
ASGNF4
line 1046
;1046:				point[1] += (float) j;
ADDRLP4 0+4
ADDRLP4 0+4
INDIRF4
ADDRLP4 16
INDIRI4
CVIF4 4
ADDF4
ASGNF4
line 1047
;1047:				point[2] += (float) k;
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
ADDRLP4 12
INDIRI4
CVIF4 4
ADDF4
ASGNF4
line 1048
;1048:				pm->trace (trace, point, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 24
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
CNSTI4 180
ADDP4
ARGP4
ADDRLP4 24
INDIRP4
CNSTI4 192
ADDP4
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 24
INDIRP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ARGI4
ADDRLP4 24
INDIRP4
CNSTI4 28
ADDP4
INDIRI4
ARGI4
ADDRLP4 24
INDIRP4
CNSTI4 224
ADDP4
INDIRP4
CALLV
pop
line 1049
;1049:				if ( !trace->allsolid ) {
ADDRFP4 0
INDIRP4
INDIRI4
CNSTI4 0
NEI4 $392
line 1050
;1050:					point[0] = pm->ps->origin[0];
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ASGNF4
line 1051
;1051:					point[1] = pm->ps->origin[1];
ADDRLP4 0+4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ASGNF4
line 1052
;1052:					point[2] = pm->ps->origin[2] - 0.25;
ADDRLP4 0+8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CNSTF4 1048576000
SUBF4
ASGNF4
line 1054
;1053:
;1054:					pm->trace (trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 28
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 32
ADDRLP4 28
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
CNSTI4 20
ADDP4
ARGP4
ADDRLP4 28
INDIRP4
CNSTI4 180
ADDP4
ARGP4
ADDRLP4 28
INDIRP4
CNSTI4 192
ADDP4
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 32
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ARGI4
ADDRLP4 28
INDIRP4
CNSTI4 28
ADDP4
INDIRI4
ARGI4
ADDRLP4 28
INDIRP4
CNSTI4 224
ADDP4
INDIRP4
CALLV
pop
line 1055
;1055:					pml.groundTrace = *trace;
ADDRGP4 pml+52
ADDRFP4 0
INDIRP4
INDIRB
ASGNB 56
line 1056
;1056:					return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $374
JUMPV
LABELV $392
line 1058
;1057:				}
;1058:			}
LABELV $387
line 1043
ADDRLP4 12
ADDRLP4 12
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 1
LEI4 $386
line 1059
;1059:		}
LABELV $383
line 1042
ADDRLP4 16
ADDRLP4 16
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 16
INDIRI4
CNSTI4 1
LEI4 $382
line 1060
;1060:	}
LABELV $379
line 1041
ADDRLP4 20
ADDRLP4 20
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 20
INDIRI4
CNSTI4 1
LEI4 $378
line 1062
;1061:
;1062:	pm->ps->groundEntityNum = ENTITYNUM_NONE;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 68
ADDP4
CNSTI4 1023
ASGNI4
line 1063
;1063:	pml.groundPlane = qfalse;
ADDRGP4 pml+48
CNSTI4 0
ASGNI4
line 1064
;1064:	pml.walking = qfalse;
ADDRGP4 pml+44
CNSTI4 0
ASGNI4
line 1066
;1065:
;1066:	return qfalse;
CNSTI4 0
RETI4
LABELV $374
endproc PM_CorrectAllSolid 36 28
proc PM_GroundTraceMissed 80 28
line 1077
;1067:}
;1068:
;1069:
;1070:/*
;1071:=============
;1072:PM_GroundTraceMissed
;1073:
;1074:The ground trace didn't hit a surface, so we are in freefall
;1075:=============
;1076:*/
;1077:static void PM_GroundTraceMissed( void ) {
line 1081
;1078:	trace_t		trace;
;1079:	vec3_t		point;
;1080:
;1081:	if ( pm->ps->groundEntityNum != ENTITYNUM_NONE ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 68
ADDP4
INDIRI4
CNSTI4 1023
EQI4 $400
line 1083
;1082:		// we just transitioned into freefall
;1083:		if ( pm->debugLevel ) {
ADDRGP4 pm
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 0
EQI4 $402
line 1084
;1084:			Com_Printf("%i:lift\n", c_pmove);
ADDRGP4 $404
ARGP4
ADDRGP4 c_pmove
INDIRI4
ARGI4
ADDRGP4 Com_Printf
CALLV
pop
line 1085
;1085:		}
LABELV $402
line 1089
;1086:
;1087:		// if they aren't in a jumping animation and the ground is a ways away, force into it
;1088:		// if we didn't do the trace, the player would be backflipping down staircases
;1089:		VectorCopy( pm->ps->origin, point );
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRB
ASGNB 12
line 1090
;1090:		point[2] -= 64;
ADDRLP4 0+8
ADDRLP4 0+8
INDIRF4
CNSTF4 1115684864
SUBF4
ASGNF4
line 1092
;1091:
;1092:		pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
ADDRLP4 12
ARGP4
ADDRLP4 68
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 72
ADDRLP4 68
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 20
ADDP4
ARGP4
ADDRLP4 68
INDIRP4
CNSTI4 180
ADDP4
ARGP4
ADDRLP4 68
INDIRP4
CNSTI4 192
ADDP4
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 72
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ARGI4
ADDRLP4 68
INDIRP4
CNSTI4 28
ADDP4
INDIRI4
ARGI4
ADDRLP4 68
INDIRP4
CNSTI4 224
ADDP4
INDIRP4
CALLV
pop
line 1093
;1093:		if ( trace.fraction == 1.0 ) {
ADDRLP4 12+8
INDIRF4
CNSTF4 1065353216
NEF4 $406
line 1094
;1094:			if ( pm->cmd.forwardmove >= 0 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
CNSTI4 0
LTI4 $409
line 1095
;1095:				PM_ForceLegsAnim( LEGS_JUMP );
CNSTI4 18
ARGI4
ADDRGP4 PM_ForceLegsAnim
CALLV
pop
line 1096
;1096:				pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
ADDRLP4 76
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
CNSTI4 -9
BANDI4
ASGNI4
line 1097
;1097:			} else {
ADDRGP4 $410
JUMPV
LABELV $409
line 1098
;1098:				PM_ForceLegsAnim( LEGS_JUMPB );
CNSTI4 20
ARGI4
ADDRGP4 PM_ForceLegsAnim
CALLV
pop
line 1099
;1099:				pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
ADDRLP4 76
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRI4
CNSTI4 8
BORI4
ASGNI4
line 1100
;1100:			}
LABELV $410
line 1101
;1101:		}
LABELV $406
line 1102
;1102:	}
LABELV $400
line 1104
;1103:
;1104:	pm->ps->groundEntityNum = ENTITYNUM_NONE;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 68
ADDP4
CNSTI4 1023
ASGNI4
line 1105
;1105:	pml.groundPlane = qfalse;
ADDRGP4 pml+48
CNSTI4 0
ASGNI4
line 1106
;1106:	pml.walking = qfalse;
ADDRGP4 pml+44
CNSTI4 0
ASGNI4
line 1107
;1107:}
LABELV $399
endproc PM_GroundTraceMissed 80 28
proc PM_GroundTrace 88 28
line 1115
;1108:
;1109:
;1110:/*
;1111:=============
;1112:PM_GroundTrace
;1113:=============
;1114:*/
;1115:static void PM_GroundTrace( void ) {
line 1119
;1116:	vec3_t		point;
;1117:	trace_t		trace;
;1118:
;1119:	point[0] = pm->ps->origin[0];
ADDRLP4 56
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ASGNF4
line 1120
;1120:	point[1] = pm->ps->origin[1];
ADDRLP4 56+4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ASGNF4
line 1121
;1121:	point[2] = pm->ps->origin[2] - 0.25;
ADDRLP4 56+8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CNSTF4 1048576000
SUBF4
ASGNF4
line 1123
;1122:
;1123:	pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
ADDRLP4 0
ARGP4
ADDRLP4 68
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 72
ADDRLP4 68
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 20
ADDP4
ARGP4
ADDRLP4 68
INDIRP4
CNSTI4 180
ADDP4
ARGP4
ADDRLP4 68
INDIRP4
CNSTI4 192
ADDP4
ARGP4
ADDRLP4 56
ARGP4
ADDRLP4 72
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ARGI4
ADDRLP4 68
INDIRP4
CNSTI4 28
ADDP4
INDIRI4
ARGI4
ADDRLP4 68
INDIRP4
CNSTI4 224
ADDP4
INDIRP4
CALLV
pop
line 1124
;1124:	pml.groundTrace = trace;
ADDRGP4 pml+52
ADDRLP4 0
INDIRB
ASGNB 56
line 1127
;1125:
;1126:	// do something corrective if the trace starts in a solid...
;1127:	if ( trace.allsolid ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $417
line 1128
;1128:		if ( !PM_CorrectAllSolid(&trace) )
ADDRLP4 0
ARGP4
ADDRLP4 76
ADDRGP4 PM_CorrectAllSolid
CALLI4
ASGNI4
ADDRLP4 76
INDIRI4
CNSTI4 0
NEI4 $419
line 1129
;1129:			return;
ADDRGP4 $413
JUMPV
LABELV $419
line 1130
;1130:	}
LABELV $417
line 1133
;1131:
;1132:	// if the trace didn't hit anything, we are in free fall
;1133:	if ( trace.fraction == 1.0 ) {
ADDRLP4 0+8
INDIRF4
CNSTF4 1065353216
NEF4 $421
line 1134
;1134:		PM_GroundTraceMissed();
ADDRGP4 PM_GroundTraceMissed
CALLV
pop
line 1135
;1135:		pml.groundPlane = qfalse;
ADDRGP4 pml+48
CNSTI4 0
ASGNI4
line 1136
;1136:		pml.walking = qfalse;
ADDRGP4 pml+44
CNSTI4 0
ASGNI4
line 1137
;1137:		return;
ADDRGP4 $413
JUMPV
LABELV $421
line 1141
;1138:	}
;1139:
;1140:	// check if getting thrown off the ground
;1141:	if ( pm->ps->velocity[2] > 0 && DotProduct( pm->ps->velocity, trace.plane.normal ) > 10 ) {
ADDRLP4 76
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 80
ADDRLP4 76
INDIRP4
CNSTI4 40
ADDP4
INDIRF4
ASGNF4
ADDRLP4 80
INDIRF4
CNSTF4 0
LEF4 $426
ADDRLP4 76
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ADDRLP4 0+24
INDIRF4
MULF4
ADDRLP4 76
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
ADDRLP4 0+24+4
INDIRF4
MULF4
ADDF4
ADDRLP4 80
INDIRF4
ADDRLP4 0+24+8
INDIRF4
MULF4
ADDF4
CNSTF4 1092616192
LEF4 $426
line 1142
;1142:		if ( pm->debugLevel ) {
ADDRGP4 pm
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 0
EQI4 $433
line 1143
;1143:			Com_Printf("%i:kickoff\n", c_pmove);
ADDRGP4 $435
ARGP4
ADDRGP4 c_pmove
INDIRI4
ARGI4
ADDRGP4 Com_Printf
CALLV
pop
line 1144
;1144:		}
LABELV $433
line 1146
;1145:		// go into jump animation
;1146:		if ( pm->cmd.forwardmove >= 0 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
CNSTI4 0
LTI4 $436
line 1147
;1147:			PM_ForceLegsAnim( LEGS_JUMP );
CNSTI4 18
ARGI4
ADDRGP4 PM_ForceLegsAnim
CALLV
pop
line 1148
;1148:			pm->ps->pm_flags &= ~PMF_BACKWARDS_JUMP;
ADDRLP4 84
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
CNSTI4 -9
BANDI4
ASGNI4
line 1149
;1149:		} else {
ADDRGP4 $437
JUMPV
LABELV $436
line 1150
;1150:			PM_ForceLegsAnim( LEGS_JUMPB );
CNSTI4 20
ARGI4
ADDRGP4 PM_ForceLegsAnim
CALLV
pop
line 1151
;1151:			pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
ADDRLP4 84
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
CNSTI4 8
BORI4
ASGNI4
line 1152
;1152:		}
LABELV $437
line 1154
;1153:
;1154:		pm->ps->groundEntityNum = ENTITYNUM_NONE;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 68
ADDP4
CNSTI4 1023
ASGNI4
line 1155
;1155:		pml.groundPlane = qfalse;
ADDRGP4 pml+48
CNSTI4 0
ASGNI4
line 1156
;1156:		pml.walking = qfalse;
ADDRGP4 pml+44
CNSTI4 0
ASGNI4
line 1157
;1157:		return;
ADDRGP4 $413
JUMPV
LABELV $426
line 1161
;1158:	}
;1159:	
;1160:	// slopes that are too steep will not be considered onground
;1161:	if ( trace.plane.normal[2] < MIN_WALK_NORMAL ) {
ADDRLP4 0+24+8
INDIRF4
CNSTF4 1060320051
GEF4 $440
line 1162
;1162:		if ( pm->debugLevel ) {
ADDRGP4 pm
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 0
EQI4 $444
line 1163
;1163:			Com_Printf("%i:steep\n", c_pmove);
ADDRGP4 $446
ARGP4
ADDRGP4 c_pmove
INDIRI4
ARGI4
ADDRGP4 Com_Printf
CALLV
pop
line 1164
;1164:		}
LABELV $444
line 1167
;1165:		// FIXME: if they can't slide down the slope, let them
;1166:		// walk (sharp crevices)
;1167:		pm->ps->groundEntityNum = ENTITYNUM_NONE;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 68
ADDP4
CNSTI4 1023
ASGNI4
line 1168
;1168:		pml.groundPlane = qtrue;
ADDRGP4 pml+48
CNSTI4 1
ASGNI4
line 1169
;1169:		pml.walking = qfalse;
ADDRGP4 pml+44
CNSTI4 0
ASGNI4
line 1170
;1170:		return;
ADDRGP4 $413
JUMPV
LABELV $440
line 1173
;1171:	}
;1172:
;1173:	pml.groundPlane = qtrue;
ADDRGP4 pml+48
CNSTI4 1
ASGNI4
line 1174
;1174:	pml.walking = qtrue;
ADDRGP4 pml+44
CNSTI4 1
ASGNI4
line 1177
;1175:
;1176:	// hitting solid ground will end a waterjump
;1177:	if (pm->ps->pm_flags & PMF_TIME_WATERJUMP)
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 256
BANDI4
CNSTI4 0
EQI4 $451
line 1178
;1178:	{
line 1179
;1179:		pm->ps->pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND);
ADDRLP4 84
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
CNSTI4 -289
BANDI4
ASGNI4
line 1180
;1180:		pm->ps->pm_time = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
CNSTI4 0
ASGNI4
line 1181
;1181:	}
LABELV $451
line 1183
;1182:
;1183:	if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 68
ADDP4
INDIRI4
CNSTI4 1023
NEI4 $453
line 1185
;1184:		// just hit the ground
;1185:		if ( pm->debugLevel ) {
ADDRGP4 pm
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 0
EQI4 $455
line 1186
;1186:			Com_Printf("%i:Land\n", c_pmove);
ADDRGP4 $457
ARGP4
ADDRGP4 c_pmove
INDIRI4
ARGI4
ADDRGP4 Com_Printf
CALLV
pop
line 1187
;1187:		}
LABELV $455
line 1189
;1188:		
;1189:		PM_CrashLand();
ADDRGP4 PM_CrashLand
CALLV
pop
line 1192
;1190:
;1191:		// don't do landing time if we were just going down a slope
;1192:		if ( pml.previous_velocity[2] < -200 ) {
ADDRGP4 pml+124+8
INDIRF4
CNSTF4 3276275712
GEF4 $458
line 1194
;1193:			// don't allow another jump for a little while
;1194:			pm->ps->pm_flags |= PMF_TIME_LAND;
ADDRLP4 84
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 84
INDIRP4
ADDRLP4 84
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 1195
;1195:			pm->ps->pm_time = 250;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
CNSTI4 250
ASGNI4
line 1196
;1196:		}
LABELV $458
line 1197
;1197:	}
LABELV $453
line 1199
;1198:
;1199:	pm->ps->groundEntityNum = trace.entityNum;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 68
ADDP4
ADDRLP4 0+52
INDIRI4
ASGNI4
line 1204
;1200:
;1201:	// don't reset the z velocity for slopes
;1202://	pm->ps->velocity[2] = 0;
;1203:
;1204:	PM_AddTouchEnt( trace.entityNum );
ADDRLP4 0+52
INDIRI4
ARGI4
ADDRGP4 PM_AddTouchEnt
CALLV
pop
line 1205
;1205:}
LABELV $413
endproc PM_GroundTrace 88 28
proc PM_SetWaterLevel 48 8
line 1213
;1206:
;1207:
;1208:/*
;1209:=============
;1210:PM_SetWaterLevel	FIXME: avoid this twice?  certainly if not moving
;1211:=============
;1212:*/
;1213:static void PM_SetWaterLevel( void ) {
line 1222
;1214:	vec3_t		point;
;1215:	int			cont;
;1216:	int			sample1;
;1217:	int			sample2;
;1218:
;1219:	//
;1220:	// get waterlevel, accounting for ducking
;1221:	//
;1222:	pm->waterlevel = 0;
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
CNSTI4 0
ASGNI4
line 1223
;1223:	pm->watertype = 0;
ADDRGP4 pm
INDIRP4
CNSTI4 204
ADDP4
CNSTI4 0
ASGNI4
line 1225
;1224:
;1225:	point[0] = pm->ps->origin[0];
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ASGNF4
line 1226
;1226:	point[1] = pm->ps->origin[1];
ADDRLP4 0+4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ASGNF4
line 1227
;1227:	point[2] = pm->ps->origin[2] + MINS_Z + 1;	
ADDRLP4 0+8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CNSTF4 3250585600
ADDF4
CNSTF4 1065353216
ADDF4
ASGNF4
line 1228
;1228:	cont = pm->pointcontents( point, pm->ps->clientNum );
ADDRLP4 0
ARGP4
ADDRLP4 24
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ARGI4
ADDRLP4 28
ADDRLP4 24
INDIRP4
CNSTI4 228
ADDP4
INDIRP4
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 28
INDIRI4
ASGNI4
line 1230
;1229:
;1230:	if ( cont & MASK_WATER ) {
ADDRLP4 12
INDIRI4
CNSTI4 56
BANDI4
CNSTI4 0
EQI4 $467
line 1231
;1231:		sample2 = pm->ps->viewheight - MINS_Z;
ADDRLP4 16
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 164
ADDP4
INDIRI4
CNSTI4 -24
SUBI4
ASGNI4
line 1232
;1232:		sample1 = sample2 / 2;
ADDRLP4 20
ADDRLP4 16
INDIRI4
CNSTI4 2
DIVI4
ASGNI4
line 1234
;1233:
;1234:		pm->watertype = cont;
ADDRGP4 pm
INDIRP4
CNSTI4 204
ADDP4
ADDRLP4 12
INDIRI4
ASGNI4
line 1235
;1235:		pm->waterlevel = 1;
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
CNSTI4 1
ASGNI4
line 1236
;1236:		point[2] = pm->ps->origin[2] + MINS_Z + sample1;
ADDRLP4 0+8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CNSTF4 3250585600
ADDF4
ADDRLP4 20
INDIRI4
CVIF4 4
ADDF4
ASGNF4
line 1237
;1237:		cont = pm->pointcontents (point, pm->ps->clientNum );
ADDRLP4 0
ARGP4
ADDRLP4 32
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ARGI4
ADDRLP4 36
ADDRLP4 32
INDIRP4
CNSTI4 228
ADDP4
INDIRP4
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 36
INDIRI4
ASGNI4
line 1238
;1238:		if ( cont & MASK_WATER ) {
ADDRLP4 12
INDIRI4
CNSTI4 56
BANDI4
CNSTI4 0
EQI4 $470
line 1239
;1239:			pm->waterlevel = 2;
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
CNSTI4 2
ASGNI4
line 1240
;1240:			point[2] = pm->ps->origin[2] + MINS_Z + sample2;
ADDRLP4 0+8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
CNSTF4 3250585600
ADDF4
ADDRLP4 16
INDIRI4
CVIF4 4
ADDF4
ASGNF4
line 1241
;1241:			cont = pm->pointcontents (point, pm->ps->clientNum );
ADDRLP4 0
ARGP4
ADDRLP4 40
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 40
INDIRP4
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ARGI4
ADDRLP4 44
ADDRLP4 40
INDIRP4
CNSTI4 228
ADDP4
INDIRP4
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 44
INDIRI4
ASGNI4
line 1242
;1242:			if ( cont & MASK_WATER ){
ADDRLP4 12
INDIRI4
CNSTI4 56
BANDI4
CNSTI4 0
EQI4 $473
line 1243
;1243:				pm->waterlevel = 3;
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
CNSTI4 3
ASGNI4
line 1244
;1244:			}
LABELV $473
line 1245
;1245:		}
LABELV $470
line 1246
;1246:	}
LABELV $467
line 1248
;1247:
;1248:}
LABELV $464
endproc PM_SetWaterLevel 48 8
proc PM_CheckDuck 76 28
line 1258
;1249:
;1250:/*
;1251:==============
;1252:PM_CheckDuck
;1253:
;1254:Sets mins, maxs, and pm->ps->viewheight
;1255:==============
;1256:*/
;1257:static void PM_CheckDuck (void)
;1258:{
line 1261
;1259:	trace_t	trace;
;1260:
;1261:	if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 368
ADDP4
INDIRI4
CNSTI4 0
EQI4 $476
line 1262
;1262:		if ( pm->ps->pm_flags & PMF_INVULEXPAND ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 16384
BANDI4
CNSTI4 0
EQI4 $478
line 1264
;1263:			// invulnerability sphere has a 42 units radius
;1264:			VectorSet( pm->mins, -42, -42, -42 );
ADDRGP4 pm
INDIRP4
CNSTI4 180
ADDP4
CNSTF4 3257401344
ASGNF4
ADDRGP4 pm
INDIRP4
CNSTI4 184
ADDP4
CNSTF4 3257401344
ASGNF4
ADDRGP4 pm
INDIRP4
CNSTI4 188
ADDP4
CNSTF4 3257401344
ASGNF4
line 1265
;1265:			VectorSet( pm->maxs, 42, 42, 42 );
ADDRGP4 pm
INDIRP4
CNSTI4 192
ADDP4
CNSTF4 1109917696
ASGNF4
ADDRGP4 pm
INDIRP4
CNSTI4 196
ADDP4
CNSTF4 1109917696
ASGNF4
ADDRGP4 pm
INDIRP4
CNSTI4 200
ADDP4
CNSTF4 1109917696
ASGNF4
line 1266
;1266:		}
ADDRGP4 $479
JUMPV
LABELV $478
line 1267
;1267:		else {
line 1268
;1268:			VectorSet( pm->mins, -15, -15, MINS_Z );
ADDRGP4 pm
INDIRP4
CNSTI4 180
ADDP4
CNSTF4 3245342720
ASGNF4
ADDRGP4 pm
INDIRP4
CNSTI4 184
ADDP4
CNSTF4 3245342720
ASGNF4
ADDRGP4 pm
INDIRP4
CNSTI4 188
ADDP4
CNSTF4 3250585600
ASGNF4
line 1269
;1269:			VectorSet( pm->maxs, 15, 15, 16 );
ADDRGP4 pm
INDIRP4
CNSTI4 192
ADDP4
CNSTF4 1097859072
ASGNF4
ADDRGP4 pm
INDIRP4
CNSTI4 196
ADDP4
CNSTF4 1097859072
ASGNF4
ADDRGP4 pm
INDIRP4
CNSTI4 200
ADDP4
CNSTF4 1098907648
ASGNF4
line 1270
;1270:		}
LABELV $479
line 1271
;1271:		pm->ps->pm_flags |= PMF_DUCKED;
ADDRLP4 56
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 56
INDIRP4
ADDRLP4 56
INDIRP4
INDIRI4
CNSTI4 1
BORI4
ASGNI4
line 1272
;1272:		pm->ps->viewheight = CROUCH_VIEWHEIGHT;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 12
ASGNI4
line 1273
;1273:		return;
ADDRGP4 $475
JUMPV
LABELV $476
line 1275
;1274:	}
;1275:	pm->ps->pm_flags &= ~PMF_INVULEXPAND;
ADDRLP4 56
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 56
INDIRP4
ADDRLP4 56
INDIRP4
INDIRI4
CNSTI4 -16385
BANDI4
ASGNI4
line 1277
;1276:
;1277:	pm->mins[0] = -15;
ADDRGP4 pm
INDIRP4
CNSTI4 180
ADDP4
CNSTF4 3245342720
ASGNF4
line 1278
;1278:	pm->mins[1] = -15;
ADDRGP4 pm
INDIRP4
CNSTI4 184
ADDP4
CNSTF4 3245342720
ASGNF4
line 1280
;1279:
;1280:	pm->maxs[0] = 15;
ADDRGP4 pm
INDIRP4
CNSTI4 192
ADDP4
CNSTF4 1097859072
ASGNF4
line 1281
;1281:	pm->maxs[1] = 15;
ADDRGP4 pm
INDIRP4
CNSTI4 196
ADDP4
CNSTF4 1097859072
ASGNF4
line 1283
;1282:
;1283:	pm->mins[2] = MINS_Z;
ADDRGP4 pm
INDIRP4
CNSTI4 188
ADDP4
CNSTF4 3250585600
ASGNF4
line 1285
;1284:
;1285:	if (pm->ps->pm_type == PM_DEAD)
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
NEI4 $480
line 1286
;1286:	{
line 1287
;1287:		pm->maxs[2] = -8;
ADDRGP4 pm
INDIRP4
CNSTI4 200
ADDP4
CNSTF4 3238002688
ASGNF4
line 1288
;1288:		pm->ps->viewheight = DEAD_VIEWHEIGHT;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 -16
ASGNI4
line 1289
;1289:		return;
ADDRGP4 $475
JUMPV
LABELV $480
line 1292
;1290:	}
;1291:
;1292:	if (pm->cmd.upmove < 0)
ADDRGP4 pm
INDIRP4
CNSTI4 27
ADDP4
INDIRI1
CVII4 1
CNSTI4 0
GEI4 $482
line 1293
;1293:	{	// duck
line 1294
;1294:		pm->ps->pm_flags |= PMF_DUCKED;
ADDRLP4 60
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 60
INDIRP4
ADDRLP4 60
INDIRP4
INDIRI4
CNSTI4 1
BORI4
ASGNI4
line 1295
;1295:	}
ADDRGP4 $483
JUMPV
LABELV $482
line 1297
;1296:	else
;1297:	{	// stand up if possible
line 1298
;1298:		if (pm->ps->pm_flags & PMF_DUCKED)
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $484
line 1299
;1299:		{
line 1301
;1300:			// try to stand up
;1301:			pm->maxs[2] = 32;
ADDRGP4 pm
INDIRP4
CNSTI4 200
ADDP4
CNSTF4 1107296256
ASGNF4
line 1302
;1302:			pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, pm->ps->origin, pm->ps->clientNum, pm->tracemask );
ADDRLP4 0
ARGP4
ADDRLP4 60
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 64
ADDRLP4 60
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 68
ADDRLP4 64
INDIRP4
CNSTI4 20
ADDP4
ASGNP4
ADDRLP4 68
INDIRP4
ARGP4
ADDRLP4 60
INDIRP4
CNSTI4 180
ADDP4
ARGP4
ADDRLP4 60
INDIRP4
CNSTI4 192
ADDP4
ARGP4
ADDRLP4 68
INDIRP4
ARGP4
ADDRLP4 64
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
ARGI4
ADDRLP4 60
INDIRP4
CNSTI4 28
ADDP4
INDIRI4
ARGI4
ADDRLP4 60
INDIRP4
CNSTI4 224
ADDP4
INDIRP4
CALLV
pop
line 1303
;1303:			if (!trace.allsolid)
ADDRLP4 0
INDIRI4
CNSTI4 0
NEI4 $486
line 1304
;1304:				pm->ps->pm_flags &= ~PMF_DUCKED;
ADDRLP4 72
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 72
INDIRP4
ADDRLP4 72
INDIRP4
INDIRI4
CNSTI4 -2
BANDI4
ASGNI4
LABELV $486
line 1305
;1305:		}
LABELV $484
line 1306
;1306:	}
LABELV $483
line 1308
;1307:
;1308:	if (pm->ps->pm_flags & PMF_DUCKED)
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $488
line 1309
;1309:	{
line 1310
;1310:		pm->maxs[2] = 16;
ADDRGP4 pm
INDIRP4
CNSTI4 200
ADDP4
CNSTF4 1098907648
ASGNF4
line 1311
;1311:		pm->ps->viewheight = CROUCH_VIEWHEIGHT;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 12
ASGNI4
line 1312
;1312:	}
ADDRGP4 $489
JUMPV
LABELV $488
line 1314
;1313:	else
;1314:	{
line 1315
;1315:		pm->maxs[2] = 32;
ADDRGP4 pm
INDIRP4
CNSTI4 200
ADDP4
CNSTF4 1107296256
ASGNF4
line 1316
;1316:		pm->ps->viewheight = DEFAULT_VIEWHEIGHT;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 164
ADDP4
CNSTI4 26
ASGNI4
line 1317
;1317:	}
LABELV $489
line 1318
;1318:}
LABELV $475
endproc PM_CheckDuck 76 28
proc PM_Footsteps 52 4
line 1330
;1319:
;1320:
;1321:
;1322://===================================================================
;1323:
;1324:
;1325:/*
;1326:===============
;1327:PM_Footsteps
;1328:===============
;1329:*/
;1330:static void PM_Footsteps( void ) {
line 1339
;1331:	float		bobmove;
;1332:	int			old;
;1333:	qboolean	footstep;
;1334:
;1335:	//
;1336:	// calculate speed and cycle to be used for
;1337:	// all cyclic walking effects
;1338:	//
;1339:	pm->xyspeed = sqrt( pm->ps->velocity[0] * pm->ps->velocity[0]
ADDRLP4 12
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 16
ADDRLP4 12
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 20
ADDRLP4 16
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
ASGNF4
ADDRLP4 24
ADDRLP4 16
INDIRP4
CNSTI4 36
ADDP4
INDIRF4
ASGNF4
ADDRLP4 20
INDIRF4
ADDRLP4 20
INDIRF4
MULF4
ADDRLP4 24
INDIRF4
ADDRLP4 24
INDIRF4
MULF4
ADDF4
ARGF4
ADDRLP4 28
ADDRGP4 sqrt
CALLF4
ASGNF4
ADDRLP4 12
INDIRP4
CNSTI4 212
ADDP4
ADDRLP4 28
INDIRF4
ASGNF4
line 1342
;1340:		+  pm->ps->velocity[1] * pm->ps->velocity[1] );
;1341:
;1342:	if ( pm->ps->groundEntityNum == ENTITYNUM_NONE ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 68
ADDP4
INDIRI4
CNSTI4 1023
NEI4 $491
line 1344
;1343:
;1344:		if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 368
ADDP4
INDIRI4
CNSTI4 0
EQI4 $493
line 1345
;1345:			PM_ContinueLegsAnim( LEGS_IDLECR );
CNSTI4 23
ARGI4
ADDRGP4 PM_ContinueLegsAnim
CALLV
pop
line 1346
;1346:		}
LABELV $493
line 1348
;1347:		// airborne leaves position in cycle intact, but doesn't advance
;1348:		if ( pm->waterlevel > 1 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 1
LEI4 $490
line 1349
;1349:			PM_ContinueLegsAnim( LEGS_SWIM );
CNSTI4 17
ARGI4
ADDRGP4 PM_ContinueLegsAnim
CALLV
pop
line 1350
;1350:		}
line 1351
;1351:		return;
ADDRGP4 $490
JUMPV
LABELV $491
line 1355
;1352:	}
;1353:
;1354:	// if not trying to move
;1355:	if ( !pm->cmd.forwardmove && !pm->cmd.rightmove ) {
ADDRLP4 32
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 36
CNSTI4 0
ASGNI4
ADDRLP4 32
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ADDRLP4 36
INDIRI4
NEI4 $497
ADDRLP4 32
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 36
INDIRI4
NEI4 $497
line 1356
;1356:		if (  pm->xyspeed < 5 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 212
ADDP4
INDIRF4
CNSTF4 1084227584
GEF4 $490
line 1357
;1357:			pm->ps->bobCycle = 0;	// start at beginning of cycle again
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 8
ADDP4
CNSTI4 0
ASGNI4
line 1358
;1358:			if ( pm->ps->pm_flags & PMF_DUCKED ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $501
line 1359
;1359:				PM_ContinueLegsAnim( LEGS_IDLECR );
CNSTI4 23
ARGI4
ADDRGP4 PM_ContinueLegsAnim
CALLV
pop
line 1360
;1360:			} else {
ADDRGP4 $490
JUMPV
LABELV $501
line 1361
;1361:				PM_ContinueLegsAnim( LEGS_IDLE );
CNSTI4 22
ARGI4
ADDRGP4 PM_ContinueLegsAnim
CALLV
pop
line 1362
;1362:			}
line 1363
;1363:		}
line 1364
;1364:		return;
ADDRGP4 $490
JUMPV
LABELV $497
line 1368
;1365:	}
;1366:	
;1367:
;1368:	footstep = qfalse;
ADDRLP4 8
CNSTI4 0
ASGNI4
line 1370
;1369:
;1370:	if ( pm->ps->pm_flags & PMF_DUCKED ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $503
line 1371
;1371:		bobmove = 0.5;	// ducked characters bob much faster
ADDRLP4 4
CNSTF4 1056964608
ASGNF4
line 1372
;1372:		if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
EQI4 $505
line 1373
;1373:			PM_ContinueLegsAnim( LEGS_BACKCR );
CNSTI4 32
ARGI4
ADDRGP4 PM_ContinueLegsAnim
CALLV
pop
line 1374
;1374:		}
ADDRGP4 $504
JUMPV
LABELV $505
line 1375
;1375:		else {
line 1376
;1376:			PM_ContinueLegsAnim( LEGS_WALKCR );
CNSTI4 13
ARGI4
ADDRGP4 PM_ContinueLegsAnim
CALLV
pop
line 1377
;1377:		}
line 1389
;1378:		// ducked characters never play footsteps
;1379:	/*
;1380:	} else 	if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
;1381:		if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
;1382:			bobmove = 0.4;	// faster speeds bob faster
;1383:			footstep = qtrue;
;1384:		} else {
;1385:			bobmove = 0.3;
;1386:		}
;1387:		PM_ContinueLegsAnim( LEGS_BACK );
;1388:	*/
;1389:	} else {
ADDRGP4 $504
JUMPV
LABELV $503
line 1390
;1390:		if ( !( pm->cmd.buttons & BUTTON_WALKING ) ) {
ADDRGP4 pm
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
NEI4 $507
line 1391
;1391:			bobmove = 0.4f;	// faster speeds bob faster
ADDRLP4 4
CNSTF4 1053609165
ASGNF4
line 1392
;1392:			if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
EQI4 $509
line 1393
;1393:				PM_ContinueLegsAnim( LEGS_BACK );
CNSTI4 16
ARGI4
ADDRGP4 PM_ContinueLegsAnim
CALLV
pop
line 1394
;1394:			}
ADDRGP4 $510
JUMPV
LABELV $509
line 1395
;1395:			else {
line 1396
;1396:				PM_ContinueLegsAnim( LEGS_RUN );
CNSTI4 15
ARGI4
ADDRGP4 PM_ContinueLegsAnim
CALLV
pop
line 1397
;1397:			}
LABELV $510
line 1398
;1398:			footstep = qtrue;
ADDRLP4 8
CNSTI4 1
ASGNI4
line 1399
;1399:		} else {
ADDRGP4 $508
JUMPV
LABELV $507
line 1400
;1400:			bobmove = 0.3f;	// walking bobs slow
ADDRLP4 4
CNSTF4 1050253722
ASGNF4
line 1401
;1401:			if ( pm->ps->pm_flags & PMF_BACKWARDS_RUN ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 16
BANDI4
CNSTI4 0
EQI4 $511
line 1402
;1402:				PM_ContinueLegsAnim( LEGS_BACKWALK );
CNSTI4 33
ARGI4
ADDRGP4 PM_ContinueLegsAnim
CALLV
pop
line 1403
;1403:			}
ADDRGP4 $512
JUMPV
LABELV $511
line 1404
;1404:			else {
line 1405
;1405:				PM_ContinueLegsAnim( LEGS_WALK );
CNSTI4 14
ARGI4
ADDRGP4 PM_ContinueLegsAnim
CALLV
pop
line 1406
;1406:			}
LABELV $512
line 1407
;1407:		}
LABELV $508
line 1408
;1408:	}
LABELV $504
line 1411
;1409:
;1410:	// check for footstep / splash sounds
;1411:	old = pm->ps->bobCycle;
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
ASGNI4
line 1412
;1412:	pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 8
ADDP4
ADDRLP4 0
INDIRI4
CVIF4 4
ADDRLP4 4
INDIRF4
ADDRGP4 pml+40
INDIRI4
CVIF4 4
MULF4
ADDF4
CVFI4 4
CNSTI4 255
BANDI4
ASGNI4
line 1415
;1413:
;1414:	// if we just crossed a cycle boundary, play an apropriate footstep event
;1415:	if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) {
ADDRLP4 40
CNSTI4 64
ASGNI4
ADDRLP4 0
INDIRI4
ADDRLP4 40
INDIRI4
ADDI4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
ADDRLP4 40
INDIRI4
ADDI4
BXORI4
CNSTI4 128
BANDI4
CNSTI4 0
EQI4 $514
line 1416
;1416:		if ( pm->waterlevel == 0 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 0
NEI4 $516
line 1418
;1417:			// on ground will only play sounds if running
;1418:			if ( footstep && !pm->noFootsteps ) {
ADDRLP4 44
CNSTI4 0
ASGNI4
ADDRLP4 8
INDIRI4
ADDRLP4 44
INDIRI4
EQI4 $517
ADDRGP4 pm
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
ADDRLP4 44
INDIRI4
NEI4 $517
line 1419
;1419:				PM_AddEvent( PM_FootstepForSurface() );
ADDRLP4 48
ADDRGP4 PM_FootstepForSurface
CALLI4
ASGNI4
ADDRLP4 48
INDIRI4
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1420
;1420:			}
line 1421
;1421:		} else if ( pm->waterlevel == 1 ) {
ADDRGP4 $517
JUMPV
LABELV $516
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 1
NEI4 $520
line 1423
;1422:			// splashing
;1423:			PM_AddEvent( EV_FOOTSPLASH );
CNSTI4 3
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1424
;1424:		} else if ( pm->waterlevel == 2 ) {
ADDRGP4 $521
JUMPV
LABELV $520
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 2
NEI4 $522
line 1426
;1425:			// wading / swimming at surface
;1426:			PM_AddEvent( EV_SWIM );
CNSTI4 5
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1427
;1427:		} else if ( pm->waterlevel == 3 ) {
ADDRGP4 $523
JUMPV
LABELV $522
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 3
NEI4 $524
line 1430
;1428:			// no sound when completely underwater
;1429:
;1430:		}
LABELV $524
LABELV $523
LABELV $521
LABELV $517
line 1431
;1431:	}
LABELV $514
line 1432
;1432:}
LABELV $490
endproc PM_Footsteps 52 4
proc PM_WaterEvents 16 4
line 1441
;1433:
;1434:/*
;1435:==============
;1436:PM_WaterEvents
;1437:
;1438:Generate sound events for entering and leaving water
;1439:==============
;1440:*/
;1441:static void PM_WaterEvents( void ) {		// FIXME?
line 1445
;1442:	//
;1443:	// if just entered a water volume, play a sound
;1444:	//
;1445:	if (!pml.previous_waterlevel && pm->waterlevel) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 pml+136
INDIRI4
ADDRLP4 0
INDIRI4
NEI4 $527
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
ADDRLP4 0
INDIRI4
EQI4 $527
line 1446
;1446:		PM_AddEvent( EV_WATER_TOUCH );
CNSTI4 15
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1447
;1447:	}
LABELV $527
line 1452
;1448:
;1449:	//
;1450:	// if just completely exited a water volume, play a sound
;1451:	//
;1452:	if (pml.previous_waterlevel && !pm->waterlevel) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 pml+136
INDIRI4
ADDRLP4 4
INDIRI4
EQI4 $530
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
ADDRLP4 4
INDIRI4
NEI4 $530
line 1453
;1453:		PM_AddEvent( EV_WATER_LEAVE );
CNSTI4 16
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1454
;1454:	}
LABELV $530
line 1459
;1455:
;1456:	//
;1457:	// check for head just going under water
;1458:	//
;1459:	if (pml.previous_waterlevel != 3 && pm->waterlevel == 3) {
ADDRLP4 8
CNSTI4 3
ASGNI4
ADDRGP4 pml+136
INDIRI4
ADDRLP4 8
INDIRI4
EQI4 $533
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
ADDRLP4 8
INDIRI4
NEI4 $533
line 1460
;1460:		PM_AddEvent( EV_WATER_UNDER );
CNSTI4 17
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1461
;1461:	}
LABELV $533
line 1466
;1462:
;1463:	//
;1464:	// check for head just coming out of water
;1465:	//
;1466:	if (pml.previous_waterlevel == 3 && pm->waterlevel != 3) {
ADDRLP4 12
CNSTI4 3
ASGNI4
ADDRGP4 pml+136
INDIRI4
ADDRLP4 12
INDIRI4
NEI4 $536
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
ADDRLP4 12
INDIRI4
EQI4 $536
line 1467
;1467:		PM_AddEvent( EV_WATER_CLEAR );
CNSTI4 18
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1468
;1468:	}
LABELV $536
line 1469
;1469:}
LABELV $526
endproc PM_WaterEvents 16 4
proc PM_BeginWeaponChange 8 4
line 1477
;1470:
;1471:
;1472:/*
;1473:===============
;1474:PM_BeginWeaponChange
;1475:===============
;1476:*/
;1477:static void PM_BeginWeaponChange( int weapon ) {
line 1478
;1478:	if ( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) {
ADDRLP4 0
ADDRFP4 0
INDIRI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 0
LEI4 $542
ADDRLP4 0
INDIRI4
CNSTI4 11
LTI4 $540
LABELV $542
line 1479
;1479:		return;
ADDRGP4 $539
JUMPV
LABELV $540
line 1482
;1480:	}
;1481:
;1482:	if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 1
ADDRFP4 0
INDIRI4
LSHI4
BANDI4
CNSTI4 0
NEI4 $543
line 1483
;1483:		return;
ADDRGP4 $539
JUMPV
LABELV $543
line 1486
;1484:	}
;1485:	
;1486:	if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 2
NEI4 $545
line 1487
;1487:		return;
ADDRGP4 $539
JUMPV
LABELV $545
line 1490
;1488:	}
;1489:
;1490:	PM_AddEvent( EV_CHANGE_WEAPON );
CNSTI4 22
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1491
;1491:	pm->ps->weaponstate = WEAPON_DROPPING;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 2
ASGNI4
line 1492
;1492:	pm->ps->weaponTime += 200;
ADDRLP4 4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 44
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 200
ADDI4
ASGNI4
line 1493
;1493:	PM_StartTorsoAnim( TORSO_DROP );
CNSTI4 9
ARGI4
ADDRGP4 PM_StartTorsoAnim
CALLV
pop
line 1494
;1494:}
LABELV $539
endproc PM_BeginWeaponChange 8 4
proc PM_FinishWeaponChange 12 4
line 1502
;1495:
;1496:
;1497:/*
;1498:===============
;1499:PM_FinishWeaponChange
;1500:===============
;1501:*/
;1502:static void PM_FinishWeaponChange( void ) {
line 1505
;1503:	int		weapon;
;1504:
;1505:	weapon = pm->cmd.weapon;
ADDRLP4 0
ADDRGP4 pm
INDIRP4
CNSTI4 24
ADDP4
INDIRU1
CVUI4 1
ASGNI4
line 1506
;1506:	if ( weapon < WP_NONE || weapon >= WP_NUM_WEAPONS ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
LTI4 $550
ADDRLP4 0
INDIRI4
CNSTI4 11
LTI4 $548
LABELV $550
line 1507
;1507:		weapon = WP_NONE;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 1508
;1508:	}
LABELV $548
line 1510
;1509:
;1510:	if ( !( pm->ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 1
ADDRLP4 0
INDIRI4
LSHI4
BANDI4
CNSTI4 0
NEI4 $551
line 1511
;1511:		weapon = WP_NONE;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 1512
;1512:	}
LABELV $551
line 1514
;1513:
;1514:	pm->ps->weapon = weapon;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 144
ADDP4
ADDRLP4 0
INDIRI4
ASGNI4
line 1515
;1515:	pm->ps->weaponstate = WEAPON_RAISING;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 1
ASGNI4
line 1516
;1516:	pm->ps->weaponTime += 250;
ADDRLP4 8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 44
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 250
ADDI4
ASGNI4
line 1517
;1517:	PM_StartTorsoAnim( TORSO_RAISE );
CNSTI4 10
ARGI4
ADDRGP4 PM_StartTorsoAnim
CALLV
pop
line 1518
;1518:}
LABELV $547
endproc PM_FinishWeaponChange 12 4
proc PM_TorsoAnimation 0 4
line 1527
;1519:
;1520:
;1521:/*
;1522:==============
;1523:PM_TorsoAnimation
;1524:
;1525:==============
;1526:*/
;1527:static void PM_TorsoAnimation( void ) {
line 1528
;1528:	if ( pm->ps->weaponstate == WEAPON_READY ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 0
NEI4 $554
line 1529
;1529:		if ( pm->ps->weapon == WP_GAUNTLET ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
CNSTI4 1
NEI4 $556
line 1530
;1530:			PM_ContinueTorsoAnim( TORSO_STAND2 );
CNSTI4 12
ARGI4
ADDRGP4 PM_ContinueTorsoAnim
CALLV
pop
line 1531
;1531:		} else {
ADDRGP4 $553
JUMPV
LABELV $556
line 1532
;1532:			PM_ContinueTorsoAnim( TORSO_STAND );
CNSTI4 11
ARGI4
ADDRGP4 PM_ContinueTorsoAnim
CALLV
pop
line 1533
;1533:		}
line 1534
;1534:		return;
LABELV $554
line 1536
;1535:	}
;1536:}
LABELV $553
endproc PM_TorsoAnimation 0 4
proc PM_Weapon 28 4
line 1546
;1537:
;1538:
;1539:/*
;1540:==============
;1541:PM_Weapon
;1542:
;1543:Generates weapon events and modifes the weapon counter
;1544:==============
;1545:*/
;1546:static void PM_Weapon( void ) {
line 1550
;1547:	int		addTime;
;1548:
;1549:	// don't allow attack until all buttons are up
;1550:	if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 512
BANDI4
CNSTI4 0
EQI4 $559
line 1551
;1551:		return;
ADDRGP4 $558
JUMPV
LABELV $559
line 1555
;1552:	}
;1553:
;1554:	// ignore if spectator
;1555:	if ( pm->ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 260
ADDP4
INDIRI4
CNSTI4 3
NEI4 $561
line 1556
;1556:		return;
ADDRGP4 $558
JUMPV
LABELV $561
line 1560
;1557:	}
;1558:
;1559:	// check for dead player
;1560:	if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CNSTI4 0
GTI4 $563
line 1561
;1561:		pm->ps->weapon = WP_NONE;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 144
ADDP4
CNSTI4 0
ASGNI4
line 1562
;1562:		return;
ADDRGP4 $558
JUMPV
LABELV $563
line 1566
;1563:	}
;1564:
;1565:	// check for item using
;1566:	if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) {
ADDRGP4 pm
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 4
BANDI4
CNSTI4 0
EQI4 $565
line 1567
;1567:		if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
NEI4 $566
line 1568
;1568:			if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
ADDRLP4 4
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
CNSTI4 52
ADDRLP4 4
INDIRP4
CNSTI4 188
ADDP4
INDIRI4
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 2
NEI4 $569
ADDRLP4 4
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 25
ADDI4
LTI4 $569
line 1569
;1569:				&& pm->ps->stats[STAT_HEALTH] >= (pm->ps->stats[STAT_MAX_HEALTH] + 25) ) {
line 1571
;1570:				// don't use medkit if at max health
;1571:			} else {
ADDRGP4 $558
JUMPV
LABELV $569
line 1572
;1572:				pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
ADDRLP4 8
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
CNSTI4 1024
BORI4
ASGNI4
line 1573
;1573:				PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag );
CNSTI4 52
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 188
ADDP4
INDIRI4
MULI4
ADDRGP4 bg_itemlist+40
ADDP4
INDIRI4
CNSTI4 24
ADDI4
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1574
;1574:				pm->ps->stats[STAT_HOLDABLE_ITEM] = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 188
ADDP4
CNSTI4 0
ASGNI4
line 1575
;1575:			}
line 1576
;1576:			return;
ADDRGP4 $558
JUMPV
line 1578
;1577:		}
;1578:	} else {
LABELV $565
line 1579
;1579:		pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
ADDRLP4 4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 -1025
BANDI4
ASGNI4
line 1580
;1580:	}
LABELV $566
line 1584
;1581:
;1582:
;1583:	// make weapon function
;1584:	if ( pm->ps->weaponTime > 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
CNSTI4 0
LEI4 $573
line 1585
;1585:		pm->ps->weaponTime -= pml.msec;
ADDRLP4 4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 44
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
ADDRGP4 pml+40
INDIRI4
SUBI4
ASGNI4
line 1586
;1586:	}
LABELV $573
line 1591
;1587:
;1588:	// check for weapon change
;1589:	// can't change if weapon is firing, but can change
;1590:	// again if lowering or raising
;1591:	if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
ADDRLP4 4
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
CNSTI4 0
LEI4 $578
ADDRLP4 4
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 3
EQI4 $576
LABELV $578
line 1592
;1592:		if ( pm->ps->weapon != pm->cmd.weapon ) {
ADDRLP4 8
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
ADDRLP4 8
INDIRP4
CNSTI4 24
ADDP4
INDIRU1
CVUI4 1
EQI4 $579
line 1593
;1593:			PM_BeginWeaponChange( pm->cmd.weapon );
ADDRGP4 pm
INDIRP4
CNSTI4 24
ADDP4
INDIRU1
CVUI4 1
ARGI4
ADDRGP4 PM_BeginWeaponChange
CALLV
pop
line 1594
;1594:		}
LABELV $579
line 1595
;1595:	}
LABELV $576
line 1597
;1596:
;1597:	if ( pm->ps->weaponTime > 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
CNSTI4 0
LEI4 $581
line 1598
;1598:		return;
ADDRGP4 $558
JUMPV
LABELV $581
line 1602
;1599:	}
;1600:
;1601:	// change weapon if time
;1602:	if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 2
NEI4 $583
line 1603
;1603:		PM_FinishWeaponChange();
ADDRGP4 PM_FinishWeaponChange
CALLV
pop
line 1604
;1604:		return;
ADDRGP4 $558
JUMPV
LABELV $583
line 1607
;1605:	}
;1606:
;1607:	if ( pm->ps->weaponstate == WEAPON_RAISING ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 1
NEI4 $585
line 1608
;1608:		pm->ps->weaponstate = WEAPON_READY;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 0
ASGNI4
line 1609
;1609:		if ( pm->ps->weapon == WP_GAUNTLET ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
CNSTI4 1
NEI4 $587
line 1610
;1610:			PM_StartTorsoAnim( TORSO_STAND2 );
CNSTI4 12
ARGI4
ADDRGP4 PM_StartTorsoAnim
CALLV
pop
line 1611
;1611:		} else {
ADDRGP4 $558
JUMPV
LABELV $587
line 1612
;1612:			PM_StartTorsoAnim( TORSO_STAND );
CNSTI4 11
ARGI4
ADDRGP4 PM_StartTorsoAnim
CALLV
pop
line 1613
;1613:		}
line 1614
;1614:		return;
ADDRGP4 $558
JUMPV
LABELV $585
line 1618
;1615:	}
;1616:
;1617:	// check for fire
;1618:	if ( ! (pm->cmd.buttons & BUTTON_ATTACK) ) {
ADDRGP4 pm
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
NEI4 $589
line 1619
;1619:		pm->ps->weaponTime = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 44
ADDP4
CNSTI4 0
ASGNI4
line 1620
;1620:		pm->ps->weaponstate = WEAPON_READY;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 0
ASGNI4
line 1621
;1621:		return;
ADDRGP4 $558
JUMPV
LABELV $589
line 1625
;1622:	}
;1623:
;1624:	// start the animation even if out of ammo
;1625:	if ( pm->ps->weapon == WP_GAUNTLET ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
CNSTI4 1
NEI4 $591
line 1627
;1626:		// the guantlet only "fires" when it actually hits something
;1627:		if ( !pm->gauntletHit ) {
ADDRGP4 pm
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
CNSTI4 0
NEI4 $593
line 1628
;1628:			pm->ps->weaponTime = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 44
ADDP4
CNSTI4 0
ASGNI4
line 1629
;1629:			pm->ps->weaponstate = WEAPON_READY;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 0
ASGNI4
line 1630
;1630:			return;
ADDRGP4 $558
JUMPV
LABELV $593
line 1632
;1631:		}
;1632:		PM_StartTorsoAnim( TORSO_ATTACK2 );
CNSTI4 8
ARGI4
ADDRGP4 PM_StartTorsoAnim
CALLV
pop
line 1633
;1633:	} else {
ADDRGP4 $592
JUMPV
LABELV $591
line 1634
;1634:		PM_StartTorsoAnim( TORSO_ATTACK );
CNSTI4 7
ARGI4
ADDRGP4 PM_StartTorsoAnim
CALLV
pop
line 1635
;1635:	}
LABELV $592
line 1637
;1636:
;1637:	pm->ps->weaponstate = WEAPON_FIRING;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 3
ASGNI4
line 1640
;1638:
;1639:	// check for out of ammo
;1640:	if ( ! pm->ps->ammo[ pm->ps->weapon ] ) {
ADDRLP4 8
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
CNSTI4 0
NEI4 $595
line 1641
;1641:		PM_AddEvent( EV_NOAMMO );
CNSTI4 21
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1642
;1642:		pm->ps->weaponTime += 500;
ADDRLP4 12
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 44
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
CNSTI4 500
ADDI4
ASGNI4
line 1643
;1643:		return;
ADDRGP4 $558
JUMPV
LABELV $595
line 1647
;1644:	}
;1645:
;1646:	// take an ammo away if not infinite
;1647:	if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) {
ADDRLP4 12
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 12
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
CNSTI4 -1
EQI4 $597
line 1648
;1648:		pm->ps->ammo[ pm->ps->weapon ]--;
ADDRLP4 16
ADDRGP4 pm
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 20
ADDRLP4 16
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 16
INDIRP4
CNSTI4 376
ADDP4
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 1
SUBI4
ASGNI4
line 1649
;1649:	}
LABELV $597
line 1652
;1650:
;1651:	// fire weapon
;1652:	PM_AddEvent( EV_FIRE_WEAPON );
CNSTI4 23
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1654
;1653:
;1654:	switch( pm->ps->weapon ) {
ADDRLP4 16
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
ASGNI4
ADDRLP4 16
INDIRI4
CNSTI4 1
LTI4 $599
ADDRLP4 16
INDIRI4
CNSTI4 10
GTI4 $599
ADDRLP4 16
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $612-4
ADDP4
INDIRP4
JUMPV
lit
align 4
LABELV $612
address $602
address $605
address $604
address $606
address $607
address $603
address $609
address $608
address $610
address $611
code
LABELV $599
LABELV $602
line 1657
;1655:	default:
;1656:	case WP_GAUNTLET:
;1657:		addTime = 400;
ADDRLP4 0
CNSTI4 400
ASGNI4
line 1658
;1658:		break;
ADDRGP4 $600
JUMPV
LABELV $603
line 1660
;1659:	case WP_LIGHTNING:
;1660:		addTime = 50;
ADDRLP4 0
CNSTI4 50
ASGNI4
line 1661
;1661:		break;
ADDRGP4 $600
JUMPV
LABELV $604
line 1663
;1662:	case WP_SHOTGUN:
;1663:		addTime = 1000;
ADDRLP4 0
CNSTI4 1000
ASGNI4
line 1664
;1664:		break;
ADDRGP4 $600
JUMPV
LABELV $605
line 1666
;1665:	case WP_MACHINEGUN:
;1666:		addTime = 100;
ADDRLP4 0
CNSTI4 100
ASGNI4
line 1667
;1667:		break;
ADDRGP4 $600
JUMPV
LABELV $606
line 1669
;1668:	case WP_GRENADE_LAUNCHER:
;1669:		addTime = 800;
ADDRLP4 0
CNSTI4 800
ASGNI4
line 1670
;1670:		break;
ADDRGP4 $600
JUMPV
LABELV $607
line 1672
;1671:	case WP_ROCKET_LAUNCHER:
;1672:		addTime = 800;
ADDRLP4 0
CNSTI4 800
ASGNI4
line 1673
;1673:		break;
ADDRGP4 $600
JUMPV
LABELV $608
line 1675
;1674:	case WP_PLASMAGUN:
;1675:		addTime = 100;
ADDRLP4 0
CNSTI4 100
ASGNI4
line 1676
;1676:		break;
ADDRGP4 $600
JUMPV
LABELV $609
line 1678
;1677:	case WP_RAILGUN:
;1678:		addTime = 1500;
ADDRLP4 0
CNSTI4 1500
ASGNI4
line 1679
;1679:		break;
ADDRGP4 $600
JUMPV
LABELV $610
line 1681
;1680:	case WP_BFG:
;1681:		addTime = 200;
ADDRLP4 0
CNSTI4 200
ASGNI4
line 1682
;1682:		break;
ADDRGP4 $600
JUMPV
LABELV $611
line 1684
;1683:	case WP_GRAPPLING_HOOK:
;1684:		addTime = 400;
ADDRLP4 0
CNSTI4 400
ASGNI4
line 1685
;1685:		break;
LABELV $600
line 1709
;1686:#ifdef MISSIONPACK
;1687:	case WP_NAILGUN:
;1688:		addTime = 1000;
;1689:		break;
;1690:	case WP_PROX_LAUNCHER:
;1691:		addTime = 800;
;1692:		break;
;1693:	case WP_CHAINGUN:
;1694:		addTime = 30;
;1695:		break;
;1696:#endif
;1697:	}
;1698:
;1699:#ifdef MISSIONPACK
;1700:	if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
;1701:		addTime /= 1.5;
;1702:	}
;1703:	else
;1704:	if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
;1705:		addTime /= 1.3;
;1706:  }
;1707:  else
;1708:#endif
;1709:	if ( pm->ps->powerups[PW_HASTE] ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 324
ADDP4
INDIRI4
CNSTI4 0
EQI4 $614
line 1710
;1710:		addTime /= 1.3;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CVIF4 4
CNSTF4 1067869798
DIVF4
CVFI4 4
ASGNI4
line 1711
;1711:	}
LABELV $614
line 1713
;1712:
;1713:	pm->ps->weaponTime += addTime;
ADDRLP4 24
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 44
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
ADDRLP4 0
INDIRI4
ADDI4
ASGNI4
line 1714
;1714:}
LABELV $558
endproc PM_Weapon 28 4
proc PM_Animate 0 4
line 1722
;1715:
;1716:/*
;1717:================
;1718:PM_Animate
;1719:================
;1720:*/
;1721:
;1722:static void PM_Animate( void ) {
line 1723
;1723:	if ( pm->cmd.buttons & BUTTON_GESTURE ) {
ADDRGP4 pm
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $617
line 1724
;1724:		if ( pm->ps->torsoTimer == 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 80
ADDP4
INDIRI4
CNSTI4 0
NEI4 $619
line 1725
;1725:			PM_StartTorsoAnim( TORSO_GESTURE );
CNSTI4 6
ARGI4
ADDRGP4 PM_StartTorsoAnim
CALLV
pop
line 1726
;1726:			pm->ps->torsoTimer = TIMER_GESTURE;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 80
ADDP4
CNSTI4 2294
ASGNI4
line 1727
;1727:			PM_AddEvent( EV_TAUNT );
CNSTI4 76
ARGI4
ADDRGP4 PM_AddEvent
CALLV
pop
line 1728
;1728:		}
LABELV $619
line 1761
;1729:#ifdef MISSIONPACK
;1730:	} else if ( pm->cmd.buttons & BUTTON_GETFLAG ) {
;1731:		if ( pm->ps->torsoTimer == 0 ) {
;1732:			PM_StartTorsoAnim( TORSO_GETFLAG );
;1733:			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
;1734:		}
;1735:	} else if ( pm->cmd.buttons & BUTTON_GUARDBASE ) {
;1736:		if ( pm->ps->torsoTimer == 0 ) {
;1737:			PM_StartTorsoAnim( TORSO_GUARDBASE );
;1738:			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
;1739:		}
;1740:	} else if ( pm->cmd.buttons & BUTTON_PATROL ) {
;1741:		if ( pm->ps->torsoTimer == 0 ) {
;1742:			PM_StartTorsoAnim( TORSO_PATROL );
;1743:			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
;1744:		}
;1745:	} else if ( pm->cmd.buttons & BUTTON_FOLLOWME ) {
;1746:		if ( pm->ps->torsoTimer == 0 ) {
;1747:			PM_StartTorsoAnim( TORSO_FOLLOWME );
;1748:			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
;1749:		}
;1750:	} else if ( pm->cmd.buttons & BUTTON_AFFIRMATIVE ) {
;1751:		if ( pm->ps->torsoTimer == 0 ) {
;1752:			PM_StartTorsoAnim( TORSO_AFFIRMATIVE);
;1753:			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
;1754:		}
;1755:	} else if ( pm->cmd.buttons & BUTTON_NEGATIVE ) {
;1756:		if ( pm->ps->torsoTimer == 0 ) {
;1757:			PM_StartTorsoAnim( TORSO_NEGATIVE );
;1758:			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
;1759:		}
;1760:#endif
;1761:	}
LABELV $617
line 1762
;1762:}
LABELV $616
endproc PM_Animate 0 4
proc PM_DropTimers 4 0
line 1770
;1763:
;1764:
;1765:/*
;1766:================
;1767:PM_DropTimers
;1768:================
;1769:*/
;1770:static void PM_DropTimers( void ) {
line 1772
;1771:	// drop misc timing counter
;1772:	if ( pm->ps->pm_time ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
CNSTI4 0
EQI4 $622
line 1773
;1773:		if ( pml.msec >= pm->ps->pm_time ) {
ADDRGP4 pml+40
INDIRI4
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
LTI4 $624
line 1774
;1774:			pm->ps->pm_flags &= ~PMF_ALL_TIMES;
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 -353
BANDI4
ASGNI4
line 1775
;1775:			pm->ps->pm_time = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
CNSTI4 0
ASGNI4
line 1776
;1776:		} else {
ADDRGP4 $625
JUMPV
LABELV $624
line 1777
;1777:			pm->ps->pm_time -= pml.msec;
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRGP4 pml+40
INDIRI4
SUBI4
ASGNI4
line 1778
;1778:		}
LABELV $625
line 1779
;1779:	}
LABELV $622
line 1782
;1780:
;1781:	// drop animation counter
;1782:	if ( pm->ps->legsTimer > 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 72
ADDP4
INDIRI4
CNSTI4 0
LEI4 $628
line 1783
;1783:		pm->ps->legsTimer -= pml.msec;
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 72
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRGP4 pml+40
INDIRI4
SUBI4
ASGNI4
line 1784
;1784:		if ( pm->ps->legsTimer < 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 72
ADDP4
INDIRI4
CNSTI4 0
GEI4 $631
line 1785
;1785:			pm->ps->legsTimer = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 72
ADDP4
CNSTI4 0
ASGNI4
line 1786
;1786:		}
LABELV $631
line 1787
;1787:	}
LABELV $628
line 1789
;1788:
;1789:	if ( pm->ps->torsoTimer > 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 80
ADDP4
INDIRI4
CNSTI4 0
LEI4 $633
line 1790
;1790:		pm->ps->torsoTimer -= pml.msec;
ADDRLP4 0
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 80
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRGP4 pml+40
INDIRI4
SUBI4
ASGNI4
line 1791
;1791:		if ( pm->ps->torsoTimer < 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 80
ADDP4
INDIRI4
CNSTI4 0
GEI4 $636
line 1792
;1792:			pm->ps->torsoTimer = 0;
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 80
ADDP4
CNSTI4 0
ASGNI4
line 1793
;1793:		}
LABELV $636
line 1794
;1794:	}
LABELV $633
line 1795
;1795:}
LABELV $621
endproc PM_DropTimers 4 0
export PM_UpdateViewAngles
proc PM_UpdateViewAngles 24 0
line 1805
;1796:
;1797:/*
;1798:================
;1799:PM_UpdateViewAngles
;1800:
;1801:This can be used as another entry point when only the viewangles
;1802:are being updated isntead of a full move
;1803:================
;1804:*/
;1805:void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
line 1809
;1806:	short		temp;
;1807:	int		i;
;1808:
;1809:	if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION) {
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 5
EQI4 $641
ADDRLP4 8
INDIRI4
CNSTI4 6
NEI4 $639
LABELV $641
line 1810
;1810:		return;		// no view changes at all
ADDRGP4 $638
JUMPV
LABELV $639
line 1813
;1811:	}
;1812:
;1813:	if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) {
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 2
EQI4 $642
ADDRLP4 12
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CNSTI4 0
GTI4 $642
line 1814
;1814:		return;		// no view changes at all
ADDRGP4 $638
JUMPV
LABELV $642
line 1818
;1815:	}
;1816:
;1817:	// circularly clamp the angles with deltas
;1818:	for (i=0 ; i<3 ; i++) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $644
line 1819
;1819:		temp = cmd->angles[i] + ps->delta_angles[i];
ADDRLP4 16
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 4
ADDRLP4 16
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 4
ADDP4
ADDP4
INDIRI4
ADDRLP4 16
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
ADDP4
INDIRI4
ADDI4
CVII2 4
ASGNI2
line 1820
;1820:		if ( i == PITCH ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
NEI4 $648
line 1822
;1821:			// don't let the player look up or down more than 90 degrees
;1822:			if ( temp > 16000 ) {
ADDRLP4 4
INDIRI2
CVII4 2
CNSTI4 16000
LEI4 $650
line 1823
;1823:				ps->delta_angles[i] = 16000 - cmd->angles[i];
ADDRLP4 20
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 20
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
ADDP4
CNSTI4 16000
ADDRLP4 20
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 4
ADDP4
ADDP4
INDIRI4
SUBI4
ASGNI4
line 1824
;1824:				temp = 16000;
ADDRLP4 4
CNSTI2 16000
ASGNI2
line 1825
;1825:			} else if ( temp < -16000 ) {
ADDRGP4 $651
JUMPV
LABELV $650
ADDRLP4 4
INDIRI2
CVII4 2
CNSTI4 -16000
GEI4 $652
line 1826
;1826:				ps->delta_angles[i] = -16000 - cmd->angles[i];
ADDRLP4 20
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 20
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
ADDP4
CNSTI4 -16000
ADDRLP4 20
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 4
ADDP4
ADDP4
INDIRI4
SUBI4
ASGNI4
line 1827
;1827:				temp = -16000;
ADDRLP4 4
CNSTI2 -16000
ASGNI2
line 1828
;1828:			}
LABELV $652
LABELV $651
line 1829
;1829:		}
LABELV $648
line 1830
;1830:		ps->viewangles[i] = SHORT2ANGLE(temp);
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 152
ADDP4
ADDP4
CNSTF4 1001652224
ADDRLP4 4
INDIRI2
CVII4 2
CVIF4 4
MULF4
ASGNF4
line 1831
;1831:	}
LABELV $645
line 1818
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $644
line 1833
;1832:
;1833:}
LABELV $638
endproc PM_UpdateViewAngles 24 0
export PmoveSingle
proc PmoveSingle 56 16
line 1844
;1834:
;1835:
;1836:/*
;1837:================
;1838:PmoveSingle
;1839:
;1840:================
;1841:*/
;1842:void trap_SnapVector( float *v );
;1843:
;1844:void PmoveSingle (pmove_t *pmove) {
line 1845
;1845:	pm = pmove;
ADDRGP4 pm
ADDRFP4 0
INDIRP4
ASGNP4
line 1849
;1846:
;1847:	// this counter lets us debug movement problems with a journal
;1848:	// by setting a conditional breakpoint fot the previous frame
;1849:	c_pmove++;
ADDRLP4 0
ADDRGP4 c_pmove
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1852
;1850:
;1851:	// clear results
;1852:	pm->numtouch = 0;
ADDRGP4 pm
INDIRP4
CNSTI4 48
ADDP4
CNSTI4 0
ASGNI4
line 1853
;1853:	pm->watertype = 0;
ADDRGP4 pm
INDIRP4
CNSTI4 204
ADDP4
CNSTI4 0
ASGNI4
line 1854
;1854:	pm->waterlevel = 0;
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
CNSTI4 0
ASGNI4
line 1856
;1855:
;1856:	if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
CNSTI4 0
GTI4 $655
line 1857
;1857:		pm->tracemask &= ~CONTENTS_BODY;	// corpses can fly through bodies
ADDRLP4 4
ADDRGP4 pm
INDIRP4
CNSTI4 28
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 -33554433
BANDI4
ASGNI4
line 1858
;1858:	}
LABELV $655
line 1862
;1859:
;1860:	// make sure walking button is clear if they are running, to avoid
;1861:	// proxy no-footsteps cheats
;1862:	if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ARGI4
ADDRLP4 4
ADDRGP4 abs
CALLI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 64
GTI4 $659
ADDRGP4 pm
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ARGI4
ADDRLP4 8
ADDRGP4 abs
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 64
LEI4 $657
LABELV $659
line 1863
;1863:		pm->cmd.buttons &= ~BUTTON_WALKING;
ADDRLP4 12
ADDRGP4 pm
INDIRP4
CNSTI4 20
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
CNSTI4 -17
BANDI4
ASGNI4
line 1864
;1864:	}
LABELV $657
line 1867
;1865:
;1866:	// set the talk balloon flag
;1867:	if ( pm->cmd.buttons & BUTTON_TALK ) {
ADDRGP4 pm
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $660
line 1868
;1868:		pm->ps->eFlags |= EF_TALK;
ADDRLP4 12
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
CNSTI4 4096
BORI4
ASGNI4
line 1869
;1869:	} else {
ADDRGP4 $661
JUMPV
LABELV $660
line 1870
;1870:		pm->ps->eFlags &= ~EF_TALK;
ADDRLP4 12
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
INDIRI4
CNSTI4 -4097
BANDI4
ASGNI4
line 1871
;1871:	}
LABELV $661
line 1874
;1872:
;1873:	// set the firing flag for continuous beam weapons
;1874:	if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION
ADDRLP4 12
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 16
ADDRLP4 12
INDIRP4
INDIRP4
ASGNP4
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRLP4 16
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 512
BANDI4
ADDRLP4 20
INDIRI4
NEI4 $662
ADDRLP4 16
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 5
EQI4 $662
ADDRLP4 12
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 1
BANDI4
ADDRLP4 20
INDIRI4
EQI4 $662
ADDRLP4 16
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 16
INDIRP4
CNSTI4 376
ADDP4
ADDP4
INDIRI4
ADDRLP4 20
INDIRI4
EQI4 $662
line 1875
;1875:		&& ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) {
line 1876
;1876:		pm->ps->eFlags |= EF_FIRING;
ADDRLP4 24
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 256
BORI4
ASGNI4
line 1877
;1877:	} else {
ADDRGP4 $663
JUMPV
LABELV $662
line 1878
;1878:		pm->ps->eFlags &= ~EF_FIRING;
ADDRLP4 24
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 104
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 -257
BANDI4
ASGNI4
line 1879
;1879:	}
LABELV $663
line 1882
;1880:
;1881:	// clear the respawned flag if attack and use are cleared
;1882:	if ( pm->ps->stats[STAT_HEALTH] > 0 && 
ADDRLP4 24
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 28
CNSTI4 0
ASGNI4
ADDRLP4 24
INDIRP4
INDIRP4
CNSTI4 184
ADDP4
INDIRI4
ADDRLP4 28
INDIRI4
LEI4 $664
ADDRLP4 24
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 5
BANDI4
ADDRLP4 28
INDIRI4
NEI4 $664
line 1883
;1883:		!( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) {
line 1884
;1884:		pm->ps->pm_flags &= ~PMF_RESPAWNED;
ADDRLP4 32
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 -513
BANDI4
ASGNI4
line 1885
;1885:	}
LABELV $664
line 1890
;1886:
;1887:	// if talk button is down, dissallow all other input
;1888:	// this is to prevent any possible intercept proxy from
;1889:	// adding fake talk balloons
;1890:	if ( pmove->cmd.buttons & BUTTON_TALK ) {
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $666
line 1893
;1891:		// keep the talk button set tho for when the cmd.serverTime > 66 msec
;1892:		// and the same cmd is used multiple times in Pmove
;1893:		pmove->cmd.buttons = BUTTON_TALK;
ADDRFP4 0
INDIRP4
CNSTI4 20
ADDP4
CNSTI4 2
ASGNI4
line 1894
;1894:		pmove->cmd.forwardmove = 0;
ADDRFP4 0
INDIRP4
CNSTI4 25
ADDP4
CNSTI1 0
ASGNI1
line 1895
;1895:		pmove->cmd.rightmove = 0;
ADDRFP4 0
INDIRP4
CNSTI4 26
ADDP4
CNSTI1 0
ASGNI1
line 1896
;1896:		pmove->cmd.upmove = 0;
ADDRFP4 0
INDIRP4
CNSTI4 27
ADDP4
CNSTI1 0
ASGNI1
line 1897
;1897:	}
LABELV $666
line 1900
;1898:
;1899:	// clear all pmove local vars
;1900:	memset (&pml, 0, sizeof(pml));
ADDRGP4 pml
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 1903
;1901:
;1902:	// determine the time
;1903:	pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
ADDRGP4 pml+40
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ADDRGP4 pm
INDIRP4
INDIRP4
INDIRI4
SUBI4
ASGNI4
line 1904
;1904:	if ( pml.msec < 1 ) {
ADDRGP4 pml+40
INDIRI4
CNSTI4 1
GEI4 $669
line 1905
;1905:		pml.msec = 1;
ADDRGP4 pml+40
CNSTI4 1
ASGNI4
line 1906
;1906:	} else if ( pml.msec > 200 ) {
ADDRGP4 $670
JUMPV
LABELV $669
ADDRGP4 pml+40
INDIRI4
CNSTI4 200
LEI4 $673
line 1907
;1907:		pml.msec = 200;
ADDRGP4 pml+40
CNSTI4 200
ASGNI4
line 1908
;1908:	}
LABELV $673
LABELV $670
line 1909
;1909:	pm->ps->commandTime = pmove->cmd.serverTime;
ADDRGP4 pm
INDIRP4
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
line 1912
;1910:
;1911:	// save old org in case we get stuck
;1912:	VectorCopy (pm->ps->origin, pml.previous_origin);
ADDRGP4 pml+112
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRB
ASGNB 12
line 1915
;1913:
;1914:	// save old velocity for crashlanding
;1915:	VectorCopy (pm->ps->velocity, pml.previous_velocity);
ADDRGP4 pml+124
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
INDIRB
ASGNB 12
line 1917
;1916:
;1917:	pml.frametime = pml.msec * 0.001;
ADDRGP4 pml+36
CNSTF4 981668463
ADDRGP4 pml+40
INDIRI4
CVIF4 4
MULF4
ASGNF4
line 1920
;1918:
;1919:	// update the viewangles
;1920:	PM_UpdateViewAngles( pm->ps, &pm->cmd );
ADDRLP4 32
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 32
INDIRP4
INDIRP4
ARGP4
ADDRLP4 32
INDIRP4
CNSTI4 4
ADDP4
ARGP4
ADDRGP4 PM_UpdateViewAngles
CALLV
pop
line 1922
;1921:
;1922:	AngleVectors (pm->ps->viewangles, pml.forward, pml.right, pml.up);
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 152
ADDP4
ARGP4
ADDRGP4 pml
ARGP4
ADDRGP4 pml+12
ARGP4
ADDRGP4 pml+24
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 1924
;1923:
;1924:	if ( pm->cmd.upmove < 10 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 27
ADDP4
INDIRI1
CVII4 1
CNSTI4 10
GEI4 $683
line 1926
;1925:		// not holding jump
;1926:		pm->ps->pm_flags &= ~PMF_JUMP_HELD;
ADDRLP4 36
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRI4
CNSTI4 -3
BANDI4
ASGNI4
line 1927
;1927:	}
LABELV $683
line 1930
;1928:
;1929:	// decide if backpedaling animations should be used
;1930:	if ( pm->cmd.forwardmove < 0 ) {
ADDRGP4 pm
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
CNSTI4 0
GEI4 $685
line 1931
;1931:		pm->ps->pm_flags |= PMF_BACKWARDS_RUN;
ADDRLP4 36
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRI4
CNSTI4 16
BORI4
ASGNI4
line 1932
;1932:	} else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) {
ADDRGP4 $686
JUMPV
LABELV $685
ADDRLP4 36
ADDRGP4 pm
INDIRP4
ASGNP4
ADDRLP4 40
ADDRLP4 36
INDIRP4
CNSTI4 25
ADDP4
INDIRI1
CVII4 1
ASGNI4
ADDRLP4 44
CNSTI4 0
ASGNI4
ADDRLP4 40
INDIRI4
ADDRLP4 44
INDIRI4
GTI4 $689
ADDRLP4 40
INDIRI4
ADDRLP4 44
INDIRI4
NEI4 $687
ADDRLP4 36
INDIRP4
CNSTI4 26
ADDP4
INDIRI1
CVII4 1
ADDRLP4 44
INDIRI4
EQI4 $687
LABELV $689
line 1933
;1933:		pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN;
ADDRLP4 48
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 48
INDIRP4
ADDRLP4 48
INDIRP4
INDIRI4
CNSTI4 -17
BANDI4
ASGNI4
line 1934
;1934:	}
LABELV $687
LABELV $686
line 1936
;1935:
;1936:	if ( pm->ps->pm_type >= PM_DEAD ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
LTI4 $690
line 1937
;1937:		pm->cmd.forwardmove = 0;
ADDRGP4 pm
INDIRP4
CNSTI4 25
ADDP4
CNSTI1 0
ASGNI1
line 1938
;1938:		pm->cmd.rightmove = 0;
ADDRGP4 pm
INDIRP4
CNSTI4 26
ADDP4
CNSTI1 0
ASGNI1
line 1939
;1939:		pm->cmd.upmove = 0;
ADDRGP4 pm
INDIRP4
CNSTI4 27
ADDP4
CNSTI1 0
ASGNI1
line 1940
;1940:	}
LABELV $690
line 1942
;1941:
;1942:	if ( pm->ps->pm_type == PM_SPECTATOR ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 2
NEI4 $692
line 1943
;1943:		PM_CheckDuck ();
ADDRGP4 PM_CheckDuck
CALLV
pop
line 1944
;1944:		PM_FlyMove ();
ADDRGP4 PM_FlyMove
CALLV
pop
line 1945
;1945:		PM_DropTimers ();
ADDRGP4 PM_DropTimers
CALLV
pop
line 1946
;1946:		return;
ADDRGP4 $654
JUMPV
LABELV $692
line 1949
;1947:	}
;1948:
;1949:	if ( pm->ps->pm_type == PM_NOCLIP ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 1
NEI4 $694
line 1950
;1950:		PM_NoclipMove ();
ADDRGP4 PM_NoclipMove
CALLV
pop
line 1951
;1951:		PM_DropTimers ();
ADDRGP4 PM_DropTimers
CALLV
pop
line 1952
;1952:		return;
ADDRGP4 $654
JUMPV
LABELV $694
line 1955
;1953:	}
;1954:
;1955:	if (pm->ps->pm_type == PM_FREEZE) {
ADDRLP4 48
CNSTI4 4
ASGNI4
ADDRGP4 pm
INDIRP4
INDIRP4
ADDRLP4 48
INDIRI4
ADDP4
INDIRI4
ADDRLP4 48
INDIRI4
NEI4 $696
line 1956
;1956:		return;		// no movement at all
ADDRGP4 $654
JUMPV
LABELV $696
line 1959
;1957:	}
;1958:
;1959:	if ( pm->ps->pm_type == PM_INTERMISSION || pm->ps->pm_type == PM_SPINTERMISSION) {
ADDRLP4 52
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
ADDRLP4 52
INDIRI4
CNSTI4 5
EQI4 $700
ADDRLP4 52
INDIRI4
CNSTI4 6
NEI4 $698
LABELV $700
line 1960
;1960:		return;		// no movement at all
ADDRGP4 $654
JUMPV
LABELV $698
line 1964
;1961:	}
;1962:
;1963:	// set watertype, and waterlevel
;1964:	PM_SetWaterLevel();
ADDRGP4 PM_SetWaterLevel
CALLV
pop
line 1965
;1965:	pml.previous_waterlevel = pmove->waterlevel;
ADDRGP4 pml+136
ADDRFP4 0
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
ASGNI4
line 1968
;1966:
;1967:	// set mins, maxs, and viewheight
;1968:	PM_CheckDuck ();
ADDRGP4 PM_CheckDuck
CALLV
pop
line 1971
;1969:
;1970:	// set groundentity
;1971:	PM_GroundTrace();
ADDRGP4 PM_GroundTrace
CALLV
pop
line 1973
;1972:
;1973:	if ( pm->ps->pm_type == PM_DEAD ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
NEI4 $702
line 1974
;1974:		PM_DeadMove ();
ADDRGP4 PM_DeadMove
CALLV
pop
line 1975
;1975:	}
LABELV $702
line 1977
;1976:
;1977:	PM_DropTimers();
ADDRGP4 PM_DropTimers
CALLV
pop
line 1984
;1978:
;1979:#ifdef MISSIONPACK
;1980:	if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
;1981:		PM_InvulnerabilityMove();
;1982:	} else
;1983:#endif
;1984:	if ( pm->ps->powerups[PW_FLIGHT] ) {
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 336
ADDP4
INDIRI4
CNSTI4 0
EQI4 $704
line 1986
;1985:		// flight powerup doesn't allow jump and has different friction
;1986:		PM_FlyMove();
ADDRGP4 PM_FlyMove
CALLV
pop
line 1987
;1987:	} else if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) {
ADDRGP4 $705
JUMPV
LABELV $704
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 2048
BANDI4
CNSTI4 0
EQI4 $706
line 1988
;1988:		PM_GrappleMove();
ADDRGP4 PM_GrappleMove
CALLV
pop
line 1990
;1989:		// We can wiggle a bit
;1990:		PM_AirMove();
ADDRGP4 PM_AirMove
CALLV
pop
line 1991
;1991:	} else if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) {
ADDRGP4 $707
JUMPV
LABELV $706
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 256
BANDI4
CNSTI4 0
EQI4 $708
line 1992
;1992:		PM_WaterJumpMove();
ADDRGP4 PM_WaterJumpMove
CALLV
pop
line 1993
;1993:	} else if ( pm->waterlevel > 1 ) {
ADDRGP4 $709
JUMPV
LABELV $708
ADDRGP4 pm
INDIRP4
CNSTI4 208
ADDP4
INDIRI4
CNSTI4 1
LEI4 $710
line 1995
;1994:		// swimming
;1995:		PM_WaterMove();
ADDRGP4 PM_WaterMove
CALLV
pop
line 1996
;1996:	} else if ( pml.walking ) {
ADDRGP4 $711
JUMPV
LABELV $710
ADDRGP4 pml+44
INDIRI4
CNSTI4 0
EQI4 $712
line 1998
;1997:		// walking on ground
;1998:		PM_WalkMove();
ADDRGP4 PM_WalkMove
CALLV
pop
line 1999
;1999:	} else {
ADDRGP4 $713
JUMPV
LABELV $712
line 2001
;2000:		// airborne
;2001:		PM_AirMove();
ADDRGP4 PM_AirMove
CALLV
pop
line 2002
;2002:	}
LABELV $713
LABELV $711
LABELV $709
LABELV $707
LABELV $705
line 2004
;2003:
;2004:	PM_Animate();
ADDRGP4 PM_Animate
CALLV
pop
line 2007
;2005:
;2006:	// set groundentity, watertype, and waterlevel
;2007:	PM_GroundTrace();
ADDRGP4 PM_GroundTrace
CALLV
pop
line 2008
;2008:	PM_SetWaterLevel();
ADDRGP4 PM_SetWaterLevel
CALLV
pop
line 2011
;2009:
;2010:	// weapons
;2011:	PM_Weapon();
ADDRGP4 PM_Weapon
CALLV
pop
line 2014
;2012:
;2013:	// torso animation
;2014:	PM_TorsoAnimation();
ADDRGP4 PM_TorsoAnimation
CALLV
pop
line 2017
;2015:
;2016:	// footstep events / legs animations
;2017:	PM_Footsteps();
ADDRGP4 PM_Footsteps
CALLV
pop
line 2020
;2018:
;2019:	// entering / leaving water splashes
;2020:	PM_WaterEvents();
ADDRGP4 PM_WaterEvents
CALLV
pop
line 2023
;2021:
;2022:	// snap some parts of playerstate to save network bandwidth
;2023:	trap_SnapVector( pm->ps->velocity );
ADDRGP4 pm
INDIRP4
INDIRP4
CNSTI4 32
ADDP4
ARGP4
ADDRGP4 trap_SnapVector
CALLV
pop
line 2024
;2024:}
LABELV $654
endproc PmoveSingle 56 16
export Pmove
proc Pmove 16 4
line 2034
;2025:
;2026:
;2027:/*
;2028:================
;2029:Pmove
;2030:
;2031:Can be called by either the server or the client
;2032:================
;2033:*/
;2034:void Pmove (pmove_t *pmove) {
line 2037
;2035:	int			finalTime;
;2036:
;2037:	finalTime = pmove->cmd.serverTime;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
line 2039
;2038:
;2039:	if ( finalTime < pmove->ps->commandTime ) {
ADDRLP4 0
INDIRI4
ADDRFP4 0
INDIRP4
INDIRP4
INDIRI4
GEI4 $716
line 2040
;2040:		return;	// should not happen
ADDRGP4 $715
JUMPV
LABELV $716
line 2043
;2041:	}
;2042:
;2043:	if ( finalTime > pmove->ps->commandTime + 1000 ) {
ADDRLP4 0
INDIRI4
ADDRFP4 0
INDIRP4
INDIRP4
INDIRI4
CNSTI4 1000
ADDI4
LEI4 $718
line 2044
;2044:		pmove->ps->commandTime = finalTime - 1000;
ADDRFP4 0
INDIRP4
INDIRP4
ADDRLP4 0
INDIRI4
CNSTI4 1000
SUBI4
ASGNI4
line 2045
;2045:	}
LABELV $718
line 2047
;2046:
;2047:	pmove->ps->pmove_framecount = (pmove->ps->pmove_framecount+1) & ((1<<PS_PMOVEFRAMECOUNTBITS)-1);
ADDRLP4 4
ADDRFP4 0
INDIRP4
INDIRP4
CNSTI4 456
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
CNSTI4 63
BANDI4
ASGNI4
ADDRGP4 $721
JUMPV
LABELV $720
line 2051
;2048:
;2049:	// chop the move up if it is too long, to prevent framerate
;2050:	// dependent behavior
;2051:	while ( pmove->ps->commandTime != finalTime ) {
line 2054
;2052:		int		msec;
;2053:
;2054:		msec = finalTime - pmove->ps->commandTime;
ADDRLP4 8
ADDRLP4 0
INDIRI4
ADDRFP4 0
INDIRP4
INDIRP4
INDIRI4
SUBI4
ASGNI4
line 2056
;2055:
;2056:		if ( pmove->pmove_fixed ) {
ADDRFP4 0
INDIRP4
CNSTI4 216
ADDP4
INDIRI4
CNSTI4 0
EQI4 $723
line 2057
;2057:			if ( msec > pmove->pmove_msec ) {
ADDRLP4 8
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 220
ADDP4
INDIRI4
LEI4 $724
line 2058
;2058:				msec = pmove->pmove_msec;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 220
ADDP4
INDIRI4
ASGNI4
line 2059
;2059:			}
line 2060
;2060:		}
ADDRGP4 $724
JUMPV
LABELV $723
line 2061
;2061:		else {
line 2062
;2062:			if ( msec > 66 ) {
ADDRLP4 8
INDIRI4
CNSTI4 66
LEI4 $727
line 2063
;2063:				msec = 66;
ADDRLP4 8
CNSTI4 66
ASGNI4
line 2064
;2064:			}
LABELV $727
line 2065
;2065:		}
LABELV $724
line 2066
;2066:		pmove->cmd.serverTime = pmove->ps->commandTime + msec;
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 4
ADDP4
ADDRLP4 12
INDIRP4
INDIRP4
INDIRI4
ADDRLP4 8
INDIRI4
ADDI4
ASGNI4
line 2067
;2067:		PmoveSingle( pmove );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 PmoveSingle
CALLV
pop
line 2069
;2068:
;2069:		if ( pmove->ps->pm_flags & PMF_JUMP_HELD ) {
ADDRFP4 0
INDIRP4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
CNSTI4 2
BANDI4
CNSTI4 0
EQI4 $729
line 2070
;2070:			pmove->cmd.upmove = 20;
ADDRFP4 0
INDIRP4
CNSTI4 27
ADDP4
CNSTI1 20
ASGNI1
line 2071
;2071:		}
LABELV $729
line 2072
;2072:	}
LABELV $721
line 2051
ADDRFP4 0
INDIRP4
INDIRP4
INDIRI4
ADDRLP4 0
INDIRI4
NEI4 $720
line 2076
;2073:
;2074:	//PM_CheckStuck();
;2075:
;2076:}
LABELV $715
endproc Pmove 16 4
import trap_SnapVector
bss
export height
align 4
LABELV height
skip 4
export jhealth
align 4
LABELV jhealth
skip 4
import PM_StepSlideMove
import PM_SlideMove
export pml
align 4
LABELV pml
skip 140
export pm
align 4
LABELV pm
skip 4
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 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 $457
byte 1 37
byte 1 105
byte 1 58
byte 1 76
byte 1 97
byte 1 110
byte 1 100
byte 1 10
byte 1 0
align 1
LABELV $446
byte 1 37
byte 1 105
byte 1 58
byte 1 115
byte 1 116
byte 1 101
byte 1 101
byte 1 112
byte 1 10
byte 1 0
align 1
LABELV $435
byte 1 37
byte 1 105
byte 1 58
byte 1 107
byte 1 105
byte 1 99
byte 1 107
byte 1 111
byte 1 102
byte 1 102
byte 1 10
byte 1 0
align 1
LABELV $404
byte 1 37
byte 1 105
byte 1 58
byte 1 108
byte 1 105
byte 1 102
byte 1 116
byte 1 10
byte 1 0
align 1
LABELV $377
byte 1 37
byte 1 105
byte 1 58
byte 1 97
byte 1 108
byte 1 108
byte 1 115
byte 1 111
byte 1 108
byte 1 105
byte 1 100
byte 1 10
byte 1 0
