data
align 4
LABELV gameCvarTable
address g_cheats
address $53
address $54
byte 4 0
byte 4 0
byte 4 0
skip 4
byte 4 0
address $55
address $56
byte 4 68
byte 4 0
byte 4 0
skip 4
byte 4 0
address $57
address $58
byte 4 64
byte 4 0
byte 4 0
skip 4
address g_restarted
address $59
address $60
byte 4 64
byte 4 0
byte 4 0
skip 4
byte 4 0
address $61
address $54
byte 4 68
byte 4 0
byte 4 0
skip 4
address g_gametype
address $62
address $60
byte 4 38
byte 4 0
byte 4 0
skip 4
address g_maxclients
address $63
address $64
byte 4 37
byte 4 0
byte 4 0
skip 4
address g_maxGameClients
address $65
address $60
byte 4 37
byte 4 0
byte 4 0
skip 4
address g_dmflags
address $66
address $60
byte 4 5
byte 4 0
byte 4 1
skip 4
address g_fraglimit
address $67
address $60
byte 4 1029
byte 4 0
byte 4 1
skip 4
address g_timelimit
address $68
address $69
byte 4 1029
byte 4 0
byte 4 1
skip 4
address g_capturelimit
address $70
address $64
byte 4 1029
byte 4 0
byte 4 1
skip 4
address g_synchronousClients
address $71
address $60
byte 4 8
byte 4 0
byte 4 0
skip 4
address g_friendlyFire
address $72
address $60
byte 4 1
byte 4 0
byte 4 1
skip 4
address g_teamAutoJoin
address $73
address $60
byte 4 1
skip 12
address g_teamForceBalance
address $74
address $60
byte 4 1
skip 12
address g_warmup
address $75
address $76
byte 4 1
byte 4 0
byte 4 1
skip 4
address g_doWarmup
address $77
address $60
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_log
address $78
address $79
byte 4 1
byte 4 0
byte 4 0
skip 4
address g_logSync
address $80
address $60
byte 4 1
byte 4 0
byte 4 0
skip 4
address g_password
address $81
address $54
byte 4 2
byte 4 0
byte 4 0
skip 4
address g_banIPs
address $82
address $54
byte 4 1
byte 4 0
byte 4 0
skip 4
address g_filterBan
address $83
address $84
byte 4 1
byte 4 0
byte 4 0
skip 4
address g_needpass
address $85
address $60
byte 4 68
byte 4 0
byte 4 0
skip 4
address g_dedicated
address $86
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_speed
address $87
address $88
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_gravity
address $89
address $90
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_knockback
address $91
address $92
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_quadfactor
address $93
address $94
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_weaponRespawn
address $95
address $96
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_weaponTeamRespawn
address $97
address $98
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_forcerespawn
address $99
address $76
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_inactivity
address $100
address $60
byte 4 0
byte 4 0
byte 4 1
skip 4
address g_debugMove
address $101
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_debugDamage
address $102
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_debugAlloc
address $103
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_motd
address $104
address $54
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_blood
address $105
address $84
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_podiumDist
address $106
address $107
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_podiumDrop
address $108
address $109
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_allowVote
address $110
address $84
byte 4 1
byte 4 0
byte 4 0
skip 4
address g_listEntity
address $111
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
address g_smoothClients
address $112
address $84
byte 4 0
byte 4 0
byte 4 0
skip 4
address pmove_fixed
address $113
address $60
byte 4 8
byte 4 0
byte 4 0
skip 4
address pmove_msec
address $114
address $64
byte 4 8
byte 4 0
byte 4 0
skip 4
address g_rankings
address $115
address $60
byte 4 0
byte 4 0
byte 4 0
skip 4
align 4
LABELV gameCvarTableSize
byte 4 46
export vmMain
code
proc vmMain 16 12
file "../g_main.c"
line 183
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:
;4:#include "g_local.h"
;5:
;6:level_locals_t	level;
;7:
;8:typedef struct {
;9:	vmCvar_t	*vmCvar;
;10:	char		*cvarName;
;11:	char		*defaultString;
;12:	int			cvarFlags;
;13:	int			modificationCount;  // for tracking changes
;14:	qboolean	trackChange;	    // track this variable, and announce if changed
;15:  qboolean teamShader;        // track and if changed, update shader state
;16:} cvarTable_t;
;17:
;18:gentity_t		g_entities[MAX_GENTITIES];
;19:gclient_t		g_clients[MAX_CLIENTS];
;20:
;21:vmCvar_t	g_gametype;
;22:vmCvar_t	g_dmflags;
;23:vmCvar_t	g_fraglimit;
;24:vmCvar_t	g_timelimit;
;25:vmCvar_t	g_capturelimit;
;26:vmCvar_t	g_friendlyFire;
;27:vmCvar_t	g_password;
;28:vmCvar_t	g_needpass;
;29:vmCvar_t	g_maxclients;
;30:vmCvar_t	g_maxGameClients;
;31:vmCvar_t	g_dedicated;
;32:vmCvar_t	g_speed;
;33:vmCvar_t	g_gravity;
;34:vmCvar_t	g_cheats;
;35:vmCvar_t	g_knockback;
;36:vmCvar_t	g_quadfactor;
;37:vmCvar_t	g_forcerespawn;
;38:vmCvar_t	g_inactivity;
;39:vmCvar_t	g_debugMove;
;40:vmCvar_t	g_debugDamage;
;41:vmCvar_t	g_debugAlloc;
;42:vmCvar_t	g_weaponRespawn;
;43:vmCvar_t	g_weaponTeamRespawn;
;44:vmCvar_t	g_motd;
;45:vmCvar_t	g_synchronousClients;
;46:vmCvar_t	g_warmup;
;47:vmCvar_t	g_doWarmup;
;48:vmCvar_t	g_restarted;
;49:vmCvar_t	g_log;
;50:vmCvar_t	g_logSync;
;51:vmCvar_t	g_blood;
;52:vmCvar_t	g_podiumDist;
;53:vmCvar_t	g_podiumDrop;
;54:vmCvar_t	g_allowVote;
;55:vmCvar_t	g_teamAutoJoin;
;56:vmCvar_t	g_teamForceBalance;
;57:vmCvar_t	g_banIPs;
;58:vmCvar_t	g_filterBan;
;59:vmCvar_t	g_smoothClients;
;60:vmCvar_t	pmove_fixed;
;61:vmCvar_t	pmove_msec;
;62:vmCvar_t	g_rankings;
;63:vmCvar_t	g_listEntity;
;64:#ifdef MISSIONPACK
;65:vmCvar_t	g_obeliskHealth;
;66:vmCvar_t	g_obeliskRegenPeriod;
;67:vmCvar_t	g_obeliskRegenAmount;
;68:vmCvar_t	g_obeliskRespawnDelay;
;69:vmCvar_t	g_cubeTimeout;
;70:vmCvar_t	g_redteam;
;71:vmCvar_t	g_blueteam;
;72:vmCvar_t	g_singlePlayer;
;73:vmCvar_t	g_enableDust;
;74:vmCvar_t	g_enableBreath;
;75:vmCvar_t	g_proxMineTimeout;
;76:#endif
;77:
;78:// bk001129 - made static to avoid aliasing
;79:static cvarTable_t		gameCvarTable[] = {
;80:	// don't override the cheat state set by the system
;81:	{ &g_cheats, "sv_cheats", "", 0, 0, qfalse },
;82:
;83:	// noset vars
;84:	{ NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse  },
;85:	{ NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse  },
;86:	{ &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse  },
;87:	{ NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse  },
;88:
;89:	// latched vars
;90:	{ &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH, 0, qfalse  },
;91:
;92:	{ &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse  },
;93:	{ &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse  },
;94:
;95:	// change anytime vars
;96:	{ &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue  },
;97:	{ &g_fraglimit, "fraglimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
;98:	{ &g_timelimit, "timelimit", "10", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
;99:	{ &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
;100:
;101:	{ &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse  },
;102:
;103:	{ &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue  },
;104:
;105:	{ &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE  },
;106:	{ &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE  },
;107:
;108:	{ &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue  },
;109:	{ &g_doWarmup, "g_doWarmup", "0", 0, 0, qtrue  },
;110:	{ &g_log, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse  },
;111:	{ &g_logSync, "g_logSync", "0", CVAR_ARCHIVE, 0, qfalse  },
;112:
;113:	{ &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse  },
;114:
;115:	{ &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse  },
;116:	{ &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse  },
;117:
;118:	{ &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },
;119:
;120:	{ &g_dedicated, "dedicated", "0", 0, 0, qfalse  },
;121:
;122:	{ &g_speed, "g_speed", "320", 0, 0, qtrue  },
;123:	{ &g_gravity, "g_gravity", "800", 0, 0, qtrue  },
;124:	{ &g_knockback, "g_knockback", "1000", 0, 0, qtrue  },
;125:	{ &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue  },
;126:	{ &g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue  },
;127:	{ &g_weaponTeamRespawn, "g_weaponTeamRespawn", "30", 0, 0, qtrue },
;128:	{ &g_forcerespawn, "g_forcerespawn", "20", 0, 0, qtrue },
;129:	{ &g_inactivity, "g_inactivity", "0", 0, 0, qtrue },
;130:	{ &g_debugMove, "g_debugMove", "0", 0, 0, qfalse },
;131:	{ &g_debugDamage, "g_debugDamage", "0", 0, 0, qfalse },
;132:	{ &g_debugAlloc, "g_debugAlloc", "0", 0, 0, qfalse },
;133:	{ &g_motd, "g_motd", "", 0, 0, qfalse },
;134:	{ &g_blood, "com_blood", "1", 0, 0, qfalse },
;135:
;136:	{ &g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse },
;137:	{ &g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse },
;138:
;139:	{ &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0, qfalse },
;140:	{ &g_listEntity, "g_listEntity", "0", 0, 0, qfalse },
;141:
;142:#ifdef MISSIONPACK
;143:	{ &g_obeliskHealth, "g_obeliskHealth", "2500", 0, 0, qfalse },
;144:	{ &g_obeliskRegenPeriod, "g_obeliskRegenPeriod", "1", 0, 0, qfalse },
;145:	{ &g_obeliskRegenAmount, "g_obeliskRegenAmount", "15", 0, 0, qfalse },
;146:	{ &g_obeliskRespawnDelay, "g_obeliskRespawnDelay", "10", CVAR_SERVERINFO, 0, qfalse },
;147:
;148:	{ &g_cubeTimeout, "g_cubeTimeout", "30", 0, 0, qfalse },
;149:	{ &g_redteam, "g_redteam", "Stroggs", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
;150:	{ &g_blueteam, "g_blueteam", "Pagans", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue  },
;151:	{ &g_singlePlayer, "ui_singlePlayerActive", "", 0, 0, qfalse, qfalse  },
;152:
;153:	{ &g_enableDust, "g_enableDust", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
;154:	{ &g_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
;155:	{ &g_proxMineTimeout, "g_proxMineTimeout", "20000", 0, 0, qfalse },
;156:#endif
;157:	{ &g_smoothClients, "g_smoothClients", "1", 0, 0, qfalse},
;158:	{ &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO, 0, qfalse},
;159:	{ &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO, 0, qfalse},
;160:
;161:	{ &g_rankings, "g_rankings", "0", 0, 0, qfalse}
;162:
;163:};
;164:
;165:// bk001129 - made static to avoid aliasing
;166:static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[0] );
;167:
;168:
;169:void G_InitGame( int levelTime, int randomSeed, int restart );
;170:void G_RunFrame( int levelTime );
;171:void G_ShutdownGame( int restart );
;172:void CheckExitRules( void );
;173:
;174:
;175:/*
;176:================
;177:vmMain
;178:
;179:This is the only way control passes into the module.
;180:This must be the very first function compiled into the .q3vm file
;181:================
;182:*/
;183:int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11  ) {
line 184
;184:	switch ( command ) {
ADDRLP4 0
ADDRFP4 0
INDIRI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 0
LTI4 $117
ADDRLP4 0
INDIRI4
CNSTI4 10
GTI4 $117
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $130
ADDP4
INDIRP4
JUMPV
lit
align 4
LABELV $130
address $119
address $120
address $121
address $125
address $123
address $124
address $126
address $122
address $127
address $128
address $129
code
LABELV $119
line 186
;185:	case GAME_INIT:
;186:		G_InitGame( arg0, arg1, arg2 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRFP4 8
INDIRI4
ARGI4
ADDRFP4 12
INDIRI4
ARGI4
ADDRGP4 G_InitGame
CALLV
pop
line 187
;187:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $116
JUMPV
LABELV $120
line 189
;188:	case GAME_SHUTDOWN:
;189:		G_ShutdownGame( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 G_ShutdownGame
CALLV
pop
line 190
;190:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $116
JUMPV
LABELV $121
line 192
;191:	case GAME_CLIENT_CONNECT:
;192:		return (int)ClientConnect( arg0, arg1, arg2 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRFP4 8
INDIRI4
ARGI4
ADDRFP4 12
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 ClientConnect
CALLP4
ASGNP4
ADDRLP4 4
INDIRP4
CVPU4 4
CVUI4 4
RETI4
ADDRGP4 $116
JUMPV
LABELV $122
line 194
;193:	case GAME_CLIENT_THINK:
;194:		ClientThink( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientThink
CALLV
pop
line 195
;195:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $116
JUMPV
LABELV $123
line 197
;196:	case GAME_CLIENT_USERINFO_CHANGED:
;197:		ClientUserinfoChanged( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 198
;198:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $116
JUMPV
LABELV $124
line 200
;199:	case GAME_CLIENT_DISCONNECT:
;200:		ClientDisconnect( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientDisconnect
CALLV
pop
line 201
;201:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $116
JUMPV
LABELV $125
line 203
;202:	case GAME_CLIENT_BEGIN:
;203:		ClientBegin( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientBegin
CALLV
pop
line 204
;204:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $116
JUMPV
LABELV $126
line 206
;205:	case GAME_CLIENT_COMMAND:
;206:		ClientCommand( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientCommand
CALLV
pop
line 207
;207:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $116
JUMPV
LABELV $127
line 209
;208:	case GAME_RUN_FRAME:
;209:		G_RunFrame( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 G_RunFrame
CALLV
pop
line 210
;210:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $116
JUMPV
LABELV $128
line 212
;211:	case GAME_CONSOLE_COMMAND:
;212:		return ConsoleCommand();
ADDRLP4 8
ADDRGP4 ConsoleCommand
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
RETI4
ADDRGP4 $116
JUMPV
LABELV $129
line 214
;213:	case BOTAI_START_FRAME:
;214:		return BotAIStartFrame( arg0 );
ADDRFP4 4
INDIRI4
ARGI4
ADDRLP4 12
ADDRGP4 BotAIStartFrame
CALLI4
ASGNI4
ADDRLP4 12
INDIRI4
RETI4
ADDRGP4 $116
JUMPV
LABELV $117
line 217
;215:	}
;216:
;217:	return -1;
CNSTI4 -1
RETI4
LABELV $116
endproc vmMain 16 12
export G_Printf
proc G_Printf 1028 12
line 221
;218:}
;219:
;220:
;221:void QDECL G_Printf( const char *fmt, ... ) {
line 225
;222:	va_list		argptr;
;223:	char		text[1024];
;224:
;225:	va_start (argptr, fmt);
ADDRLP4 0
ADDRFP4 0+4
ASGNP4
line 226
;226:	vsprintf (text, fmt, argptr);
ADDRLP4 4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 vsprintf
CALLI4
pop
line 227
;227:	va_end (argptr);
ADDRLP4 0
CNSTP4 0
ASGNP4
line 229
;228:
;229:	trap_Printf( text );
ADDRLP4 4
ARGP4
ADDRGP4 trap_Printf
CALLV
pop
line 230
;230:}
LABELV $131
endproc G_Printf 1028 12
export G_Error
proc G_Error 1028 12
line 232
;231:
;232:void QDECL G_Error( const char *fmt, ... ) {
line 236
;233:	va_list		argptr;
;234:	char		text[1024];
;235:
;236:	va_start (argptr, fmt);
ADDRLP4 0
ADDRFP4 0+4
ASGNP4
line 237
;237:	vsprintf (text, fmt, argptr);
ADDRLP4 4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 vsprintf
CALLI4
pop
line 238
;238:	va_end (argptr);
ADDRLP4 0
CNSTP4 0
ASGNP4
line 240
;239:
;240:	trap_Error( text );
ADDRLP4 4
ARGP4
ADDRGP4 trap_Error
CALLV
pop
line 241
;241:}
LABELV $133
endproc G_Error 1028 12
export G_FindTeams
proc G_FindTeams 48 12
line 254
;242:
;243:/*
;244:================
;245:G_FindTeams
;246:
;247:Chain together all entities with a matching team field.
;248:Entity teams are used for item groups and multi-entity mover groups.
;249:
;250:All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
;251:All but the last will have the teamchain field set to the next one
;252:================
;253:*/
;254:void G_FindTeams( void ) {
line 259
;255:	gentity_t	*e, *e2;
;256:	int		i, j;
;257:	int		c, c2;
;258:
;259:	c = 0;
ADDRLP4 20
CNSTI4 0
ASGNI4
line 260
;260:	c2 = 0;
ADDRLP4 12
CNSTI4 0
ASGNI4
line 261
;261:	for ( i=1, e=g_entities+i ; i < level.num_entities ; i++,e++ ){
ADDRLP4 16
CNSTI4 1
ASGNI4
ADDRLP4 4
CNSTI4 808
ADDRLP4 16
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
ADDRGP4 $139
JUMPV
LABELV $136
line 262
;262:		if (!e->inuse)
ADDRLP4 4
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $141
line 263
;263:			continue;
ADDRGP4 $137
JUMPV
LABELV $141
line 264
;264:		if (!e->team)
ADDRLP4 4
INDIRP4
CNSTI4 656
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $143
line 265
;265:			continue;
ADDRGP4 $137
JUMPV
LABELV $143
line 266
;266:		if (e->flags & FL_TEAMSLAVE)
ADDRLP4 4
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
EQI4 $145
line 267
;267:			continue;
ADDRGP4 $137
JUMPV
LABELV $145
line 268
;268:		e->teammaster = e;
ADDRLP4 4
INDIRP4
CNSTI4 780
ADDP4
ADDRLP4 4
INDIRP4
ASGNP4
line 269
;269:		c++;
ADDRLP4 20
ADDRLP4 20
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 270
;270:		c2++;
ADDRLP4 12
ADDRLP4 12
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 271
;271:		for (j=i+1, e2=e+1 ; j < level.num_entities ; j++,e2++)
ADDRLP4 8
ADDRLP4 16
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 4
INDIRP4
CNSTI4 808
ADDP4
ASGNP4
ADDRGP4 $150
JUMPV
LABELV $147
line 272
;272:		{
line 273
;273:			if (!e2->inuse)
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $152
line 274
;274:				continue;
ADDRGP4 $148
JUMPV
LABELV $152
line 275
;275:			if (!e2->team)
ADDRLP4 0
INDIRP4
CNSTI4 656
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $154
line 276
;276:				continue;
ADDRGP4 $148
JUMPV
LABELV $154
line 277
;277:			if (e2->flags & FL_TEAMSLAVE)
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
INDIRI4
CNSTI4 1024
BANDI4
CNSTI4 0
EQI4 $156
line 278
;278:				continue;
ADDRGP4 $148
JUMPV
LABELV $156
line 279
;279:			if (!strcmp(e->team, e2->team))
ADDRLP4 28
CNSTI4 656
ASGNI4
ADDRLP4 4
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRP4
ARGP4
ADDRLP4 32
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 32
INDIRI4
CNSTI4 0
NEI4 $158
line 280
;280:			{
line 281
;281:				c2++;
ADDRLP4 12
ADDRLP4 12
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 282
;282:				e2->teamchain = e->teamchain;
ADDRLP4 36
CNSTI4 776
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 36
INDIRI4
ADDP4
ADDRLP4 4
INDIRP4
ADDRLP4 36
INDIRI4
ADDP4
INDIRP4
ASGNP4
line 283
;283:				e->teamchain = e2;
ADDRLP4 4
INDIRP4
CNSTI4 776
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 284
;284:				e2->teammaster = e;
ADDRLP4 0
INDIRP4
CNSTI4 780
ADDP4
ADDRLP4 4
INDIRP4
ASGNP4
line 285
;285:				e2->flags |= FL_TEAMSLAVE;
ADDRLP4 40
ADDRLP4 0
INDIRP4
CNSTI4 536
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 1024
BORI4
ASGNI4
line 288
;286:
;287:				// make sure that targets only point at the master
;288:				if ( e2->targetname ) {
ADDRLP4 0
INDIRP4
CNSTI4 652
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $160
line 289
;289:					e->targetname = e2->targetname;
ADDRLP4 44
CNSTI4 652
ASGNI4
ADDRLP4 4
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
ADDRLP4 0
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
INDIRP4
ASGNP4
line 290
;290:					e2->targetname = NULL;
ADDRLP4 0
INDIRP4
CNSTI4 652
ADDP4
CNSTP4 0
ASGNP4
line 291
;291:				}
LABELV $160
line 292
;292:			}
LABELV $158
line 293
;293:		}
LABELV $148
line 271
ADDRLP4 8
ADDRLP4 8
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 808
ADDP4
ASGNP4
LABELV $150
ADDRLP4 8
INDIRI4
ADDRGP4 level+12
INDIRI4
LTI4 $147
line 294
;294:	}
LABELV $137
line 261
ADDRLP4 16
ADDRLP4 16
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
ADDRLP4 4
INDIRP4
CNSTI4 808
ADDP4
ASGNP4
LABELV $139
ADDRLP4 16
INDIRI4
ADDRGP4 level+12
INDIRI4
LTI4 $136
line 296
;295:
;296:	G_Printf ("%i teams with %i entities\n", c, c2);
ADDRGP4 $162
ARGP4
ADDRLP4 20
INDIRI4
ARGI4
ADDRLP4 12
INDIRI4
ARGI4
ADDRGP4 G_Printf
CALLV
pop
line 297
;297:}
LABELV $135
endproc G_FindTeams 48 12
export G_RemapTeamShaders
proc G_RemapTeamShaders 0 0
line 299
;298:
;299:void G_RemapTeamShaders() {
line 311
;300:#ifdef MISSIONPACK
;301:	char string[1024];
;302:	float f = level.time * 0.001;
;303:	Com_sprintf( string, sizeof(string), "team_icon/%s_red", g_redteam.string );
;304:	AddRemap("textures/ctf2/redteam01", string, f); 
;305:	AddRemap("textures/ctf2/redteam02", string, f); 
;306:	Com_sprintf( string, sizeof(string), "team_icon/%s_blue", g_blueteam.string );
;307:	AddRemap("textures/ctf2/blueteam01", string, f); 
;308:	AddRemap("textures/ctf2/blueteam02", string, f); 
;309:	trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
;310:#endif
;311:}
LABELV $163
endproc G_RemapTeamShaders 0 0
export G_RegisterCvars
proc G_RegisterCvars 20 16
line 319
;312:
;313:
;314:/*
;315:=================
;316:G_RegisterCvars
;317:=================
;318:*/
;319:void G_RegisterCvars( void ) {
line 322
;320:	int			i;
;321:	cvarTable_t	*cv;
;322:	qboolean remapped = qfalse;
ADDRLP4 8
CNSTI4 0
ASGNI4
line 324
;323:
;324:	for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRLP4 0
ADDRGP4 gameCvarTable
ASGNP4
ADDRGP4 $168
JUMPV
LABELV $165
line 325
;325:		trap_Cvar_Register( cv->vmCvar, cv->cvarName,
ADDRLP4 0
INDIRP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ARGI4
ADDRGP4 trap_Cvar_Register
CALLV
pop
line 327
;326:			cv->defaultString, cv->cvarFlags );
;327:		if ( cv->vmCvar )
ADDRLP4 0
INDIRP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $169
line 328
;328:			cv->modificationCount = cv->vmCvar->modificationCount;
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
LABELV $169
line 330
;329:
;330:		if (cv->teamShader) {
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRI4
CNSTI4 0
EQI4 $171
line 331
;331:			remapped = qtrue;
ADDRLP4 8
CNSTI4 1
ASGNI4
line 332
;332:		}
LABELV $171
line 333
;333:	}
LABELV $166
line 324
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
ASGNP4
LABELV $168
ADDRLP4 4
INDIRI4
ADDRGP4 gameCvarTableSize
INDIRI4
LTI4 $165
line 335
;334:
;335:	if (remapped) {
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $173
line 336
;336:		G_RemapTeamShaders();
ADDRGP4 G_RemapTeamShaders
CALLV
pop
line 337
;337:	}
LABELV $173
line 340
;338:
;339:	// check some things
;340:	if ( g_gametype.integer < 0 || g_gametype.integer >= GT_MAX_GAME_TYPE ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 0
LTI4 $179
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 8
LTI4 $175
LABELV $179
line 341
;341:		G_Printf( "g_gametype %i is out of range, defaulting to 0\n", g_gametype.integer );
ADDRGP4 $180
ARGP4
ADDRGP4 g_gametype+12
INDIRI4
ARGI4
ADDRGP4 G_Printf
CALLV
pop
line 342
;342:		trap_Cvar_Set( "g_gametype", "0" );
ADDRGP4 $62
ARGP4
ADDRGP4 $60
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 343
;343:	}
LABELV $175
line 345
;344:
;345:	level.warmupModificationCount = g_warmup.modificationCount;
ADDRGP4 level+356
ADDRGP4 g_warmup+4
INDIRI4
ASGNI4
line 346
;346:}
LABELV $164
endproc G_RegisterCvars 20 16
export G_UpdateCvars
proc G_UpdateCvars 28 12
line 353
;347:
;348:/*
;349:=================
;350:G_UpdateCvars
;351:=================
;352:*/
;353:void G_UpdateCvars( void ) {
line 356
;354:	int			i;
;355:	cvarTable_t	*cv;
;356:	qboolean remapped = qfalse;
ADDRLP4 8
CNSTI4 0
ASGNI4
line 358
;357:
;358:	for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRLP4 0
ADDRGP4 gameCvarTable
ASGNP4
ADDRGP4 $188
JUMPV
LABELV $185
line 359
;359:		if ( cv->vmCvar ) {
ADDRLP4 0
INDIRP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $189
line 360
;360:			trap_Cvar_Update( cv->vmCvar );
ADDRLP4 0
INDIRP4
INDIRP4
ARGP4
ADDRGP4 trap_Cvar_Update
CALLV
pop
line 362
;361:
;362:			if ( cv->modificationCount != cv->vmCvar->modificationCount ) {
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
EQI4 $191
line 363
;363:				cv->modificationCount = cv->vmCvar->modificationCount;
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
line 365
;364:
;365:				if ( cv->trackChange ) {
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
INDIRI4
CNSTI4 0
EQI4 $193
line 366
;366:					trap_SendServerCommand( -1, va("print \"Server: %s changed to %s\n\"", 
ADDRGP4 $195
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
INDIRP4
CNSTI4 16
ADDP4
ARGP4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 -1
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 368
;367:						cv->cvarName, cv->vmCvar->string ) );
;368:				}
LABELV $193
line 370
;369:
;370:				if (cv->teamShader) {
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRI4
CNSTI4 0
EQI4 $196
line 371
;371:					remapped = qtrue;
ADDRLP4 8
CNSTI4 1
ASGNI4
line 372
;372:				}
LABELV $196
line 373
;373:			}
LABELV $191
line 374
;374:		}
LABELV $189
line 375
;375:	}
LABELV $186
line 358
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
ASGNP4
LABELV $188
ADDRLP4 4
INDIRI4
ADDRGP4 gameCvarTableSize
INDIRI4
LTI4 $185
line 377
;376:
;377:	if (remapped) {
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $198
line 378
;378:		G_RemapTeamShaders();
ADDRGP4 G_RemapTeamShaders
CALLV
pop
line 379
;379:	}
LABELV $198
line 380
;380:}
LABELV $184
endproc G_UpdateCvars 28 12
export G_InitGame
proc G_InitGame 1032 20
line 388
;381:
;382:/*
;383:============
;384:G_InitGame
;385:
;386:============
;387:*/
;388:void G_InitGame( int levelTime, int randomSeed, int restart ) {
line 391
;389:	int					i;
;390:
;391:	G_Printf ("------- Game Initialization -------\n");
ADDRGP4 $201
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 392
;392:	G_Printf ("gamename: %s\n", GAMEVERSION);
ADDRGP4 $202
ARGP4
ADDRGP4 $56
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 393
;393:	G_Printf ("gamedate: %s\n", __DATE__);
ADDRGP4 $203
ARGP4
ADDRGP4 $58
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 395
;394:
;395:	srand( randomSeed );
ADDRFP4 4
INDIRI4
CVIU4 4
ARGU4
ADDRGP4 srand
CALLV
pop
line 397
;396:
;397:	G_RegisterCvars();
ADDRGP4 G_RegisterCvars
CALLV
pop
line 399
;398:
;399:	G_ProcessIPBans();
ADDRGP4 G_ProcessIPBans
CALLV
pop
line 401
;400:
;401:	G_InitMemory();
ADDRGP4 G_InitMemory
CALLV
pop
line 404
;402:
;403:	// set some level globals
;404:	memset( &level, 0, sizeof( level ) );
ADDRGP4 level
ARGP4
CNSTI4 0
ARGI4
CNSTI4 9216
ARGI4
ADDRGP4 memset
CALLP4
pop
line 405
;405:	level.time = levelTime;
ADDRGP4 level+36
ADDRFP4 0
INDIRI4
ASGNI4
line 406
;406:	level.startTime = levelTime;
ADDRGP4 level+44
ADDRFP4 0
INDIRI4
ASGNI4
line 408
;407:
;408:	level.snd_fry = G_SoundIndex("sound/player/fry.wav");	// FIXME standing in lava / slime
ADDRGP4 $207
ARGP4
ADDRLP4 4
ADDRGP4 G_SoundIndex
CALLI4
ASGNI4
ADDRGP4 level+352
ADDRLP4 4
INDIRI4
ASGNI4
line 410
;409:
;410:	if ( g_gametype.integer != GT_SINGLE_PLAYER && g_log.string[0] ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
EQI4 $208
ADDRGP4 g_log+16
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $208
line 411
;411:		if ( g_logSync.integer ) {
ADDRGP4 g_logSync+12
INDIRI4
CNSTI4 0
EQI4 $212
line 412
;412:			trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND_SYNC );
ADDRGP4 g_log+16
ARGP4
ADDRGP4 level+20
ARGP4
CNSTI4 3
ARGI4
ADDRGP4 trap_FS_FOpenFile
CALLI4
pop
line 413
;413:		} else {
ADDRGP4 $213
JUMPV
LABELV $212
line 414
;414:			trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND );
ADDRGP4 g_log+16
ARGP4
ADDRGP4 level+20
ARGP4
CNSTI4 2
ARGI4
ADDRGP4 trap_FS_FOpenFile
CALLI4
pop
line 415
;415:		}
LABELV $213
line 416
;416:		if ( !level.logFile ) {
ADDRGP4 level+20
INDIRI4
CNSTI4 0
NEI4 $219
line 417
;417:			G_Printf( "WARNING: Couldn't open logfile: %s\n", g_log.string );
ADDRGP4 $222
ARGP4
ADDRGP4 g_log+16
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 418
;418:		} else {
ADDRGP4 $209
JUMPV
LABELV $219
line 421
;419:			char	serverinfo[MAX_INFO_STRING];
;420:
;421:			trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
ADDRLP4 8
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetServerinfo
CALLV
pop
line 423
;422:
;423:			G_LogPrintf("------------------------------------------------------------\n" );
ADDRGP4 $224
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 424
;424:			G_LogPrintf("InitGame: %s\n", serverinfo );
ADDRGP4 $225
ARGP4
ADDRLP4 8
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 425
;425:		}
line 426
;426:	} else {
ADDRGP4 $209
JUMPV
LABELV $208
line 427
;427:		G_Printf( "Not logging to disk.\n" );
ADDRGP4 $226
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 428
;428:	}
LABELV $209
line 430
;429:
;430:	G_InitWorldSession();
ADDRGP4 G_InitWorldSession
CALLV
pop
line 433
;431:
;432:	// initialize all entities for this game
;433:	memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
ADDRGP4 g_entities
ARGP4
CNSTI4 0
ARGI4
CNSTI4 827392
ARGI4
ADDRGP4 memset
CALLP4
pop
line 434
;434:	level.gentities = g_entities;
ADDRGP4 level+4
ADDRGP4 g_entities
ASGNP4
line 437
;435:
;436:	// initialize all clients for this game
;437:	level.maxclients = g_maxclients.integer;
ADDRGP4 level+24
ADDRGP4 g_maxclients+12
INDIRI4
ASGNI4
line 438
;438:	memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) );
ADDRGP4 g_clients
ARGP4
CNSTI4 0
ARGI4
CNSTI4 50432
ARGI4
ADDRGP4 memset
CALLP4
pop
line 439
;439:	level.clients = g_clients;
ADDRGP4 level
ADDRGP4 g_clients
ASGNP4
line 442
;440:
;441:	// set client fields on player ents
;442:	for ( i=0 ; i<level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $233
JUMPV
LABELV $230
line 443
;443:		g_entities[i].client = level.clients + i;
CNSTI4 808
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities+516
ADDP4
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 444
;444:	}
LABELV $231
line 442
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $233
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $230
line 449
;445:
;446:	// always leave room for the max number of clients,
;447:	// even if they aren't all used, so numbers inside that
;448:	// range are NEVER anything but clients
;449:	level.num_entities = MAX_CLIENTS;
ADDRGP4 level+12
CNSTI4 64
ASGNI4
line 452
;450:
;451:	// let the server system know where the entites are
;452:	trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), 
ADDRGP4 level+4
INDIRP4
ARGP4
ADDRGP4 level+12
INDIRI4
ARGI4
CNSTI4 808
ARGI4
ADDRGP4 level
INDIRP4
ARGP4
CNSTI4 788
ARGI4
ADDRGP4 trap_LocateGameData
CALLV
pop
line 456
;453:		&level.clients[0].ps, sizeof( level.clients[0] ) );
;454:
;455:	// reserve some spots for dead player bodies
;456:	InitBodyQue();
ADDRGP4 InitBodyQue
CALLV
pop
line 458
;457:
;458:	ClearRegisteredItems();
ADDRGP4 ClearRegisteredItems
CALLV
pop
line 461
;459:
;460:	// parse the key/value pairs and spawn gentities
;461:	G_SpawnEntitiesFromString();
ADDRGP4 G_SpawnEntitiesFromString
CALLV
pop
line 464
;462:
;463:	// general initialization
;464:	G_FindTeams();
ADDRGP4 G_FindTeams
CALLV
pop
line 467
;465:
;466:	// make sure we have flags for CTF, etc
;467:	if( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $239
line 468
;468:		G_CheckTeamItems();
ADDRGP4 G_CheckTeamItems
CALLV
pop
line 469
;469:	}
LABELV $239
line 471
;470:
;471:	SaveRegisteredItems();
ADDRGP4 SaveRegisteredItems
CALLV
pop
line 473
;472:
;473:	G_Printf ("-----------------------------------\n");
ADDRGP4 $242
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 475
;474:
;475:	if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
EQI4 $247
ADDRGP4 $246
ARGP4
ADDRLP4 8
ADDRGP4 trap_Cvar_VariableIntegerValue
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 0
EQI4 $243
LABELV $247
line 476
;476:		G_ModelIndex( SP_PODIUM_MODEL );
ADDRGP4 $248
ARGP4
ADDRGP4 G_ModelIndex
CALLI4
pop
line 477
;477:		G_SoundIndex( "sound/player/gurp1.wav" );
ADDRGP4 $249
ARGP4
ADDRGP4 G_SoundIndex
CALLI4
pop
line 478
;478:		G_SoundIndex( "sound/player/gurp2.wav" );
ADDRGP4 $250
ARGP4
ADDRGP4 G_SoundIndex
CALLI4
pop
line 479
;479:	}
LABELV $243
line 481
;480:
;481:	if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
ADDRGP4 $253
ARGP4
ADDRLP4 12
ADDRGP4 trap_Cvar_VariableIntegerValue
CALLI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 0
EQI4 $251
line 482
;482:		BotAISetup( restart );
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 BotAISetup
CALLI4
pop
line 483
;483:		BotAILoadMap( restart );
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 BotAILoadMap
CALLI4
pop
line 484
;484:		G_InitBots( restart );
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 G_InitBots
CALLV
pop
line 485
;485:	}
LABELV $251
line 487
;486:
;487:	G_RemapTeamShaders();
ADDRGP4 G_RemapTeamShaders
CALLV
pop
line 489
;488:
;489:}
LABELV $200
endproc G_InitGame 1032 20
export G_ShutdownGame
proc G_ShutdownGame 4 4
line 498
;490:
;491:
;492:
;493:/*
;494:=================
;495:G_ShutdownGame
;496:=================
;497:*/
;498:void G_ShutdownGame( int restart ) {
line 499
;499:	G_Printf ("==== ShutdownGame ====\n");
ADDRGP4 $255
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 501
;500:
;501:	if ( level.logFile ) {
ADDRGP4 level+20
INDIRI4
CNSTI4 0
EQI4 $256
line 502
;502:		G_LogPrintf("ShutdownGame:\n" );
ADDRGP4 $259
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 503
;503:		G_LogPrintf("------------------------------------------------------------\n" );
ADDRGP4 $224
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 504
;504:		trap_FS_FCloseFile( level.logFile );
ADDRGP4 level+20
INDIRI4
ARGI4
ADDRGP4 trap_FS_FCloseFile
CALLV
pop
line 505
;505:	}
LABELV $256
line 508
;506:
;507:	// write all the client session data so we can get it back
;508:	G_WriteSessionData();
ADDRGP4 G_WriteSessionData
CALLV
pop
line 510
;509:
;510:	if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
ADDRGP4 $253
ARGP4
ADDRLP4 0
ADDRGP4 trap_Cvar_VariableIntegerValue
CALLI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $261
line 511
;511:		BotAIShutdown( restart );
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 BotAIShutdown
CALLI4
pop
line 512
;512:	}
LABELV $261
line 513
;513:}
LABELV $254
endproc G_ShutdownGame 4 4
export Com_Error
proc Com_Error 1028 12
line 522
;514:
;515:
;516:
;517://===================================================================
;518:
;519:#ifndef GAME_HARD_LINKED
;520:// this is only here so the functions in q_shared.c and bg_*.c can link
;521:
;522:void QDECL Com_Error ( int level, const char *error, ... ) {
line 526
;523:	va_list		argptr;
;524:	char		text[1024];
;525:
;526:	va_start (argptr, error);
ADDRLP4 0
ADDRFP4 4+4
ASGNP4
line 527
;527:	vsprintf (text, error, argptr);
ADDRLP4 4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 vsprintf
CALLI4
pop
line 528
;528:	va_end (argptr);
ADDRLP4 0
CNSTP4 0
ASGNP4
line 530
;529:
;530:	G_Error( "%s", text);
ADDRGP4 $265
ARGP4
ADDRLP4 4
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 531
;531:}
LABELV $263
endproc Com_Error 1028 12
export Com_Printf
proc Com_Printf 1028 12
line 533
;532:
;533:void QDECL Com_Printf( const char *msg, ... ) {
line 537
;534:	va_list		argptr;
;535:	char		text[1024];
;536:
;537:	va_start (argptr, msg);
ADDRLP4 0
ADDRFP4 0+4
ASGNP4
line 538
;538:	vsprintf (text, msg, argptr);
ADDRLP4 4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 vsprintf
CALLI4
pop
line 539
;539:	va_end (argptr);
ADDRLP4 0
CNSTP4 0
ASGNP4
line 541
;540:
;541:	G_Printf ("%s", text);
ADDRGP4 $265
ARGP4
ADDRLP4 4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 542
;542:}
LABELV $266
endproc Com_Printf 1028 12
export AddTournamentPlayer
proc AddTournamentPlayer 24 8
line 562
;543:
;544:#endif
;545:
;546:/*
;547:========================================================================
;548:
;549:PLAYER COUNTING / SCORE SORTING
;550:
;551:========================================================================
;552:*/
;553:
;554:/*
;555:=============
;556:AddTournamentPlayer
;557:
;558:If there are less than two tournament players, put a
;559:spectator in the game and restart
;560:=============
;561:*/
;562:void AddTournamentPlayer( void ) {
line 567
;563:	int			i;
;564:	gclient_t	*client;
;565:	gclient_t	*nextInLine;
;566:
;567:	if ( level.numPlayingClients >= 2 ) {
ADDRGP4 level+84
INDIRI4
CNSTI4 2
LTI4 $269
line 568
;568:		return;
ADDRGP4 $268
JUMPV
LABELV $269
line 572
;569:	}
;570:
;571:	// never change during intermission
;572:	if ( level.intermissiontime ) {
ADDRGP4 level+9132
INDIRI4
CNSTI4 0
EQI4 $272
line 573
;573:		return;
ADDRGP4 $268
JUMPV
LABELV $272
line 576
;574:	}
;575:
;576:	nextInLine = NULL;
ADDRLP4 8
CNSTP4 0
ASGNP4
line 578
;577:
;578:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $278
JUMPV
LABELV $275
line 579
;579:		client = &level.clients[i];
ADDRLP4 0
CNSTI4 788
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 580
;580:		if ( client->pers.connected != CON_CONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $280
line 581
;581:			continue;
ADDRGP4 $276
JUMPV
LABELV $280
line 583
;582:		}
;583:		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
ADDRLP4 0
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
EQI4 $282
line 584
;584:			continue;
ADDRGP4 $276
JUMPV
LABELV $282
line 587
;585:		}
;586:		// never select the dedicated follow or scoreboard clients
;587:		if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD || 
ADDRLP4 0
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
EQI4 $286
ADDRLP4 0
INDIRP4
CNSTI4 628
ADDP4
INDIRI4
CNSTI4 0
GEI4 $284
LABELV $286
line 588
;588:			client->sess.spectatorClient < 0  ) {
line 589
;589:			continue;
ADDRGP4 $276
JUMPV
LABELV $284
line 592
;590:		}
;591:
;592:		if ( !nextInLine || client->sess.spectatorTime < nextInLine->sess.spectatorTime ) {
ADDRLP4 8
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $289
ADDRLP4 20
CNSTI4 620
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
INDIRI4
ADDRLP4 8
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
INDIRI4
GEI4 $287
LABELV $289
line 593
;593:			nextInLine = client;
ADDRLP4 8
ADDRLP4 0
INDIRP4
ASGNP4
line 594
;594:		}
LABELV $287
line 595
;595:	}
LABELV $276
line 578
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $278
ADDRLP4 4
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $275
line 597
;596:
;597:	if ( !nextInLine ) {
ADDRLP4 8
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $290
line 598
;598:		return;
ADDRGP4 $268
JUMPV
LABELV $290
line 601
;599:	}
;600:
;601:	level.warmupTime = -1;
ADDRGP4 level+16
CNSTI4 -1
ASGNI4
line 604
;602:
;603:	// set them to free-for-all team
;604:	SetTeam( &g_entities[ nextInLine - level.clients ], "f" );
CNSTI4 808
ADDRLP4 8
INDIRP4
CVPU4 4
ADDRGP4 level
INDIRP4
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 788
DIVI4
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 $293
ARGP4
ADDRGP4 SetTeam
CALLV
pop
line 605
;605:}
LABELV $268
endproc AddTournamentPlayer 24 8
export RemoveTournamentLoser
proc RemoveTournamentLoser 4 8
line 614
;606:
;607:/*
;608:=======================
;609:RemoveTournamentLoser
;610:
;611:Make the loser a spectator at the back of the line
;612:=======================
;613:*/
;614:void RemoveTournamentLoser( void ) {
line 617
;615:	int			clientNum;
;616:
;617:	if ( level.numPlayingClients != 2 ) {
ADDRGP4 level+84
INDIRI4
CNSTI4 2
EQI4 $295
line 618
;618:		return;
ADDRGP4 $294
JUMPV
LABELV $295
line 621
;619:	}
;620:
;621:	clientNum = level.sortedClients[1];
ADDRLP4 0
ADDRGP4 level+88+4
INDIRI4
ASGNI4
line 623
;622:
;623:	if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $300
line 624
;624:		return;
ADDRGP4 $294
JUMPV
LABELV $300
line 628
;625:	}
;626:
;627:	// make them a spectator
;628:	SetTeam( &g_entities[ clientNum ], "s" );
CNSTI4 808
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 $302
ARGP4
ADDRGP4 SetTeam
CALLV
pop
line 629
;629:}
LABELV $294
endproc RemoveTournamentLoser 4 8
export RemoveTournamentWinner
proc RemoveTournamentWinner 4 8
line 636
;630:
;631:/*
;632:=======================
;633:RemoveTournamentWinner
;634:=======================
;635:*/
;636:void RemoveTournamentWinner( void ) {
line 639
;637:	int			clientNum;
;638:
;639:	if ( level.numPlayingClients != 2 ) {
ADDRGP4 level+84
INDIRI4
CNSTI4 2
EQI4 $304
line 640
;640:		return;
ADDRGP4 $303
JUMPV
LABELV $304
line 643
;641:	}
;642:
;643:	clientNum = level.sortedClients[0];
ADDRLP4 0
ADDRGP4 level+88
INDIRI4
ASGNI4
line 645
;644:
;645:	if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $308
line 646
;646:		return;
ADDRGP4 $303
JUMPV
LABELV $308
line 650
;647:	}
;648:
;649:	// make them a spectator
;650:	SetTeam( &g_entities[ clientNum ], "s" );
CNSTI4 808
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 $302
ARGP4
ADDRGP4 SetTeam
CALLV
pop
line 651
;651:}
LABELV $303
endproc RemoveTournamentWinner 4 8
export AdjustTournamentScores
proc AdjustTournamentScores 8 4
line 658
;652:
;653:/*
;654:=======================
;655:AdjustTournamentScores
;656:=======================
;657:*/
;658:void AdjustTournamentScores( void ) {
line 661
;659:	int			clientNum;
;660:
;661:	clientNum = level.sortedClients[0];
ADDRLP4 0
ADDRGP4 level+88
INDIRI4
ASGNI4
line 662
;662:	if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $312
line 663
;663:		level.clients[ clientNum ].sess.wins++;
ADDRLP4 4
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 632
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 664
;664:		ClientUserinfoChanged( clientNum );
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 665
;665:	}
LABELV $312
line 667
;666:
;667:	clientNum = level.sortedClients[1];
ADDRLP4 0
ADDRGP4 level+88+4
INDIRI4
ASGNI4
line 668
;668:	if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $316
line 669
;669:		level.clients[ clientNum ].sess.losses++;
ADDRLP4 4
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 636
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 670
;670:		ClientUserinfoChanged( clientNum );
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 671
;671:	}
LABELV $316
line 673
;672:
;673:}
LABELV $310
endproc AdjustTournamentScores 8 4
export SortRanks
proc SortRanks 32 0
line 681
;674:
;675:/*
;676:=============
;677:SortRanks
;678:
;679:=============
;680:*/
;681:int QDECL SortRanks( const void *a, const void *b ) {
line 684
;682:	gclient_t	*ca, *cb;
;683:
;684:	ca = &level.clients[*(int *)a];
ADDRLP4 0
CNSTI4 788
ADDRFP4 0
INDIRP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 685
;685:	cb = &level.clients[*(int *)b];
ADDRLP4 4
CNSTI4 788
ADDRFP4 4
INDIRP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 688
;686:
;687:	// sort special clients last
;688:	if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD || ca->sess.spectatorClient < 0 ) {
ADDRLP4 0
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
EQI4 $321
ADDRLP4 0
INDIRP4
CNSTI4 628
ADDP4
INDIRI4
CNSTI4 0
GEI4 $319
LABELV $321
line 689
;689:		return 1;
CNSTI4 1
RETI4
ADDRGP4 $318
JUMPV
LABELV $319
line 691
;690:	}
;691:	if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD || cb->sess.spectatorClient < 0  ) {
ADDRLP4 4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 3
EQI4 $324
ADDRLP4 4
INDIRP4
CNSTI4 628
ADDP4
INDIRI4
CNSTI4 0
GEI4 $322
LABELV $324
line 692
;692:		return -1;
CNSTI4 -1
RETI4
ADDRGP4 $318
JUMPV
LABELV $322
line 696
;693:	}
;694:
;695:	// then connecting clients
;696:	if ( ca->pers.connected == CON_CONNECTING ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 1
NEI4 $325
line 697
;697:		return 1;
CNSTI4 1
RETI4
ADDRGP4 $318
JUMPV
LABELV $325
line 699
;698:	}
;699:	if ( cb->pers.connected == CON_CONNECTING ) {
ADDRLP4 4
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 1
NEI4 $327
line 700
;700:		return -1;
CNSTI4 -1
RETI4
ADDRGP4 $318
JUMPV
LABELV $327
line 705
;701:	}
;702:
;703:
;704:	// then spectators
;705:	if ( ca->sess.sessionTeam == TEAM_SPECTATOR && cb->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 16
CNSTI4 616
ASGNI4
ADDRLP4 20
CNSTI4 3
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 16
INDIRI4
ADDP4
INDIRI4
ADDRLP4 20
INDIRI4
NEI4 $329
ADDRLP4 4
INDIRP4
ADDRLP4 16
INDIRI4
ADDP4
INDIRI4
ADDRLP4 20
INDIRI4
NEI4 $329
line 706
;706:		if ( ca->sess.spectatorTime < cb->sess.spectatorTime ) {
ADDRLP4 24
CNSTI4 620
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
GEI4 $331
line 707
;707:			return -1;
CNSTI4 -1
RETI4
ADDRGP4 $318
JUMPV
LABELV $331
line 709
;708:		}
;709:		if ( ca->sess.spectatorTime > cb->sess.spectatorTime ) {
ADDRLP4 28
CNSTI4 620
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRI4
LEI4 $333
line 710
;710:			return 1;
CNSTI4 1
RETI4
ADDRGP4 $318
JUMPV
LABELV $333
line 712
;711:		}
;712:		return 0;
CNSTI4 0
RETI4
ADDRGP4 $318
JUMPV
LABELV $329
line 714
;713:	}
;714:	if ( ca->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 0
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
NEI4 $335
line 715
;715:		return 1;
CNSTI4 1
RETI4
ADDRGP4 $318
JUMPV
LABELV $335
line 717
;716:	}
;717:	if ( cb->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
NEI4 $337
line 718
;718:		return -1;
CNSTI4 -1
RETI4
ADDRGP4 $318
JUMPV
LABELV $337
line 722
;719:	}
;720:
;721:	// then sort by score
;722:	if ( ca->ps.persistant[PERS_SCORE]
ADDRLP4 24
CNSTI4 248
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
LEI4 $339
line 723
;723:		> cb->ps.persistant[PERS_SCORE] ) {
line 724
;724:		return -1;
CNSTI4 -1
RETI4
ADDRGP4 $318
JUMPV
LABELV $339
line 726
;725:	}
;726:	if ( ca->ps.persistant[PERS_SCORE]
ADDRLP4 28
CNSTI4 248
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
ADDRLP4 28
INDIRI4
ADDP4
INDIRI4
GEI4 $341
line 727
;727:		< cb->ps.persistant[PERS_SCORE] ) {
line 728
;728:		return 1;
CNSTI4 1
RETI4
ADDRGP4 $318
JUMPV
LABELV $341
line 730
;729:	}
;730:	return 0;
CNSTI4 0
RETI4
LABELV $318
endproc SortRanks 32 0
export CalculateRanks
proc CalculateRanks 44 16
line 742
;731:}
;732:
;733:/*
;734:============
;735:CalculateRanks
;736:
;737:Recalculates the score ranks of all players
;738:This will be called on every client connect, begin, disconnect, death,
;739:and team change.
;740:============
;741:*/
;742:void CalculateRanks( void ) {
line 749
;743:	int		i;
;744:	int		rank;
;745:	int		score;
;746:	int		newScore;
;747:	gclient_t	*cl;
;748:
;749:	level.follow1 = -1;
ADDRGP4 level+344
CNSTI4 -1
ASGNI4
line 750
;750:	level.follow2 = -1;
ADDRGP4 level+348
CNSTI4 -1
ASGNI4
line 751
;751:	level.numConnectedClients = 0;
ADDRGP4 level+76
CNSTI4 0
ASGNI4
line 752
;752:	level.numNonSpectatorClients = 0;
ADDRGP4 level+80
CNSTI4 0
ASGNI4
line 753
;753:	level.numPlayingClients = 0;
ADDRGP4 level+84
CNSTI4 0
ASGNI4
line 754
;754:	level.numVotingClients = 0;		// don't count bots
ADDRGP4 level+2424
CNSTI4 0
ASGNI4
line 755
;755:	for ( i = 0; i < TEAM_NUM_TEAMS; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $350
line 756
;756:		level.numteamVotingClients[i] = 0;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+4500
ADDP4
CNSTI4 0
ASGNI4
line 757
;757:	}
LABELV $351
line 755
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 4
LTI4 $350
line 758
;758:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $358
JUMPV
LABELV $355
line 759
;759:		if ( level.clients[i].pers.connected != CON_DISCONNECTED ) {
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 0
EQI4 $360
line 760
;760:			level.sortedClients[level.numConnectedClients] = i;
ADDRGP4 level+76
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+88
ADDP4
ADDRLP4 0
INDIRI4
ASGNI4
line 761
;761:			level.numConnectedClients++;
ADDRLP4 20
ADDRGP4 level+76
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 763
;762:
;763:			if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR ) {
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
EQI4 $365
line 764
;764:				level.numNonSpectatorClients++;
ADDRLP4 24
ADDRGP4 level+80
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 767
;765:			
;766:				// decide if this should be auto-followed
;767:				if ( level.clients[i].pers.connected == CON_CONNECTED ) {
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $368
line 768
;768:					level.numPlayingClients++;
ADDRLP4 28
ADDRGP4 level+84
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 769
;769:					if ( !(g_entities[i].r.svFlags & SVF_BOT) ) {
CNSTI4 808
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities+208+216
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
NEI4 $371
line 770
;770:						level.numVotingClients++;
ADDRLP4 32
ADDRGP4 level+2424
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 771
;771:						if ( level.clients[i].sess.sessionTeam == TEAM_RED )
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 1
NEI4 $376
line 772
;772:							level.numteamVotingClients[0]++;
ADDRLP4 36
ADDRGP4 level+4500
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 36
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRGP4 $377
JUMPV
LABELV $376
line 773
;773:						else if ( level.clients[i].sess.sessionTeam == TEAM_BLUE )
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 2
NEI4 $379
line 774
;774:							level.numteamVotingClients[1]++;
ADDRLP4 40
ADDRGP4 level+4500+4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $379
LABELV $377
line 775
;775:					}
LABELV $371
line 776
;776:					if ( level.follow1 == -1 ) {
ADDRGP4 level+344
INDIRI4
CNSTI4 -1
NEI4 $383
line 777
;777:						level.follow1 = i;
ADDRGP4 level+344
ADDRLP4 0
INDIRI4
ASGNI4
line 778
;778:					} else if ( level.follow2 == -1 ) {
ADDRGP4 $384
JUMPV
LABELV $383
ADDRGP4 level+348
INDIRI4
CNSTI4 -1
NEI4 $387
line 779
;779:						level.follow2 = i;
ADDRGP4 level+348
ADDRLP4 0
INDIRI4
ASGNI4
line 780
;780:					}
LABELV $387
LABELV $384
line 781
;781:				}
LABELV $368
line 782
;782:			}
LABELV $365
line 783
;783:		}
LABELV $360
line 784
;784:	}
LABELV $356
line 758
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $358
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $355
line 786
;785:
;786:	qsort( level.sortedClients, level.numConnectedClients, 
ADDRGP4 level+88
ARGP4
ADDRGP4 level+76
INDIRI4
ARGI4
CNSTI4 4
ARGI4
ADDRGP4 SortRanks
ARGP4
ADDRGP4 qsort
CALLV
pop
line 790
;787:		sizeof(level.sortedClients[0]), SortRanks );
;788:
;789:	// set the rank value for all clients that are connected and not spectators
;790:	if ( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $394
line 792
;791:		// in team games, rank is just the order of the teams, 0=red, 1=blue, 2=tied
;792:		for ( i = 0;  i < level.numConnectedClients; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $400
JUMPV
LABELV $397
line 793
;793:			cl = &level.clients[ level.sortedClients[i] ];
ADDRLP4 4
CNSTI4 788
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+88
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 794
;794:			if ( level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE] ) {
ADDRGP4 level+48+4
INDIRI4
ADDRGP4 level+48+8
INDIRI4
NEI4 $403
line 795
;795:				cl->ps.persistant[PERS_RANK] = 2;
ADDRLP4 4
INDIRP4
CNSTI4 256
ADDP4
CNSTI4 2
ASGNI4
line 796
;796:			} else if ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] ) {
ADDRGP4 $404
JUMPV
LABELV $403
ADDRGP4 level+48+4
INDIRI4
ADDRGP4 level+48+8
INDIRI4
LEI4 $409
line 797
;797:				cl->ps.persistant[PERS_RANK] = 0;
ADDRLP4 4
INDIRP4
CNSTI4 256
ADDP4
CNSTI4 0
ASGNI4
line 798
;798:			} else {
ADDRGP4 $410
JUMPV
LABELV $409
line 799
;799:				cl->ps.persistant[PERS_RANK] = 1;
ADDRLP4 4
INDIRP4
CNSTI4 256
ADDP4
CNSTI4 1
ASGNI4
line 800
;800:			}
LABELV $410
LABELV $404
line 801
;801:		}
LABELV $398
line 792
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $400
ADDRLP4 0
INDIRI4
ADDRGP4 level+76
INDIRI4
LTI4 $397
line 802
;802:	} else {	
ADDRGP4 $395
JUMPV
LABELV $394
line 803
;803:		rank = -1;
ADDRLP4 12
CNSTI4 -1
ASGNI4
line 804
;804:		score = 0;
ADDRLP4 16
CNSTI4 0
ASGNI4
line 805
;805:		for ( i = 0;  i < level.numPlayingClients; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $418
JUMPV
LABELV $415
line 806
;806:			cl = &level.clients[ level.sortedClients[i] ];
ADDRLP4 4
CNSTI4 788
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+88
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 807
;807:			newScore = cl->ps.persistant[PERS_SCORE];
ADDRLP4 8
ADDRLP4 4
INDIRP4
CNSTI4 248
ADDP4
INDIRI4
ASGNI4
line 808
;808:			if ( i == 0 || newScore != score ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $423
ADDRLP4 8
INDIRI4
ADDRLP4 16
INDIRI4
EQI4 $421
LABELV $423
line 809
;809:				rank = i;
ADDRLP4 12
ADDRLP4 0
INDIRI4
ASGNI4
line 811
;810:				// assume we aren't tied until the next client is checked
;811:				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank;
CNSTI4 788
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+88
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 256
ADDP4
ADDRLP4 12
INDIRI4
ASGNI4
line 812
;812:			} else {
ADDRGP4 $422
JUMPV
LABELV $421
line 814
;813:				// we are tied with the previous client
;814:				level.clients[ level.sortedClients[i-1] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
CNSTI4 788
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+88-4
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 256
ADDP4
ADDRLP4 12
INDIRI4
CNSTI4 16384
BORI4
ASGNI4
line 815
;815:				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
CNSTI4 788
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+88
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 256
ADDP4
ADDRLP4 12
INDIRI4
CNSTI4 16384
BORI4
ASGNI4
line 816
;816:			}
LABELV $422
line 817
;817:			score = newScore;
ADDRLP4 16
ADDRLP4 8
INDIRI4
ASGNI4
line 818
;818:			if ( g_gametype.integer == GT_SINGLE_PLAYER && level.numPlayingClients == 1 ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
NEI4 $428
ADDRGP4 level+84
INDIRI4
CNSTI4 1
NEI4 $428
line 819
;819:				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
CNSTI4 788
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+88
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 256
ADDP4
ADDRLP4 12
INDIRI4
CNSTI4 16384
BORI4
ASGNI4
line 820
;820:			}
LABELV $428
line 821
;821:		}
LABELV $416
line 805
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $418
ADDRLP4 0
INDIRI4
ADDRGP4 level+84
INDIRI4
LTI4 $415
line 822
;822:	}
LABELV $395
line 825
;823:
;824:	// set the CS_SCORES1/2 configstrings, which will be visible to everyone
;825:	if ( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $433
line 826
;826:		trap_SetConfigstring( CS_SCORES1, va("%i", level.teamScores[TEAM_RED] ) );
ADDRGP4 $436
ARGP4
ADDRGP4 level+48+4
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 6
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 827
;827:		trap_SetConfigstring( CS_SCORES2, va("%i", level.teamScores[TEAM_BLUE] ) );
ADDRGP4 $436
ARGP4
ADDRGP4 level+48+8
INDIRI4
ARGI4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 7
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 828
;828:	} else {
ADDRGP4 $434
JUMPV
LABELV $433
line 829
;829:		if ( level.numConnectedClients == 0 ) {
ADDRGP4 level+76
INDIRI4
CNSTI4 0
NEI4 $441
line 830
;830:			trap_SetConfigstring( CS_SCORES1, va("%i", SCORE_NOT_PRESENT) );
ADDRGP4 $436
ARGP4
CNSTI4 -9999
ARGI4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 6
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 831
;831:			trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
ADDRGP4 $436
ARGP4
CNSTI4 -9999
ARGI4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 7
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 832
;832:		} else if ( level.numConnectedClients == 1 ) {
ADDRGP4 $442
JUMPV
LABELV $441
ADDRGP4 level+76
INDIRI4
CNSTI4 1
NEI4 $444
line 833
;833:			trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
ADDRGP4 $436
ARGP4
CNSTI4 788
ADDRGP4 level+88
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 248
ADDP4
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 6
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 834
;834:			trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
ADDRGP4 $436
ARGP4
CNSTI4 -9999
ARGI4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 7
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 835
;835:		} else {
ADDRGP4 $445
JUMPV
LABELV $444
line 836
;836:			trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
ADDRGP4 $436
ARGP4
CNSTI4 788
ADDRGP4 level+88
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 248
ADDP4
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 6
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 837
;837:			trap_SetConfigstring( CS_SCORES2, va("%i", level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] ) );
ADDRGP4 $436
ARGP4
CNSTI4 788
ADDRGP4 level+88+4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 248
ADDP4
INDIRI4
ARGI4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 7
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 838
;838:		}
LABELV $445
LABELV $442
line 839
;839:	}
LABELV $434
line 842
;840:
;841:	// see if it is time to end the level
;842:	CheckExitRules();
ADDRGP4 CheckExitRules
CALLV
pop
line 845
;843:
;844:	// if we are at the intermission, send the new info to everyone
;845:	if ( level.intermissiontime ) {
ADDRGP4 level+9132
INDIRI4
CNSTI4 0
EQI4 $451
line 846
;846:		SendScoreboardMessageToAllClients();
ADDRGP4 SendScoreboardMessageToAllClients
CALLV
pop
line 847
;847:	}
LABELV $451
line 848
;848:}
LABELV $343
endproc CalculateRanks 44 16
export SendScoreboardMessageToAllClients
proc SendScoreboardMessageToAllClients 4 4
line 867
;849:
;850:
;851:/*
;852:========================================================================
;853:
;854:MAP CHANGING
;855:
;856:========================================================================
;857:*/
;858:
;859:/*
;860:========================
;861:SendScoreboardMessageToAllClients
;862:
;863:Do this at BeginIntermission time and whenever ranks are recalculated
;864:due to enters/exits/forced team changes
;865:========================
;866:*/
;867:void SendScoreboardMessageToAllClients( void ) {
line 870
;868:	int		i;
;869:
;870:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $458
JUMPV
LABELV $455
line 871
;871:		if ( level.clients[ i ].pers.connected == CON_CONNECTED ) {
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $460
line 872
;872:			DeathmatchScoreboardMessage( g_entities + i );
CNSTI4 808
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 DeathmatchScoreboardMessage
CALLV
pop
line 873
;873:		}
LABELV $460
line 874
;874:	}
LABELV $456
line 870
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $458
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $455
line 875
;875:}
LABELV $454
endproc SendScoreboardMessageToAllClients 4 4
export MoveClientToIntermission
proc MoveClientToIntermission 0 12
line 885
;876:
;877:/*
;878:========================
;879:MoveClientToIntermission
;880:
;881:When the intermission starts, this will be called for all players.
;882:If a new client connects, this will be called after the spawn function.
;883:========================
;884:*/
;885:void MoveClientToIntermission( gentity_t *ent ) {
line 887
;886:	// take out of follow mode if needed
;887:	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 624
ADDP4
INDIRI4
CNSTI4 2
NEI4 $463
line 888
;888:		StopFollowing( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 StopFollowing
CALLV
pop
line 889
;889:	}
LABELV $463
line 893
;890:
;891:
;892:	// move to the spot
;893:	VectorCopy( level.intermission_origin, ent->s.origin );
ADDRFP4 0
INDIRP4
CNSTI4 92
ADDP4
ADDRGP4 level+9148
INDIRB
ASGNB 12
line 894
;894:	VectorCopy( level.intermission_origin, ent->client->ps.origin );
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ADDRGP4 level+9148
INDIRB
ASGNB 12
line 895
;895:	VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 152
ADDP4
ADDRGP4 level+9160
INDIRB
ASGNB 12
line 896
;896:	ent->client->ps.pm_type = PM_INTERMISSION;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 5
ASGNI4
line 899
;897:
;898:	// clean up powerup info
;899:	memset( ent->client->ps.powerups, 0, sizeof(ent->client->ps.powerups) );
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 312
ADDP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 64
ARGI4
ADDRGP4 memset
CALLP4
pop
line 901
;900:
;901:	ent->client->ps.eFlags = 0;
ADDRFP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 104
ADDP4
CNSTI4 0
ASGNI4
line 902
;902:	ent->s.eFlags = 0;
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
CNSTI4 0
ASGNI4
line 903
;903:	ent->s.eType = ET_GENERAL;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 0
ASGNI4
line 904
;904:	ent->s.modelindex = 0;
ADDRFP4 0
INDIRP4
CNSTI4 160
ADDP4
CNSTI4 0
ASGNI4
line 905
;905:	ent->s.loopSound = 0;
ADDRFP4 0
INDIRP4
CNSTI4 156
ADDP4
CNSTI4 0
ASGNI4
line 906
;906:	ent->s.event = 0;
ADDRFP4 0
INDIRP4
CNSTI4 180
ADDP4
CNSTI4 0
ASGNI4
line 907
;907:	ent->r.contents = 0;
ADDRFP4 0
INDIRP4
CNSTI4 460
ADDP4
CNSTI4 0
ASGNI4
line 908
;908:}
LABELV $462
endproc MoveClientToIntermission 0 12
export FindIntermissionPoint
proc FindIntermissionPoint 32 12
line 917
;909:
;910:/*
;911:==================
;912:FindIntermissionPoint
;913:
;914:This is also used for spectator spawns
;915:==================
;916:*/
;917:void FindIntermissionPoint( void ) {
line 922
;918:	gentity_t	*ent, *target;
;919:	vec3_t		dir;
;920:
;921:	// find the intermission spot
;922:	ent = G_Find (NULL, FOFS(classname), "info_player_intermission");
CNSTP4 0
ARGP4
CNSTI4 524
ARGI4
ADDRGP4 $469
ARGP4
ADDRLP4 20
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20
INDIRP4
ASGNP4
line 923
;923:	if ( !ent ) {	// the map creator forgot to put in an intermission point...
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $470
line 924
;924:		SelectSpawnPoint ( vec3_origin, level.intermission_origin, level.intermission_angle );
ADDRGP4 vec3_origin
ARGP4
ADDRGP4 level+9148
ARGP4
ADDRGP4 level+9160
ARGP4
ADDRGP4 SelectSpawnPoint
CALLP4
pop
line 925
;925:	} else {
ADDRGP4 $471
JUMPV
LABELV $470
line 926
;926:		VectorCopy (ent->s.origin, level.intermission_origin);
ADDRGP4 level+9148
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 927
;927:		VectorCopy (ent->s.angles, level.intermission_angle);
ADDRGP4 level+9160
ADDRLP4 0
INDIRP4
CNSTI4 116
ADDP4
INDIRB
ASGNB 12
line 929
;928:		// if it has a target, look towards it
;929:		if ( ent->target ) {
ADDRLP4 0
INDIRP4
CNSTI4 648
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $476
line 930
;930:			target = G_PickTarget( ent->target );
ADDRLP4 0
INDIRP4
CNSTI4 648
ADDP4
INDIRP4
ARGP4
ADDRLP4 24
ADDRGP4 G_PickTarget
CALLP4
ASGNP4
ADDRLP4 4
ADDRLP4 24
INDIRP4
ASGNP4
line 931
;931:			if ( target ) {
ADDRLP4 4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $478
line 932
;932:				VectorSubtract( target->s.origin, level.intermission_origin, dir );
ADDRLP4 28
ADDRLP4 4
INDIRP4
ASGNP4
ADDRLP4 8
ADDRLP4 28
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ADDRGP4 level+9148
INDIRF4
SUBF4
ASGNF4
ADDRLP4 8+4
ADDRLP4 28
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
ADDRGP4 level+9148+4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 8+8
ADDRLP4 4
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
ADDRGP4 level+9148+8
INDIRF4
SUBF4
ASGNF4
line 933
;933:				vectoangles( dir, level.intermission_angle );
ADDRLP4 8
ARGP4
ADDRGP4 level+9160
ARGP4
ADDRGP4 vectoangles
CALLV
pop
line 934
;934:			}
LABELV $478
line 935
;935:		}
LABELV $476
line 936
;936:	}
LABELV $471
line 938
;937:
;938:}
LABELV $468
endproc FindIntermissionPoint 32 12
export BeginIntermission
proc BeginIntermission 8 4
line 945
;939:
;940:/*
;941:==================
;942:BeginIntermission
;943:==================
;944:*/
;945:void BeginIntermission( void ) {
line 949
;946:	int			i;
;947:	gentity_t	*client;
;948:
;949:	if ( level.intermissiontime ) {
ADDRGP4 level+9132
INDIRI4
CNSTI4 0
EQI4 $489
line 950
;950:		return;		// already active
ADDRGP4 $488
JUMPV
LABELV $489
line 954
;951:	}
;952:
;953:	// if in tournement mode, change the wins / losses
;954:	if ( g_gametype.integer == GT_TOURNAMENT ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 1
NEI4 $492
line 955
;955:		AdjustTournamentScores();
ADDRGP4 AdjustTournamentScores
CALLV
pop
line 956
;956:	}
LABELV $492
line 958
;957:
;958:	level.intermissiontime = level.time;
ADDRGP4 level+9132
ADDRGP4 level+36
INDIRI4
ASGNI4
line 959
;959:	FindIntermissionPoint();
ADDRGP4 FindIntermissionPoint
CALLV
pop
line 968
;960:
;961:#ifdef MISSIONPACK
;962:	if (g_singlePlayer.integer) {
;963:		trap_Cvar_Set("ui_singlePlayerActive", "0");
;964:		UpdateTournamentInfo();
;965:	}
;966:#else
;967:	// if single player game
;968:	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
NEI4 $497
line 969
;969:		UpdateTournamentInfo();
ADDRGP4 UpdateTournamentInfo
CALLV
pop
line 970
;970:		SpawnModelsOnVictoryPads();
ADDRGP4 SpawnModelsOnVictoryPads
CALLV
pop
line 971
;971:	}
LABELV $497
line 975
;972:#endif
;973:
;974:	// move all clients to the intermission point
;975:	for (i=0 ; i< level.maxclients ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $503
JUMPV
LABELV $500
line 976
;976:		client = g_entities + i;
ADDRLP4 0
CNSTI4 808
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 977
;977:		if (!client->inuse)
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $505
line 978
;978:			continue;
ADDRGP4 $501
JUMPV
LABELV $505
line 980
;979:		// respawn if dead
;980:		if (client->health <= 0) {
ADDRLP4 0
INDIRP4
CNSTI4 732
ADDP4
INDIRI4
CNSTI4 0
GTI4 $507
line 981
;981:			respawn(client);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 respawn
CALLV
pop
line 982
;982:		}
LABELV $507
line 983
;983:		MoveClientToIntermission( client );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 MoveClientToIntermission
CALLV
pop
line 984
;984:	}
LABELV $501
line 975
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $503
ADDRLP4 4
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $500
line 987
;985:
;986:	// send the current scoring to all clients
;987:	SendScoreboardMessageToAllClients();
ADDRGP4 SendScoreboardMessageToAllClients
CALLV
pop
line 989
;988:
;989:}
LABELV $488
endproc BeginIntermission 8 4
export ExitLevel
proc ExitLevel 8 8
line 1001
;990:
;991:
;992:/*
;993:=============
;994:ExitLevel
;995:
;996:When the intermission has been exited, the server is either killed
;997:or moved to a new level based on the "nextmap" cvar 
;998:
;999:=============
;1000:*/
;1001:void ExitLevel (void) {
line 1006
;1002:	int		i;
;1003:	gclient_t *cl;
;1004:
;1005:	//bot interbreeding
;1006:	BotInterbreedEndMatch();
ADDRGP4 BotInterbreedEndMatch
CALLV
pop
line 1010
;1007:
;1008:	// if we are running a tournement map, kick the loser to spectator status,
;1009:	// which will automatically grab the next spectator and restart
;1010:	if ( g_gametype.integer == GT_TOURNAMENT  ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 1
NEI4 $510
line 1011
;1011:		if ( !level.restarted ) {
ADDRGP4 level+72
INDIRI4
CNSTI4 0
NEI4 $509
line 1012
;1012:			RemoveTournamentLoser();
ADDRGP4 RemoveTournamentLoser
CALLV
pop
line 1013
;1013:			trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
CNSTI4 2
ARGI4
ADDRGP4 $516
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1014
;1014:			level.restarted = qtrue;
ADDRGP4 level+72
CNSTI4 1
ASGNI4
line 1015
;1015:			level.changemap = NULL;
ADDRGP4 level+9136
CNSTP4 0
ASGNP4
line 1016
;1016:			level.intermissiontime = 0;
ADDRGP4 level+9132
CNSTI4 0
ASGNI4
line 1017
;1017:		}
line 1018
;1018:		return;	
ADDRGP4 $509
JUMPV
LABELV $510
line 1022
;1019:	}
;1020:
;1021:
;1022:	trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" );
CNSTI4 2
ARGI4
ADDRGP4 $520
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1023
;1023:	level.changemap = NULL;
ADDRGP4 level+9136
CNSTP4 0
ASGNP4
line 1024
;1024:	level.intermissiontime = 0;
ADDRGP4 level+9132
CNSTI4 0
ASGNI4
line 1027
;1025:
;1026:	// reset all the scores so we don't enter the intermission again
;1027:	level.teamScores[TEAM_RED] = 0;
ADDRGP4 level+48+4
CNSTI4 0
ASGNI4
line 1028
;1028:	level.teamScores[TEAM_BLUE] = 0;
ADDRGP4 level+48+8
CNSTI4 0
ASGNI4
line 1029
;1029:	for ( i=0 ; i< g_maxclients.integer ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $530
JUMPV
LABELV $527
line 1030
;1030:		cl = level.clients + i;
ADDRLP4 4
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1031
;1031:		if ( cl->pers.connected != CON_CONNECTED ) {
ADDRLP4 4
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $532
line 1032
;1032:			continue;
ADDRGP4 $528
JUMPV
LABELV $532
line 1034
;1033:		}
;1034:		cl->ps.persistant[PERS_SCORE] = 0;
ADDRLP4 4
INDIRP4
CNSTI4 248
ADDP4
CNSTI4 0
ASGNI4
line 1035
;1035:	}
LABELV $528
line 1029
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $530
ADDRLP4 0
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $527
line 1038
;1036:
;1037:	// we need to do this here before chaning to CON_CONNECTING
;1038:	G_WriteSessionData();
ADDRGP4 G_WriteSessionData
CALLV
pop
line 1042
;1039:
;1040:	// change all client states to connecting, so the early players into the
;1041:	// next level will know the others aren't done reconnecting
;1042:	for (i=0 ; i< g_maxclients.integer ; i++) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $537
JUMPV
LABELV $534
line 1043
;1043:		if ( level.clients[i].pers.connected == CON_CONNECTED ) {
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
NEI4 $539
line 1044
;1044:			level.clients[i].pers.connected = CON_CONNECTING;
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
CNSTI4 1
ASGNI4
line 1045
;1045:		}
LABELV $539
line 1046
;1046:	}
LABELV $535
line 1042
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $537
ADDRLP4 0
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $534
line 1048
;1047:
;1048:}
LABELV $509
endproc ExitLevel 8 8
export G_LogPrintf
proc G_LogPrintf 1044 24
line 1057
;1049:
;1050:/*
;1051:=================
;1052:G_LogPrintf
;1053:
;1054:Print to the logfile with a time stamp if it is open
;1055:=================
;1056:*/
;1057:void QDECL G_LogPrintf( const char *fmt, ... ) {
line 1062
;1058:	va_list		argptr;
;1059:	char		string[1024];
;1060:	int			min, tens, sec;
;1061:
;1062:	sec = level.time / 1000;
ADDRLP4 0
ADDRGP4 level+36
INDIRI4
CNSTI4 1000
DIVI4
ASGNI4
line 1064
;1063:
;1064:	min = sec / 60;
ADDRLP4 1032
ADDRLP4 0
INDIRI4
CNSTI4 60
DIVI4
ASGNI4
line 1065
;1065:	sec -= min * 60;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 60
ADDRLP4 1032
INDIRI4
MULI4
SUBI4
ASGNI4
line 1066
;1066:	tens = sec / 10;
ADDRLP4 1036
ADDRLP4 0
INDIRI4
CNSTI4 10
DIVI4
ASGNI4
line 1067
;1067:	sec -= tens * 10;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 10
ADDRLP4 1036
INDIRI4
MULI4
SUBI4
ASGNI4
line 1069
;1068:
;1069:	Com_sprintf( string, sizeof(string), "%3i:%i%i ", min, tens, sec );
ADDRLP4 4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 $543
ARGP4
ADDRLP4 1032
INDIRI4
ARGI4
ADDRLP4 1036
INDIRI4
ARGI4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 Com_sprintf
CALLV
pop
line 1071
;1070:
;1071:	va_start( argptr, fmt );
ADDRLP4 1028
ADDRFP4 0+4
ASGNP4
line 1072
;1072:	vsprintf( string +7 , fmt,argptr );
ADDRLP4 4+7
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 1028
INDIRP4
ARGP4
ADDRGP4 vsprintf
CALLI4
pop
line 1073
;1073:	va_end( argptr );
ADDRLP4 1028
CNSTP4 0
ASGNP4
line 1075
;1074:
;1075:	if ( g_dedicated.integer ) {
ADDRGP4 g_dedicated+12
INDIRI4
CNSTI4 0
EQI4 $546
line 1076
;1076:		G_Printf( "%s", string + 7 );
ADDRGP4 $265
ARGP4
ADDRLP4 4+7
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 1077
;1077:	}
LABELV $546
line 1079
;1078:
;1079:	if ( !level.logFile ) {
ADDRGP4 level+20
INDIRI4
CNSTI4 0
NEI4 $550
line 1080
;1080:		return;
ADDRGP4 $541
JUMPV
LABELV $550
line 1083
;1081:	}
;1082:
;1083:	trap_FS_Write( string, strlen( string ), level.logFile );
ADDRLP4 4
ARGP4
ADDRLP4 1040
ADDRGP4 strlen
CALLI4
ASGNI4
ADDRLP4 4
ARGP4
ADDRLP4 1040
INDIRI4
ARGI4
ADDRGP4 level+20
INDIRI4
ARGI4
ADDRGP4 trap_FS_Write
CALLV
pop
line 1084
;1084:}
LABELV $541
endproc G_LogPrintf 1044 24
export LogExit
proc LogExit 24 20
line 1093
;1085:
;1086:/*
;1087:================
;1088:LogExit
;1089:
;1090:Append information about this game to the log file
;1091:================
;1092:*/
;1093:void LogExit( const char *string ) {
line 1099
;1094:	int				i, numSorted;
;1095:	gclient_t		*cl;
;1096:#ifdef MISSIONPACK // bk001205
;1097:	qboolean won = qtrue;
;1098:#endif
;1099:	G_LogPrintf( "Exit: %s\n", string );
ADDRGP4 $555
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1101
;1100:
;1101:	level.intermissionQueued = level.time;
ADDRGP4 level+9128
ADDRGP4 level+36
INDIRI4
ASGNI4
line 1105
;1102:
;1103:	// this will keep the clients from playing any voice sounds
;1104:	// that will get cut off when the queued intermission starts
;1105:	trap_SetConfigstring( CS_INTERMISSION, "1" );
CNSTI4 22
ARGI4
ADDRGP4 $84
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1108
;1106:
;1107:	// don't send more than 32 scores (FIXME?)
;1108:	numSorted = level.numConnectedClients;
ADDRLP4 8
ADDRGP4 level+76
INDIRI4
ASGNI4
line 1109
;1109:	if ( numSorted > 32 ) {
ADDRLP4 8
INDIRI4
CNSTI4 32
LEI4 $559
line 1110
;1110:		numSorted = 32;
ADDRLP4 8
CNSTI4 32
ASGNI4
line 1111
;1111:	}
LABELV $559
line 1113
;1112:
;1113:	if ( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $561
line 1114
;1114:		G_LogPrintf( "red:%i  blue:%i\n",
ADDRGP4 $564
ARGP4
ADDRGP4 level+48+4
INDIRI4
ARGI4
ADDRGP4 level+48+8
INDIRI4
ARGI4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1116
;1115:			level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE] );
;1116:	}
LABELV $561
line 1118
;1117:
;1118:	for (i=0 ; i < numSorted ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $572
JUMPV
LABELV $569
line 1121
;1119:		int		ping;
;1120:
;1121:		cl = &level.clients[level.sortedClients[i]];
ADDRLP4 0
CNSTI4 788
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+88
ADDP4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1123
;1122:
;1123:		if ( cl->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 0
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
NEI4 $574
line 1124
;1124:			continue;
ADDRGP4 $570
JUMPV
LABELV $574
line 1126
;1125:		}
;1126:		if ( cl->pers.connected == CON_CONNECTING ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 1
NEI4 $576
line 1127
;1127:			continue;
ADDRGP4 $570
JUMPV
LABELV $576
line 1130
;1128:		}
;1129:
;1130:		ping = cl->ps.ping < 999 ? cl->ps.ping : 999;
ADDRLP4 0
INDIRP4
CNSTI4 452
ADDP4
INDIRI4
CNSTI4 999
GEI4 $579
ADDRLP4 16
ADDRLP4 0
INDIRP4
CNSTI4 452
ADDP4
INDIRI4
ASGNI4
ADDRGP4 $580
JUMPV
LABELV $579
ADDRLP4 16
CNSTI4 999
ASGNI4
LABELV $580
ADDRLP4 12
ADDRLP4 16
INDIRI4
ASGNI4
line 1132
;1131:
;1132:		G_LogPrintf( "score: %i  ping: %i  client: %i %s\n", cl->ps.persistant[PERS_SCORE], ping, level.sortedClients[i],	cl->pers.netname );
ADDRGP4 $581
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 248
ADDP4
INDIRI4
ARGI4
ADDRLP4 12
INDIRI4
ARGI4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+88
ADDP4
INDIRI4
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1141
;1133:#ifdef MISSIONPACK
;1134:		if (g_singlePlayer.integer && g_gametype.integer == GT_TOURNAMENT) {
;1135:			if (g_entities[cl - level.clients].r.svFlags & SVF_BOT && cl->ps.persistant[PERS_RANK] == 0) {
;1136:				won = qfalse;
;1137:			}
;1138:		}
;1139:#endif
;1140:
;1141:	}
LABELV $570
line 1118
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $572
ADDRLP4 4
INDIRI4
ADDRLP4 8
INDIRI4
LTI4 $569
line 1153
;1142:
;1143:#ifdef MISSIONPACK
;1144:	if (g_singlePlayer.integer) {
;1145:		if (g_gametype.integer >= GT_CTF) {
;1146:			won = level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE];
;1147:		}
;1148:		trap_SendConsoleCommand( EXEC_APPEND, (won) ? "spWin\n" : "spLose\n" );
;1149:	}
;1150:#endif
;1151:
;1152:
;1153:}
LABELV $554
endproc LogExit 24 20
export CheckIntermissionExit
proc CheckIntermissionExit 20 0
line 1166
;1154:
;1155:
;1156:/*
;1157:=================
;1158:CheckIntermissionExit
;1159:
;1160:The level will stay at the intermission for a minimum of 5 seconds
;1161:If all players wish to continue, the level will then exit.
;1162:If one or more players have not acknowledged the continue, the game will
;1163:wait 10 seconds before going on.
;1164:=================
;1165:*/
;1166:void CheckIntermissionExit( void ) {
line 1172
;1167:	int			ready, notReady;
;1168:	int			i;
;1169:	gclient_t	*cl;
;1170:	int			readyMask;
;1171:
;1172:	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
NEI4 $584
line 1173
;1173:		return;
ADDRGP4 $583
JUMPV
LABELV $584
line 1177
;1174:	}
;1175:
;1176:	// see which players are ready
;1177:	ready = 0;
ADDRLP4 12
CNSTI4 0
ASGNI4
line 1178
;1178:	notReady = 0;
ADDRLP4 16
CNSTI4 0
ASGNI4
line 1179
;1179:	readyMask = 0;
ADDRLP4 8
CNSTI4 0
ASGNI4
line 1180
;1180:	for (i=0 ; i< g_maxclients.integer ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $590
JUMPV
LABELV $587
line 1181
;1181:		cl = level.clients + i;
ADDRLP4 0
CNSTI4 788
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1182
;1182:		if ( cl->pers.connected != CON_CONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $592
line 1183
;1183:			continue;
ADDRGP4 $588
JUMPV
LABELV $592
line 1185
;1184:		}
;1185:		if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) {
CNSTI4 808
ADDRLP4 0
INDIRP4
CNSTI4 140
ADDP4
INDIRI4
MULI4
ADDRGP4 g_entities+208+216
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $594
line 1186
;1186:			continue;
ADDRGP4 $588
JUMPV
LABELV $594
line 1189
;1187:		}
;1188:
;1189:		if ( cl->readyToExit ) {
ADDRLP4 0
INDIRP4
CNSTI4 644
ADDP4
INDIRI4
CNSTI4 0
EQI4 $598
line 1190
;1190:			ready++;
ADDRLP4 12
ADDRLP4 12
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1191
;1191:			if ( i < 16 ) {
ADDRLP4 4
INDIRI4
CNSTI4 16
GEI4 $599
line 1192
;1192:				readyMask |= 1 << i;
ADDRLP4 8
ADDRLP4 8
INDIRI4
CNSTI4 1
ADDRLP4 4
INDIRI4
LSHI4
BORI4
ASGNI4
line 1193
;1193:			}
line 1194
;1194:		} else {
ADDRGP4 $599
JUMPV
LABELV $598
line 1195
;1195:			notReady++;
ADDRLP4 16
ADDRLP4 16
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1196
;1196:		}
LABELV $599
line 1197
;1197:	}
LABELV $588
line 1180
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $590
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $587
line 1201
;1198:
;1199:	// copy the readyMask to each player's stats so
;1200:	// it can be displayed on the scoreboard
;1201:	for (i=0 ; i< g_maxclients.integer ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $605
JUMPV
LABELV $602
line 1202
;1202:		cl = level.clients + i;
ADDRLP4 0
CNSTI4 788
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1203
;1203:		if ( cl->pers.connected != CON_CONNECTED ) {
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $607
line 1204
;1204:			continue;
ADDRGP4 $603
JUMPV
LABELV $607
line 1206
;1205:		}
;1206:		cl->ps.stats[STAT_CLIENTS_READY] = readyMask;
ADDRLP4 0
INDIRP4
CNSTI4 204
ADDP4
ADDRLP4 8
INDIRI4
ASGNI4
line 1207
;1207:	}
LABELV $603
line 1201
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $605
ADDRLP4 4
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $602
line 1210
;1208:
;1209:	// never exit in less than five seconds
;1210:	if ( level.time < level.intermissiontime + 5000 ) {
ADDRGP4 level+36
INDIRI4
ADDRGP4 level+9132
INDIRI4
CNSTI4 5000
ADDI4
GEI4 $609
line 1211
;1211:		return;
ADDRGP4 $583
JUMPV
LABELV $609
line 1215
;1212:	}
;1213:
;1214:	// if nobody wants to go, clear timer
;1215:	if ( !ready ) {
ADDRLP4 12
INDIRI4
CNSTI4 0
NEI4 $613
line 1216
;1216:		level.readyToExit = qfalse;
ADDRGP4 level+9140
CNSTI4 0
ASGNI4
line 1217
;1217:		return;
ADDRGP4 $583
JUMPV
LABELV $613
line 1221
;1218:	}
;1219:
;1220:	// if everyone wants to go, go now
;1221:	if ( !notReady ) {
ADDRLP4 16
INDIRI4
CNSTI4 0
NEI4 $616
line 1222
;1222:		ExitLevel();
ADDRGP4 ExitLevel
CALLV
pop
line 1223
;1223:		return;
ADDRGP4 $583
JUMPV
LABELV $616
line 1227
;1224:	}
;1225:
;1226:	// the first person to ready starts the ten second timeout
;1227:	if ( !level.readyToExit ) {
ADDRGP4 level+9140
INDIRI4
CNSTI4 0
NEI4 $618
line 1228
;1228:		level.readyToExit = qtrue;
ADDRGP4 level+9140
CNSTI4 1
ASGNI4
line 1229
;1229:		level.exitTime = level.time;
ADDRGP4 level+9144
ADDRGP4 level+36
INDIRI4
ASGNI4
line 1230
;1230:	}
LABELV $618
line 1234
;1231:
;1232:	// if we have waited ten seconds since at least one player
;1233:	// wanted to exit, go ahead
;1234:	if ( level.time < level.exitTime + 10000 ) {
ADDRGP4 level+36
INDIRI4
ADDRGP4 level+9144
INDIRI4
CNSTI4 10000
ADDI4
GEI4 $624
line 1235
;1235:		return;
ADDRGP4 $583
JUMPV
LABELV $624
line 1238
;1236:	}
;1237:
;1238:	ExitLevel();
ADDRGP4 ExitLevel
CALLV
pop
line 1239
;1239:}
LABELV $583
endproc CheckIntermissionExit 20 0
export ScoreIsTied
proc ScoreIsTied 12 0
line 1246
;1240:
;1241:/*
;1242:=============
;1243:ScoreIsTied
;1244:=============
;1245:*/
;1246:qboolean ScoreIsTied( void ) {
line 1249
;1247:	int		a, b;
;1248:
;1249:	if ( level.numPlayingClients < 2 ) {
ADDRGP4 level+84
INDIRI4
CNSTI4 2
GEI4 $629
line 1250
;1250:		return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $628
JUMPV
LABELV $629
line 1253
;1251:	}
;1252:	
;1253:	if ( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LTI4 $632
line 1254
;1254:		return level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE];
ADDRGP4 level+48+4
INDIRI4
ADDRGP4 level+48+8
INDIRI4
NEI4 $640
ADDRLP4 8
CNSTI4 1
ASGNI4
ADDRGP4 $641
JUMPV
LABELV $640
ADDRLP4 8
CNSTI4 0
ASGNI4
LABELV $641
ADDRLP4 8
INDIRI4
RETI4
ADDRGP4 $628
JUMPV
LABELV $632
line 1257
;1255:	}
;1256:
;1257:	a = level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE];
ADDRLP4 0
CNSTI4 788
ADDRGP4 level+88
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 248
ADDP4
INDIRI4
ASGNI4
line 1258
;1258:	b = level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE];
ADDRLP4 4
CNSTI4 788
ADDRGP4 level+88+4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 248
ADDP4
INDIRI4
ASGNI4
line 1260
;1259:
;1260:	return a == b;
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRI4
NEI4 $646
ADDRLP4 8
CNSTI4 1
ASGNI4
ADDRGP4 $647
JUMPV
LABELV $646
ADDRLP4 8
CNSTI4 0
ASGNI4
LABELV $647
ADDRLP4 8
INDIRI4
RETI4
LABELV $628
endproc ScoreIsTied 12 0
export CheckExitRules
proc CheckExitRules 28 8
line 1272
;1261:}
;1262:
;1263:/*
;1264:=================
;1265:CheckExitRules
;1266:
;1267:There will be a delay between the time the exit is qualified for
;1268:and the time everyone is moved to the intermission spot, so you
;1269:can see the last frag.
;1270:=================
;1271:*/
;1272:void CheckExitRules( void ) {
line 1274
;1273: 	int			i;
;1274:	int			j = 0;
ADDRLP4 12
CNSTI4 0
ASGNI4
line 1279
;1275:	int			f;
;1276:	gclient_t	*cl;
;1277:	// if at the intermission, wait for all non-bots to
;1278:	// signal ready, then go to next level
;1279:	if ( level.intermissiontime ) {
ADDRGP4 level+9132
INDIRI4
CNSTI4 0
EQI4 $649
line 1280
;1280:		CheckIntermissionExit ();
ADDRGP4 CheckIntermissionExit
CALLV
pop
line 1281
;1281:		return;
ADDRGP4 $648
JUMPV
LABELV $649
line 1284
;1282:	}
;1283:
;1284:	if ( level.intermissionQueued ) {
ADDRGP4 level+9128
INDIRI4
CNSTI4 0
EQI4 $652
line 1292
;1285:#ifdef MISSIONPACK
;1286:		int time = (g_singlePlayer.integer) ? SP_INTERMISSION_DELAY_TIME : INTERMISSION_DELAY_TIME;
;1287:		if ( level.time - level.intermissionQueued >= time ) {
;1288:			level.intermissionQueued = 0;
;1289:			BeginIntermission();
;1290:		}
;1291:#else
;1292:		if ( level.time - level.intermissionQueued >= INTERMISSION_DELAY_TIME ) {
ADDRGP4 level+36
INDIRI4
ADDRGP4 level+9128
INDIRI4
SUBI4
CNSTI4 1000
LTI4 $648
line 1293
;1293:			level.intermissionQueued = 0;
ADDRGP4 level+9128
CNSTI4 0
ASGNI4
line 1294
;1294:			BeginIntermission();
ADDRGP4 BeginIntermission
CALLV
pop
line 1295
;1295:		}
line 1297
;1296:#endif
;1297:		return;
ADDRGP4 $648
JUMPV
LABELV $652
line 1301
;1298:	}
;1299:			
;1300:	
;1301:	level.numJailed = 0;		//Resets number jailed
ADDRGP4 level+28
CNSTI4 0
ASGNI4
line 1304
;1302:
;1303:			//^^^ Mine
;1304:	for ( f=0 ; f< g_maxclients.integer ; f++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $664
JUMPV
LABELV $661
line 1305
;1305:			cl = level.clients + f;
ADDRLP4 4
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1307
;1306:
;1307:			if ( cl->ps.persistant[PERS_SCORE] == -1 && cl->pers.connected != CON_DISCONNECTED && cl->sess.sessionTeam != TEAM_SPECTATOR  ) {
ADDRLP4 4
INDIRP4
CNSTI4 248
ADDP4
INDIRI4
CNSTI4 -1
NEI4 $666
ADDRLP4 4
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 0
EQI4 $666
ADDRLP4 4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 3
EQI4 $666
line 1308
;1308:				level.numJailed = level.numJailed + 1;
ADDRGP4 level+28
ADDRGP4 level+28
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1309
;1309:			}
LABELV $666
line 1311
;1310:	
;1311:			if ( level.numPlayingClients - level.numJailed == 1 && level.numPlayingClients > 1 ) {
ADDRLP4 20
CNSTI4 1
ASGNI4
ADDRGP4 level+84
INDIRI4
ADDRGP4 level+28
INDIRI4
SUBI4
ADDRLP4 20
INDIRI4
NEI4 $670
ADDRGP4 level+84
INDIRI4
ADDRLP4 20
INDIRI4
LEI4 $670
line 1312
;1312:				f = 0;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 1313
;1313:				cl = level.clients + f;
ADDRLP4 4
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
ADDRGP4 $676
JUMPV
LABELV $675
line 1314
;1314:				while ( cl->ps.persistant[PERS_SCORE] == -1 ) {
line 1315
;1315:					f = f + 1;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1316
;1316:					cl = level.clients + f;
ADDRLP4 4
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1317
;1317:				}
LABELV $676
line 1314
ADDRLP4 4
INDIRP4
CNSTI4 248
ADDP4
INDIRI4
CNSTI4 -1
EQI4 $675
line 1318
;1318:				G_LogPrintf( "Win: %s wins the round.\n", cl->pers.netname );
ADDRGP4 $678
ARGP4
ADDRLP4 4
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1319
;1319:				LogExit ( "Last man standing." );
ADDRGP4 $679
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1320
;1320:				trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " wins the round!\n\"",
ADDRGP4 $680
ARGP4
ADDRLP4 4
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 -1
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1322
;1321:					cl->pers.netname ) );
;1322:				return;
ADDRGP4 $648
JUMPV
LABELV $670
line 1325
;1323:			}
;1324:	
;1325:	}		//^^^ Mine
LABELV $662
line 1304
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $664
ADDRLP4 0
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $661
line 1329
;1326:
;1327:
;1328:	// check for sudden death
;1329:	if ( ScoreIsTied() ) {
ADDRLP4 16
ADDRGP4 ScoreIsTied
CALLI4
ASGNI4
ADDRLP4 16
INDIRI4
CNSTI4 0
EQI4 $681
line 1331
;1330:		// always wait for sudden death
;1331:		return;
ADDRGP4 $648
JUMPV
LABELV $681
line 1334
;1332:	}
;1333:
;1334:	if ( g_timelimit.integer && !level.warmupTime ) {
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRGP4 g_timelimit+12
INDIRI4
ADDRLP4 20
INDIRI4
EQI4 $683
ADDRGP4 level+16
INDIRI4
ADDRLP4 20
INDIRI4
NEI4 $683
line 1335
;1335:		if ( level.time - level.startTime >= g_timelimit.integer*60000 ) {
ADDRGP4 level+36
INDIRI4
ADDRGP4 level+44
INDIRI4
SUBI4
CNSTI4 60000
ADDRGP4 g_timelimit+12
INDIRI4
MULI4
LTI4 $687
line 1336
;1336:			trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"");
CNSTI4 -1
ARGI4
ADDRGP4 $692
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1337
;1337:			LogExit( "Timelimit hit." );
ADDRGP4 $693
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1338
;1338:			return;
ADDRGP4 $648
JUMPV
LABELV $687
line 1340
;1339:		}
;1340:	}
LABELV $683
line 1342
;1341:
;1342:	if ( level.numPlayingClients < 2 ) {
ADDRGP4 level+84
INDIRI4
CNSTI4 2
GEI4 $694
line 1343
;1343:		return;
ADDRGP4 $648
JUMPV
LABELV $694
line 1346
;1344:	}
;1345:
;1346:	if ( g_gametype.integer < GT_CTF && g_fraglimit.integer ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
GEI4 $697
ADDRGP4 g_fraglimit+12
INDIRI4
CNSTI4 0
EQI4 $697
line 1347
;1347:		if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) {
ADDRGP4 level+48+4
INDIRI4
ADDRGP4 g_fraglimit+12
INDIRI4
LTI4 $701
line 1348
;1348:			trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $706
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1349
;1349:			LogExit( "Fraglimit hit." );
ADDRGP4 $707
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1350
;1350:			return;
ADDRGP4 $648
JUMPV
LABELV $701
line 1353
;1351:		}
;1352:
;1353:		if ( level.teamScores[TEAM_BLUE] >= g_fraglimit.integer ) {
ADDRGP4 level+48+8
INDIRI4
ADDRGP4 g_fraglimit+12
INDIRI4
LTI4 $708
line 1354
;1354:			trap_SendServerCommand( -1, "print \"Blue hit the fraglimit.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $713
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1355
;1355:			LogExit( "Fraglimit hit." );
ADDRGP4 $707
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1356
;1356:			return;
ADDRGP4 $648
JUMPV
LABELV $708
line 1359
;1357:		}
;1358:
;1359:		for ( i=0 ; i< g_maxclients.integer ; i++ ) {
ADDRLP4 8
CNSTI4 0
ASGNI4
ADDRGP4 $717
JUMPV
LABELV $714
line 1360
;1360:			cl = level.clients + i;
ADDRLP4 4
CNSTI4 788
ADDRLP4 8
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1361
;1361:			if ( cl->pers.connected != CON_CONNECTED ) {
ADDRLP4 4
INDIRP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 2
EQI4 $719
line 1362
;1362:				continue;
ADDRGP4 $715
JUMPV
LABELV $719
line 1364
;1363:			}
;1364:			if ( cl->sess.sessionTeam != TEAM_FREE ) {
ADDRLP4 4
INDIRP4
CNSTI4 616
ADDP4
INDIRI4
CNSTI4 0
EQI4 $721
line 1365
;1365:				continue;
ADDRGP4 $715
JUMPV
LABELV $721
line 1368
;1366:			}
;1367:
;1368:			if ( cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer ) {
ADDRLP4 4
INDIRP4
CNSTI4 248
ADDP4
INDIRI4
ADDRGP4 g_fraglimit+12
INDIRI4
LTI4 $723
line 1369
;1369:				LogExit( "Fraglimit hit." );
ADDRGP4 $707
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1370
;1370:				trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " hit the fraglimit.\n\"",
ADDRGP4 $726
ARGP4
ADDRLP4 4
INDIRP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 -1
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1372
;1371:					cl->pers.netname ) );
;1372:				return;
ADDRGP4 $648
JUMPV
LABELV $723
line 1374
;1373:			}
;1374:		}
LABELV $715
line 1359
ADDRLP4 8
ADDRLP4 8
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $717
ADDRLP4 8
INDIRI4
ADDRGP4 g_maxclients+12
INDIRI4
LTI4 $714
line 1375
;1375:	}
LABELV $697
line 1377
;1376:
;1377:	if ( g_gametype.integer >= GT_CTF && g_capturelimit.integer ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 4
LTI4 $727
ADDRGP4 g_capturelimit+12
INDIRI4
CNSTI4 0
EQI4 $727
line 1379
;1378:
;1379:		if ( level.teamScores[TEAM_RED] >= g_capturelimit.integer ) {
ADDRGP4 level+48+4
INDIRI4
ADDRGP4 g_capturelimit+12
INDIRI4
LTI4 $731
line 1380
;1380:			trap_SendServerCommand( -1, "print \"Red hit the capturelimit.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $736
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1381
;1381:			LogExit( "Capturelimit hit." );
ADDRGP4 $737
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1382
;1382:			return;
ADDRGP4 $648
JUMPV
LABELV $731
line 1385
;1383:		}
;1384:
;1385:		if ( level.teamScores[TEAM_BLUE] >= g_capturelimit.integer ) {
ADDRGP4 level+48+8
INDIRI4
ADDRGP4 g_capturelimit+12
INDIRI4
LTI4 $738
line 1386
;1386:			trap_SendServerCommand( -1, "print \"Blue hit the capturelimit.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $743
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1387
;1387:			LogExit( "Capturelimit hit." );
ADDRGP4 $737
ARGP4
ADDRGP4 LogExit
CALLV
pop
line 1388
;1388:			return;
LABELV $738
line 1390
;1389:		}
;1390:	}
LABELV $727
line 1391
;1391:}
LABELV $648
endproc CheckExitRules 28 8
export CheckTournament
proc CheckTournament 32 8
line 1411
;1392:
;1393:
;1394:
;1395:/*
;1396:========================================================================
;1397:
;1398:FUNCTIONS CALLED EVERY FRAME
;1399:
;1400:========================================================================
;1401:*/
;1402:
;1403:
;1404:/*
;1405:=============
;1406:CheckTournament
;1407:
;1408:Once a frame, check for changes in tournement player state
;1409:=============
;1410:*/
;1411:void CheckTournament( void ) {
line 1414
;1412:	// check because we run 3 game frames before calling Connect and/or ClientBegin
;1413:	// for clients on a map_restart
;1414:	if ( level.numPlayingClients == 0 ) {
ADDRGP4 level+84
INDIRI4
CNSTI4 0
NEI4 $745
line 1415
;1415:		return;
ADDRGP4 $744
JUMPV
LABELV $745
line 1418
;1416:	}
;1417:
;1418:	if ( g_gametype.integer == GT_TOURNAMENT ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 1
NEI4 $748
line 1421
;1419:
;1420:		// pull in a spectator if needed
;1421:		if ( level.numPlayingClients < 2 ) {
ADDRGP4 level+84
INDIRI4
CNSTI4 2
GEI4 $751
line 1422
;1422:			AddTournamentPlayer();
ADDRGP4 AddTournamentPlayer
CALLV
pop
line 1423
;1423:		}
LABELV $751
line 1426
;1424:
;1425:		// if we don't have two players, go back to "waiting for players"
;1426:		if ( level.numPlayingClients != 2 ) {
ADDRGP4 level+84
INDIRI4
CNSTI4 2
EQI4 $754
line 1427
;1427:			if ( level.warmupTime != -1 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 -1
EQI4 $744
line 1428
;1428:				level.warmupTime = -1;
ADDRGP4 level+16
CNSTI4 -1
ASGNI4
line 1429
;1429:				trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
ADDRGP4 $436
ARGP4
ADDRGP4 level+16
INDIRI4
ARGI4
ADDRLP4 0
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 5
ARGI4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1430
;1430:				G_LogPrintf( "Warmup:\n" );
ADDRGP4 $762
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1431
;1431:			}
line 1432
;1432:			return;
ADDRGP4 $744
JUMPV
LABELV $754
line 1435
;1433:		}
;1434:
;1435:		if ( level.warmupTime == 0 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 0
NEI4 $763
line 1436
;1436:			return;
ADDRGP4 $744
JUMPV
LABELV $763
line 1440
;1437:		}
;1438:
;1439:		// if the warmup is changed at the console, restart it
;1440:		if ( g_warmup.modificationCount != level.warmupModificationCount ) {
ADDRGP4 g_warmup+4
INDIRI4
ADDRGP4 level+356
INDIRI4
EQI4 $766
line 1441
;1441:			level.warmupModificationCount = g_warmup.modificationCount;
ADDRGP4 level+356
ADDRGP4 g_warmup+4
INDIRI4
ASGNI4
line 1442
;1442:			level.warmupTime = -1;
ADDRGP4 level+16
CNSTI4 -1
ASGNI4
line 1443
;1443:		}
LABELV $766
line 1446
;1444:
;1445:		// if all players have arrived, start the countdown
;1446:		if ( level.warmupTime < 0 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 0
GEI4 $773
line 1447
;1447:			if ( level.numPlayingClients == 2 ) {
ADDRGP4 level+84
INDIRI4
CNSTI4 2
NEI4 $744
line 1449
;1448:				// fudge by -1 to account for extra delays
;1449:				level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
ADDRLP4 0
CNSTI4 1000
ASGNI4
ADDRGP4 level+16
ADDRGP4 level+36
INDIRI4
ADDRLP4 0
INDIRI4
ADDRGP4 g_warmup+12
INDIRI4
MULI4
ADDRLP4 0
INDIRI4
SUBI4
ADDI4
ASGNI4
line 1450
;1450:				trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
ADDRGP4 $436
ARGP4
ADDRGP4 level+16
INDIRI4
ARGI4
ADDRLP4 4
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 5
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1451
;1451:			}
line 1452
;1452:			return;
ADDRGP4 $744
JUMPV
LABELV $773
line 1456
;1453:		}
;1454:
;1455:		// if the warmup time has counted down, restart
;1456:		if ( level.time > level.warmupTime ) {
ADDRGP4 level+36
INDIRI4
ADDRGP4 level+16
INDIRI4
LEI4 $749
line 1457
;1457:			level.warmupTime += 10000;
ADDRLP4 0
ADDRGP4 level+16
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 1458
;1458:			trap_Cvar_Set( "g_restarted", "1" );
ADDRGP4 $59
ARGP4
ADDRGP4 $84
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 1459
;1459:			trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
CNSTI4 2
ARGI4
ADDRGP4 $516
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1460
;1460:			level.restarted = qtrue;
ADDRGP4 level+72
CNSTI4 1
ASGNI4
line 1461
;1461:			return;
ADDRGP4 $744
JUMPV
line 1463
;1462:		}
;1463:	} else if ( g_gametype.integer != GT_SINGLE_PLAYER && level.warmupTime != 0 ) {
LABELV $748
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
EQI4 $789
ADDRGP4 level+16
INDIRI4
CNSTI4 0
EQI4 $789
line 1465
;1464:		int		counts[TEAM_NUM_TEAMS];
;1465:		qboolean	notEnough = qfalse;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 1467
;1466:
;1467:		if ( g_gametype.integer > GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
LEI4 $793
line 1468
;1468:			counts[TEAM_BLUE] = TeamCount( -1, TEAM_BLUE );
CNSTI4 -1
ARGI4
CNSTI4 2
ARGI4
ADDRLP4 20
ADDRGP4 TeamCount
CALLI4
ASGNI4
ADDRLP4 4+8
ADDRLP4 20
INDIRI4
ASGNI4
line 1469
;1469:			counts[TEAM_RED] = TeamCount( -1, TEAM_RED );
CNSTI4 -1
ARGI4
CNSTI4 1
ARGI4
ADDRLP4 24
ADDRGP4 TeamCount
CALLI4
ASGNI4
ADDRLP4 4+4
ADDRLP4 24
INDIRI4
ASGNI4
line 1471
;1470:
;1471:			if (counts[TEAM_RED] < 1 || counts[TEAM_BLUE] < 1) {
ADDRLP4 28
CNSTI4 1
ASGNI4
ADDRLP4 4+4
INDIRI4
ADDRLP4 28
INDIRI4
LTI4 $802
ADDRLP4 4+8
INDIRI4
ADDRLP4 28
INDIRI4
GEI4 $794
LABELV $802
line 1472
;1472:				notEnough = qtrue;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 1473
;1473:			}
line 1474
;1474:		} else if ( level.numPlayingClients < 2 ) {
ADDRGP4 $794
JUMPV
LABELV $793
ADDRGP4 level+84
INDIRI4
CNSTI4 2
GEI4 $803
line 1475
;1475:			notEnough = qtrue;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 1476
;1476:		}
LABELV $803
LABELV $794
line 1478
;1477:
;1478:		if ( notEnough ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $806
line 1479
;1479:			if ( level.warmupTime != -1 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 -1
EQI4 $744
line 1480
;1480:				level.warmupTime = -1;
ADDRGP4 level+16
CNSTI4 -1
ASGNI4
line 1481
;1481:				trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
ADDRGP4 $436
ARGP4
ADDRGP4 level+16
INDIRI4
ARGI4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 5
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1482
;1482:				G_LogPrintf( "Warmup:\n" );
ADDRGP4 $762
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1483
;1483:			}
line 1484
;1484:			return; // still waiting for team members
ADDRGP4 $744
JUMPV
LABELV $806
line 1487
;1485:		}
;1486:
;1487:		if ( level.warmupTime == 0 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 0
NEI4 $813
line 1488
;1488:			return;
ADDRGP4 $744
JUMPV
LABELV $813
line 1492
;1489:		}
;1490:
;1491:		// if the warmup is changed at the console, restart it
;1492:		if ( g_warmup.modificationCount != level.warmupModificationCount ) {
ADDRGP4 g_warmup+4
INDIRI4
ADDRGP4 level+356
INDIRI4
EQI4 $816
line 1493
;1493:			level.warmupModificationCount = g_warmup.modificationCount;
ADDRGP4 level+356
ADDRGP4 g_warmup+4
INDIRI4
ASGNI4
line 1494
;1494:			level.warmupTime = -1;
ADDRGP4 level+16
CNSTI4 -1
ASGNI4
line 1495
;1495:		}
LABELV $816
line 1498
;1496:
;1497:		// if all players have arrived, start the countdown
;1498:		if ( level.warmupTime < 0 ) {
ADDRGP4 level+16
INDIRI4
CNSTI4 0
GEI4 $823
line 1500
;1499:			// fudge by -1 to account for extra delays
;1500:			level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
ADDRLP4 20
CNSTI4 1000
ASGNI4
ADDRGP4 level+16
ADDRGP4 level+36
INDIRI4
ADDRLP4 20
INDIRI4
ADDRGP4 g_warmup+12
INDIRI4
MULI4
ADDRLP4 20
INDIRI4
SUBI4
ADDI4
ASGNI4
line 1501
;1501:			trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
ADDRGP4 $436
ARGP4
ADDRGP4 level+16
INDIRI4
ARGI4
ADDRLP4 24
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 5
ARGI4
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1502
;1502:			return;
ADDRGP4 $744
JUMPV
LABELV $823
line 1506
;1503:		}
;1504:
;1505:		// if the warmup time has counted down, restart
;1506:		if ( level.time > level.warmupTime ) {
ADDRGP4 level+36
INDIRI4
ADDRGP4 level+16
INDIRI4
LEI4 $830
line 1507
;1507:			level.warmupTime += 10000;
ADDRLP4 20
ADDRGP4 level+16
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 10000
ADDI4
ASGNI4
line 1508
;1508:			trap_Cvar_Set( "g_restarted", "1" );
ADDRGP4 $59
ARGP4
ADDRGP4 $84
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 1509
;1509:			trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
CNSTI4 2
ARGI4
ADDRGP4 $516
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1510
;1510:			level.restarted = qtrue;
ADDRGP4 level+72
CNSTI4 1
ASGNI4
line 1511
;1511:			return;
LABELV $830
line 1513
;1512:		}
;1513:	}
LABELV $789
LABELV $749
line 1514
;1514:}
LABELV $744
endproc CheckTournament 32 8
export CheckVote
proc CheckVote 4 8
line 1522
;1515:
;1516:
;1517:/*
;1518:==================
;1519:CheckVote
;1520:==================
;1521:*/
;1522:void CheckVote( void ) {
line 1523
;1523:	if ( level.voteExecuteTime && level.voteExecuteTime < level.time ) {
ADDRGP4 level+2412
INDIRI4
CNSTI4 0
EQI4 $837
ADDRGP4 level+2412
INDIRI4
ADDRGP4 level+36
INDIRI4
GEI4 $837
line 1524
;1524:		level.voteExecuteTime = 0;
ADDRGP4 level+2412
CNSTI4 0
ASGNI4
line 1525
;1525:		trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.voteString ) );
ADDRGP4 $843
ARGP4
ADDRGP4 level+360
ARGP4
ADDRLP4 0
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 2
ARGI4
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1526
;1526:	}
LABELV $837
line 1527
;1527:	if ( !level.voteTime ) {
ADDRGP4 level+2408
INDIRI4
CNSTI4 0
NEI4 $845
line 1528
;1528:		return;
ADDRGP4 $836
JUMPV
LABELV $845
line 1530
;1529:	}
;1530:	if ( level.time - level.voteTime >= VOTE_TIME ) {
ADDRGP4 level+36
INDIRI4
ADDRGP4 level+2408
INDIRI4
SUBI4
CNSTI4 30000
LTI4 $848
line 1531
;1531:		trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $852
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1532
;1532:	} else {
ADDRGP4 $849
JUMPV
LABELV $848
line 1534
;1533:		// ATVI Q3 1.32 Patch #9, WNF
;1534:		if ( level.voteYes > level.numVotingClients/2 ) {
ADDRGP4 level+2416
INDIRI4
ADDRGP4 level+2424
INDIRI4
CNSTI4 2
DIVI4
LEI4 $853
line 1536
;1535:			// execute the command, then remove the vote
;1536:			trap_SendServerCommand( -1, "print \"Vote passed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $857
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1537
;1537:			level.voteExecuteTime = level.time + 3000;
ADDRGP4 level+2412
ADDRGP4 level+36
INDIRI4
CNSTI4 3000
ADDI4
ASGNI4
line 1538
;1538:		} else if ( level.voteNo >= level.numVotingClients/2 ) {
ADDRGP4 $854
JUMPV
LABELV $853
ADDRGP4 level+2420
INDIRI4
ADDRGP4 level+2424
INDIRI4
CNSTI4 2
DIVI4
LTI4 $836
line 1540
;1539:			// same behavior as a timeout
;1540:			trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $852
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1541
;1541:		} else {
line 1543
;1542:			// still waiting for a majority
;1543:			return;
LABELV $861
LABELV $854
line 1545
;1544:		}
;1545:	}
LABELV $849
line 1546
;1546:	level.voteTime = 0;
ADDRGP4 level+2408
CNSTI4 0
ASGNI4
line 1547
;1547:	trap_SetConfigstring( CS_VOTE_TIME, "" );
CNSTI4 8
ARGI4
ADDRGP4 $54
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1549
;1548:
;1549:}
LABELV $836
endproc CheckVote 4 8
export PrintTeam
proc PrintTeam 4 8
line 1556
;1550:
;1551:/*
;1552:==================
;1553:PrintTeam
;1554:==================
;1555:*/
;1556:void PrintTeam(int team, char *message) {
line 1559
;1557:	int i;
;1558:
;1559:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $869
JUMPV
LABELV $866
line 1560
;1560:		if (level.clients[i].sess.sessionTeam != team)
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $871
line 1561
;1561:			continue;
ADDRGP4 $867
JUMPV
LABELV $871
line 1562
;1562:		trap_SendServerCommand( i, message );
ADDRLP4 0
INDIRI4
ARGI4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1563
;1563:	}
LABELV $867
line 1559
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $869
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $866
line 1564
;1564:}
LABELV $865
endproc PrintTeam 4 8
export SetLeader
proc SetLeader 8 8
line 1571
;1565:
;1566:/*
;1567:==================
;1568:SetLeader
;1569:==================
;1570:*/
;1571:void SetLeader(int team, int client) {
line 1574
;1572:	int i;
;1573:
;1574:	if ( level.clients[client].pers.connected == CON_DISCONNECTED ) {
CNSTI4 788
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 468
ADDP4
INDIRI4
CNSTI4 0
NEI4 $874
line 1575
;1575:		PrintTeam(team, va("print \"%s is not connected\n\"", level.clients[client].pers.netname) );
ADDRGP4 $876
ARGP4
CNSTI4 788
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 4
ADDRGP4 va
CALLP4
ASGNP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 PrintTeam
CALLV
pop
line 1576
;1576:		return;
ADDRGP4 $873
JUMPV
LABELV $874
line 1578
;1577:	}
;1578:	if (level.clients[client].sess.sessionTeam != team) {
CNSTI4 788
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $877
line 1579
;1579:		PrintTeam(team, va("print \"%s is not on the team anymore\n\"", level.clients[client].pers.netname) );
ADDRGP4 $879
ARGP4
CNSTI4 788
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 4
ADDRGP4 va
CALLP4
ASGNP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 PrintTeam
CALLV
pop
line 1580
;1580:		return;
ADDRGP4 $873
JUMPV
LABELV $877
line 1582
;1581:	}
;1582:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $883
JUMPV
LABELV $880
line 1583
;1583:		if (level.clients[i].sess.sessionTeam != team)
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $885
line 1584
;1584:			continue;
ADDRGP4 $881
JUMPV
LABELV $885
line 1585
;1585:		if (level.clients[i].sess.teamLeader) {
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
INDIRI4
CNSTI4 0
EQI4 $887
line 1586
;1586:			level.clients[i].sess.teamLeader = qfalse;
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
CNSTI4 0
ASGNI4
line 1587
;1587:			ClientUserinfoChanged(i);
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 1588
;1588:		}
LABELV $887
line 1589
;1589:	}
LABELV $881
line 1582
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $883
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $880
line 1590
;1590:	level.clients[client].sess.teamLeader = qtrue;
CNSTI4 788
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
CNSTI4 1
ASGNI4
line 1591
;1591:	ClientUserinfoChanged( client );
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 1592
;1592:	PrintTeam(team, va("print \"%s is the new team leader\n\"", level.clients[client].pers.netname) );
ADDRGP4 $889
ARGP4
CNSTI4 788
ADDRFP4 4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 512
ADDP4
ARGP4
ADDRLP4 4
ADDRGP4 va
CALLP4
ASGNP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 PrintTeam
CALLV
pop
line 1593
;1593:}
LABELV $873
endproc SetLeader 8 8
export CheckTeamLeader
proc CheckTeamLeader 4 0
line 1600
;1594:
;1595:/*
;1596:==================
;1597:CheckTeamLeader
;1598:==================
;1599:*/
;1600:void CheckTeamLeader( int team ) {
line 1603
;1601:	int i;
;1602:
;1603:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $894
JUMPV
LABELV $891
line 1604
;1604:		if (level.clients[i].sess.sessionTeam != team)
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $896
line 1605
;1605:			continue;
ADDRGP4 $892
JUMPV
LABELV $896
line 1606
;1606:		if (level.clients[i].sess.teamLeader)
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
INDIRI4
CNSTI4 0
EQI4 $898
line 1607
;1607:			break;
ADDRGP4 $893
JUMPV
LABELV $898
line 1608
;1608:	}
LABELV $892
line 1603
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $894
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $891
LABELV $893
line 1609
;1609:	if (i >= level.maxclients) {
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $900
line 1610
;1610:		for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $906
JUMPV
LABELV $903
line 1611
;1611:			if (level.clients[i].sess.sessionTeam != team)
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $908
line 1612
;1612:				continue;
ADDRGP4 $904
JUMPV
LABELV $908
line 1613
;1613:			if (!(g_entities[i].r.svFlags & SVF_BOT)) {
CNSTI4 808
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities+208+216
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
NEI4 $910
line 1614
;1614:				level.clients[i].sess.teamLeader = qtrue;
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
CNSTI4 1
ASGNI4
line 1615
;1615:				break;
ADDRGP4 $905
JUMPV
LABELV $910
line 1617
;1616:			}
;1617:		}
LABELV $904
line 1610
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $906
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $903
LABELV $905
line 1618
;1618:		for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $917
JUMPV
LABELV $914
line 1619
;1619:			if (level.clients[i].sess.sessionTeam != team)
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 616
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
EQI4 $919
line 1620
;1620:				continue;
ADDRGP4 $915
JUMPV
LABELV $919
line 1621
;1621:			level.clients[i].sess.teamLeader = qtrue;
CNSTI4 788
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 640
ADDP4
CNSTI4 1
ASGNI4
line 1622
;1622:			break;
ADDRGP4 $916
JUMPV
LABELV $915
line 1618
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $917
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $914
LABELV $916
line 1624
;1623:		}
;1624:	}
LABELV $900
line 1625
;1625:}
LABELV $890
endproc CheckTeamLeader 4 0
export CheckTeamVote
proc CheckTeamVote 20 12
line 1632
;1626:
;1627:/*
;1628:==================
;1629:CheckTeamVote
;1630:==================
;1631:*/
;1632:void CheckTeamVote( int team ) {
line 1635
;1633:	int cs_offset;
;1634:
;1635:	if ( team == TEAM_RED )
ADDRFP4 0
INDIRI4
CNSTI4 1
NEI4 $922
line 1636
;1636:		cs_offset = 0;
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $923
JUMPV
LABELV $922
line 1637
;1637:	else if ( team == TEAM_BLUE )
ADDRFP4 0
INDIRI4
CNSTI4 2
NEI4 $921
line 1638
;1638:		cs_offset = 1;
ADDRLP4 0
CNSTI4 1
ASGNI4
line 1640
;1639:	else
;1640:		return;
LABELV $925
LABELV $923
line 1642
;1641:
;1642:	if ( !level.teamVoteTime[cs_offset] ) {
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+4476
ADDP4
INDIRI4
CNSTI4 0
NEI4 $926
line 1643
;1643:		return;
ADDRGP4 $921
JUMPV
LABELV $926
line 1645
;1644:	}
;1645:	if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) {
ADDRGP4 level+36
INDIRI4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+4476
ADDP4
INDIRI4
SUBI4
CNSTI4 30000
LTI4 $929
line 1646
;1646:		trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $933
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1647
;1647:	} else {
ADDRGP4 $930
JUMPV
LABELV $929
line 1648
;1648:		if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) {
ADDRLP4 4
CNSTI4 2
ASGNI4
ADDRLP4 8
ADDRLP4 0
INDIRI4
ADDRLP4 4
INDIRI4
LSHI4
ASGNI4
ADDRLP4 8
INDIRI4
ADDRGP4 level+4484
ADDP4
INDIRI4
ADDRLP4 8
INDIRI4
ADDRGP4 level+4500
ADDP4
INDIRI4
ADDRLP4 4
INDIRI4
DIVI4
LEI4 $934
line 1650
;1649:			// execute the command, then remove the vote
;1650:			trap_SendServerCommand( -1, "print \"Team vote passed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $938
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1652
;1651:			//
;1652:			if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) {
ADDRGP4 $941
ARGP4
ADDRLP4 0
INDIRI4
CNSTI4 10
LSHI4
ADDRGP4 level+2428
ADDP4
ARGP4
CNSTI4 6
ARGI4
ADDRLP4 12
ADDRGP4 Q_strncmp
CALLI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 0
NEI4 $939
line 1654
;1653:				//set the team leader
;1654:				SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7));
ADDRLP4 0
INDIRI4
CNSTI4 10
LSHI4
ADDRGP4 level+2428+7
ADDP4
ARGP4
ADDRLP4 16
ADDRGP4 atoi
CALLI4
ASGNI4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 16
INDIRI4
ARGI4
ADDRGP4 SetLeader
CALLV
pop
line 1655
;1655:			}
ADDRGP4 $935
JUMPV
LABELV $939
line 1656
;1656:			else {
line 1657
;1657:				trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.teamVoteString[cs_offset] ) );
ADDRGP4 $843
ARGP4
ADDRLP4 0
INDIRI4
CNSTI4 10
LSHI4
ADDRGP4 level+2428
ADDP4
ARGP4
ADDRLP4 16
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 2
ARGI4
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 trap_SendConsoleCommand
CALLV
pop
line 1658
;1658:			}
line 1659
;1659:		} else if ( level.teamVoteNo[cs_offset] >= level.numteamVotingClients[cs_offset]/2 ) {
ADDRGP4 $935
JUMPV
LABELV $934
ADDRLP4 12
CNSTI4 2
ASGNI4
ADDRLP4 16
ADDRLP4 0
INDIRI4
ADDRLP4 12
INDIRI4
LSHI4
ASGNI4
ADDRLP4 16
INDIRI4
ADDRGP4 level+4492
ADDP4
INDIRI4
ADDRLP4 16
INDIRI4
ADDRGP4 level+4500
ADDP4
INDIRI4
ADDRLP4 12
INDIRI4
DIVI4
LTI4 $921
line 1661
;1660:			// same behavior as a timeout
;1661:			trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
CNSTI4 -1
ARGI4
ADDRGP4 $933
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1662
;1662:		} else {
line 1664
;1663:			// still waiting for a majority
;1664:			return;
LABELV $947
LABELV $935
line 1666
;1665:		}
;1666:	}
LABELV $930
line 1667
;1667:	level.teamVoteTime[cs_offset] = 0;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+4476
ADDP4
CNSTI4 0
ASGNI4
line 1668
;1668:	trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" );
ADDRLP4 0
INDIRI4
CNSTI4 12
ADDI4
ARGI4
ADDRGP4 $54
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1670
;1669:
;1670:}
LABELV $921
endproc CheckTeamVote 20 12
data
align 4
LABELV $952
byte 4 -1
export CheckCvars
code
proc CheckCvars 4 8
line 1678
;1671:
;1672:
;1673:/*
;1674:==================
;1675:CheckCvars
;1676:==================
;1677:*/
;1678:void CheckCvars( void ) {
line 1681
;1679:	static int lastMod = -1;
;1680:
;1681:	if ( g_password.modificationCount != lastMod ) {
ADDRGP4 g_password+4
INDIRI4
ADDRGP4 $952
INDIRI4
EQI4 $953
line 1682
;1682:		lastMod = g_password.modificationCount;
ADDRGP4 $952
ADDRGP4 g_password+4
INDIRI4
ASGNI4
line 1683
;1683:		if ( *g_password.string && Q_stricmp( g_password.string, "none" ) ) {
ADDRGP4 g_password+16
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $957
ADDRGP4 g_password+16
ARGP4
ADDRGP4 $961
ARGP4
ADDRLP4 0
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $957
line 1684
;1684:			trap_Cvar_Set( "g_needpass", "1" );
ADDRGP4 $85
ARGP4
ADDRGP4 $84
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 1685
;1685:		} else {
ADDRGP4 $958
JUMPV
LABELV $957
line 1686
;1686:			trap_Cvar_Set( "g_needpass", "0" );
ADDRGP4 $85
ARGP4
ADDRGP4 $60
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 1687
;1687:		}
LABELV $958
line 1688
;1688:	}
LABELV $953
line 1689
;1689:}
LABELV $951
endproc CheckCvars 4 8
export G_RunThink
proc G_RunThink 8 4
line 1698
;1690:
;1691:/*
;1692:=============
;1693:G_RunThink
;1694:
;1695:Runs thinking code for this frame if necessary
;1696:=============
;1697:*/
;1698:void G_RunThink (gentity_t *ent) {
line 1701
;1699:	float	thinktime;
;1700:
;1701:	thinktime = ent->nextthink;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
INDIRI4
CVIF4 4
ASGNF4
line 1702
;1702:	if (thinktime <= 0) {
ADDRLP4 0
INDIRF4
CNSTF4 0
GTF4 $963
line 1703
;1703:		return;
ADDRGP4 $962
JUMPV
LABELV $963
line 1705
;1704:	}
;1705:	if (thinktime > level.time) {
ADDRLP4 0
INDIRF4
ADDRGP4 level+36
INDIRI4
CVIF4 4
LEF4 $965
line 1706
;1706:		return;
ADDRGP4 $962
JUMPV
LABELV $965
line 1709
;1707:	}
;1708:	
;1709:	ent->nextthink = 0;
ADDRFP4 0
INDIRP4
CNSTI4 688
ADDP4
CNSTI4 0
ASGNI4
line 1710
;1710:	if (!ent->think) {
ADDRFP4 0
INDIRP4
CNSTI4 692
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $968
line 1711
;1711:		G_Error ( "NULL ent->think");
ADDRGP4 $970
ARGP4
ADDRGP4 G_Error
CALLV
pop
line 1712
;1712:	}
LABELV $968
line 1713
;1713:	ent->think (ent);
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRLP4 4
INDIRP4
CNSTI4 692
ADDP4
INDIRP4
CALLV
pop
line 1714
;1714:}
LABELV $962
endproc G_RunThink 8 4
export G_RunFrame
proc G_RunFrame 44 12
line 1723
;1715:
;1716:/*
;1717:================
;1718:G_RunFrame
;1719:
;1720:Advances the non-player objects in the world
;1721:================
;1722:*/
;1723:void G_RunFrame( int levelTime ) {
line 1730
;1724:	int			i;
;1725:	gentity_t	*ent;
;1726:	int			msec;
;1727:int start, end;
;1728:
;1729:	// if we are waiting for the level to restart, do nothing
;1730:	if ( level.restarted ) {
ADDRGP4 level+72
INDIRI4
CNSTI4 0
EQI4 $972
line 1731
;1731:		return;
ADDRGP4 $971
JUMPV
LABELV $972
line 1734
;1732:	}
;1733:
;1734:	level.framenum++;
ADDRLP4 20
ADDRGP4 level+32
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1735
;1735:	level.previousTime = level.time;
ADDRGP4 level+40
ADDRGP4 level+36
INDIRI4
ASGNI4
line 1736
;1736:	level.time = levelTime;
ADDRGP4 level+36
ADDRFP4 0
INDIRI4
ASGNI4
line 1737
;1737:	msec = level.time - level.previousTime;
ADDRLP4 16
ADDRGP4 level+36
INDIRI4
ADDRGP4 level+40
INDIRI4
SUBI4
ASGNI4
line 1740
;1738:
;1739:	// get any cvar changes
;1740:	G_UpdateCvars();
ADDRGP4 G_UpdateCvars
CALLV
pop
line 1745
;1741:
;1742:	//
;1743:	// go through all allocated objects
;1744:	//
;1745:	start = trap_Milliseconds();
ADDRLP4 24
ADDRGP4 trap_Milliseconds
CALLI4
ASGNI4
ADDRLP4 8
ADDRLP4 24
INDIRI4
ASGNI4
line 1746
;1746:	ent = &g_entities[0];
ADDRLP4 0
ADDRGP4 g_entities
ASGNP4
line 1747
;1747:	for (i=0 ; i<level.num_entities ; i++, ent++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $984
JUMPV
LABELV $981
line 1748
;1748:		if ( !ent->inuse ) {
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
NEI4 $986
line 1749
;1749:			continue;
ADDRGP4 $982
JUMPV
LABELV $986
line 1753
;1750:		}
;1751:
;1752:		// clear events that are too old
;1753:		if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
ADDRGP4 level+36
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 552
ADDP4
INDIRI4
SUBI4
CNSTI4 300
LEI4 $988
line 1754
;1754:			if ( ent->s.event ) {
ADDRLP4 0
INDIRP4
CNSTI4 180
ADDP4
INDIRI4
CNSTI4 0
EQI4 $991
line 1755
;1755:				ent->s.event = 0;	// &= EV_EVENT_BITS;
ADDRLP4 0
INDIRP4
CNSTI4 180
ADDP4
CNSTI4 0
ASGNI4
line 1756
;1756:				if ( ent->client ) {
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $993
line 1757
;1757:					ent->client->ps.externalEvent = 0;
ADDRLP4 0
INDIRP4
CNSTI4 516
ADDP4
INDIRP4
CNSTI4 128
ADDP4
CNSTI4 0
ASGNI4
line 1761
;1758:					// predicted events should never be set to zero
;1759:					//ent->client->ps.events[0] = 0;
;1760:					//ent->client->ps.events[1] = 0;
;1761:				}
LABELV $993
line 1762
;1762:			}
LABELV $991
line 1763
;1763:			if ( ent->freeAfterEvent ) {
ADDRLP4 0
INDIRP4
CNSTI4 556
ADDP4
INDIRI4
CNSTI4 0
EQI4 $995
line 1765
;1764:				// tempEntities or dropped items completely go away after their event
;1765:				G_FreeEntity( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 1766
;1766:				continue;
ADDRGP4 $982
JUMPV
LABELV $995
line 1767
;1767:			} else if ( ent->unlinkAfterEvent ) {
ADDRLP4 0
INDIRP4
CNSTI4 560
ADDP4
INDIRI4
CNSTI4 0
EQI4 $997
line 1769
;1768:				// items that will respawn will hide themselves after their pickup event
;1769:				ent->unlinkAfterEvent = qfalse;
ADDRLP4 0
INDIRP4
CNSTI4 560
ADDP4
CNSTI4 0
ASGNI4
line 1770
;1770:				trap_UnlinkEntity( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_UnlinkEntity
CALLV
pop
line 1771
;1771:			}
LABELV $997
line 1772
;1772:		}
LABELV $988
line 1775
;1773:
;1774:		// temporary entities don't think
;1775:		if ( ent->freeAfterEvent ) {
ADDRLP4 0
INDIRP4
CNSTI4 556
ADDP4
INDIRI4
CNSTI4 0
EQI4 $999
line 1776
;1776:			continue;
ADDRGP4 $982
JUMPV
LABELV $999
line 1779
;1777:		}
;1778:
;1779:		if ( !ent->r.linked && ent->neverFree ) {
ADDRLP4 32
CNSTI4 0
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 416
ADDP4
INDIRI4
ADDRLP4 32
INDIRI4
NEI4 $1001
ADDRLP4 0
INDIRP4
CNSTI4 532
ADDP4
INDIRI4
ADDRLP4 32
INDIRI4
EQI4 $1001
line 1780
;1780:			continue;
ADDRGP4 $982
JUMPV
LABELV $1001
line 1783
;1781:		}
;1782:
;1783:		if ( ent->s.eType == ET_MISSILE ) {
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 3
NEI4 $1003
line 1784
;1784:			G_RunMissile( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunMissile
CALLV
pop
line 1785
;1785:			continue;
ADDRGP4 $982
JUMPV
LABELV $1003
line 1788
;1786:		}
;1787:
;1788:		if ( ent->s.eType == ET_ITEM || ent->physicsObject ) {
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 2
EQI4 $1007
ADDRLP4 0
INDIRP4
CNSTI4 564
ADDP4
INDIRI4
CNSTI4 0
EQI4 $1005
LABELV $1007
line 1789
;1789:			G_RunItem( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunItem
CALLV
pop
line 1790
;1790:			continue;
ADDRGP4 $982
JUMPV
LABELV $1005
line 1793
;1791:		}
;1792:
;1793:		if ( ent->s.eType == ET_MOVER ) {
ADDRLP4 40
CNSTI4 4
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 40
INDIRI4
ADDP4
INDIRI4
ADDRLP4 40
INDIRI4
NEI4 $1008
line 1794
;1794:			G_RunMover( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunMover
CALLV
pop
line 1795
;1795:			continue;
ADDRGP4 $982
JUMPV
LABELV $1008
line 1798
;1796:		}
;1797:
;1798:		if ( i < MAX_CLIENTS ) {
ADDRLP4 4
INDIRI4
CNSTI4 64
GEI4 $1010
line 1799
;1799:			G_RunClient( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunClient
CALLV
pop
line 1800
;1800:			continue;
ADDRGP4 $982
JUMPV
LABELV $1010
line 1803
;1801:		}
;1802:
;1803:		G_RunThink( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunThink
CALLV
pop
line 1804
;1804:	}
LABELV $982
line 1747
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 808
ADDP4
ASGNP4
LABELV $984
ADDRLP4 4
INDIRI4
ADDRGP4 level+12
INDIRI4
LTI4 $981
line 1805
;1805:end = trap_Milliseconds();
ADDRLP4 28
ADDRGP4 trap_Milliseconds
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 28
INDIRI4
ASGNI4
line 1807
;1806:
;1807:start = trap_Milliseconds();
ADDRLP4 32
ADDRGP4 trap_Milliseconds
CALLI4
ASGNI4
ADDRLP4 8
ADDRLP4 32
INDIRI4
ASGNI4
line 1809
;1808:	// perform final fixups on the players
;1809:	ent = &g_entities[0];
ADDRLP4 0
ADDRGP4 g_entities
ASGNP4
line 1810
;1810:	for (i=0 ; i < level.maxclients ; i++, ent++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
ADDRGP4 $1015
JUMPV
LABELV $1012
line 1811
;1811:		if ( ent->inuse ) {
ADDRLP4 0
INDIRP4
CNSTI4 520
ADDP4
INDIRI4
CNSTI4 0
EQI4 $1017
line 1812
;1812:			ClientEndFrame( ent );
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 ClientEndFrame
CALLV
pop
line 1813
;1813:		}
LABELV $1017
line 1814
;1814:	}
LABELV $1013
line 1810
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 808
ADDP4
ASGNP4
LABELV $1015
ADDRLP4 4
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $1012
line 1815
;1815:end = trap_Milliseconds();
ADDRLP4 36
ADDRGP4 trap_Milliseconds
CALLI4
ASGNI4
ADDRLP4 12
ADDRLP4 36
INDIRI4
ASGNI4
line 1818
;1816:
;1817:	// see if it is time to do a tournement restart
;1818:	CheckTournament();
ADDRGP4 CheckTournament
CALLV
pop
line 1821
;1819:
;1820:	// see if it is time to end the level
;1821:	CheckExitRules();
ADDRGP4 CheckExitRules
CALLV
pop
line 1824
;1822:
;1823:	// update to team status?
;1824:	CheckTeamStatus();
ADDRGP4 CheckTeamStatus
CALLV
pop
line 1827
;1825:
;1826:	// cancel vote if timed out
;1827:	CheckVote();
ADDRGP4 CheckVote
CALLV
pop
line 1830
;1828:
;1829:	// check team votes
;1830:	CheckTeamVote( TEAM_RED );
CNSTI4 1
ARGI4
ADDRGP4 CheckTeamVote
CALLV
pop
line 1831
;1831:	CheckTeamVote( TEAM_BLUE );
CNSTI4 2
ARGI4
ADDRGP4 CheckTeamVote
CALLV
pop
line 1834
;1832:
;1833:	// for tracking changes
;1834:	CheckCvars();
ADDRGP4 CheckCvars
CALLV
pop
line 1836
;1835:
;1836:	if (g_listEntity.integer) {
ADDRGP4 g_listEntity+12
INDIRI4
CNSTI4 0
EQI4 $1019
line 1837
;1837:		for (i = 0; i < MAX_GENTITIES; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $1022
line 1838
;1838:			G_Printf("%4i: %s\n", i, g_entities[i].classname);
ADDRGP4 $1026
ARGP4
ADDRLP4 4
INDIRI4
ARGI4
CNSTI4 808
ADDRLP4 4
INDIRI4
MULI4
ADDRGP4 g_entities+524
ADDP4
INDIRP4
ARGP4
ADDRGP4 G_Printf
CALLV
pop
line 1839
;1839:		}
LABELV $1023
line 1837
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 1024
LTI4 $1022
line 1840
;1840:		trap_Cvar_Set("g_listEntity", "0");
ADDRGP4 $111
ARGP4
ADDRGP4 $60
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 1841
;1841:	}
LABELV $1019
line 1842
;1842:}
LABELV $971
endproc G_RunFrame 44 12
bss
export g_listEntity
align 4
LABELV g_listEntity
skip 272
export g_podiumDrop
align 4
LABELV g_podiumDrop
skip 272
export g_podiumDist
align 4
LABELV g_podiumDist
skip 272
export g_logSync
align 4
LABELV g_logSync
skip 272
export g_log
align 4
LABELV g_log
skip 272
export g_clients
align 4
LABELV g_clients
skip 50432
import trap_SnapVector
import trap_GeneticParentsAndChildSelection
import trap_BotResetWeaponState
import trap_BotFreeWeaponState
import trap_BotAllocWeaponState
import trap_BotLoadWeaponWeights
import trap_BotGetWeaponInfo
import trap_BotChooseBestFightWeapon
import trap_BotAddAvoidSpot
import trap_BotInitMoveState
import trap_BotFreeMoveState
import trap_BotAllocMoveState
import trap_BotPredictVisiblePosition
import trap_BotMovementViewTarget
import trap_BotReachabilityArea
import trap_BotResetLastAvoidReach
import trap_BotResetAvoidReach
import trap_BotMoveInDirection
import trap_BotMoveToGoal
import trap_BotResetMoveState
import trap_BotFreeGoalState
import trap_BotAllocGoalState
import trap_BotMutateGoalFuzzyLogic
import trap_BotSaveGoalFuzzyLogic
import trap_BotInterbreedGoalFuzzyLogic
import trap_BotFreeItemWeights
import trap_BotLoadItemWeights
import trap_BotUpdateEntityItems
import trap_BotInitLevelItems
import trap_BotSetAvoidGoalTime
import trap_BotAvoidGoalTime
import trap_BotGetLevelItemGoal
import trap_BotGetMapLocationGoal
import trap_BotGetNextCampSpotGoal
import trap_BotItemGoalInVisButNotVisible
import trap_BotTouchingGoal
import trap_BotChooseNBGItem
import trap_BotChooseLTGItem
import trap_BotGetSecondGoal
import trap_BotGetTopGoal
import trap_BotGoalName
import trap_BotDumpGoalStack
import trap_BotDumpAvoidGoals
import trap_BotEmptyGoalStack
import trap_BotPopGoal
import trap_BotPushGoal
import trap_BotResetAvoidGoals
import trap_BotRemoveFromAvoidGoals
import trap_BotResetGoalState
import trap_BotSetChatName
import trap_BotSetChatGender
import trap_BotLoadChatFile
import trap_BotReplaceSynonyms
import trap_UnifyWhiteSpaces
import trap_BotMatchVariable
import trap_BotFindMatch
import trap_StringContains
import trap_BotGetChatMessage
import trap_BotEnterChat
import trap_BotChatLength
import trap_BotReplyChat
import trap_BotNumInitialChats
import trap_BotInitialChat
import trap_BotNumConsoleMessages
import trap_BotNextConsoleMessage
import trap_BotRemoveConsoleMessage
import trap_BotQueueConsoleMessage
import trap_BotFreeChatState
import trap_BotAllocChatState
import trap_Characteristic_String
import trap_Characteristic_BInteger
import trap_Characteristic_Integer
import trap_Characteristic_BFloat
import trap_Characteristic_Float
import trap_BotFreeCharacter
import trap_BotLoadCharacter
import trap_EA_ResetInput
import trap_EA_GetInput
import trap_EA_EndRegular
import trap_EA_View
import trap_EA_Move
import trap_EA_DelayedJump
import trap_EA_Jump
import trap_EA_SelectWeapon
import trap_EA_MoveRight
import trap_EA_MoveLeft
import trap_EA_MoveBack
import trap_EA_MoveForward
import trap_EA_MoveDown
import trap_EA_MoveUp
import trap_EA_Crouch
import trap_EA_Respawn
import trap_EA_Use
import trap_EA_Attack
import trap_EA_Talk
import trap_EA_Gesture
import trap_EA_Action
import trap_EA_Command
import trap_EA_SayTeam
import trap_EA_Say
import trap_AAS_PredictClientMovement
import trap_AAS_Swimming
import trap_AAS_AlternativeRouteGoals
import trap_AAS_PredictRoute
import trap_AAS_EnableRoutingArea
import trap_AAS_AreaTravelTimeToGoalArea
import trap_AAS_AreaReachability
import trap_AAS_IntForBSPEpairKey
import trap_AAS_FloatForBSPEpairKey
import trap_AAS_VectorForBSPEpairKey
import trap_AAS_ValueForBSPEpairKey
import trap_AAS_NextBSPEntity
import trap_AAS_PointContents
import trap_AAS_TraceAreas
import trap_AAS_PointReachabilityAreaIndex
import trap_AAS_PointAreaNum
import trap_AAS_Time
import trap_AAS_PresenceTypeBoundingBox
import trap_AAS_Initialized
import trap_AAS_EntityInfo
import trap_AAS_AreaInfo
import trap_AAS_BBoxAreas
import trap_BotUserCommand
import trap_BotGetServerCommand
import trap_BotGetSnapshotEntity
import trap_BotLibTest
import trap_BotLibUpdateEntity
import trap_BotLibLoadMap
import trap_BotLibStartFrame
import trap_BotLibDefine
import trap_BotLibVarGet
import trap_BotLibVarSet
import trap_BotLibShutdown
import trap_BotLibSetup
import trap_DebugPolygonDelete
import trap_DebugPolygonCreate
import trap_GetEntityToken
import trap_GetUsercmd
import trap_BotFreeClient
import trap_BotAllocateClient
import trap_EntityContact
import trap_EntitiesInBox
import trap_UnlinkEntity
import trap_LinkEntity
import trap_AreasConnected
import trap_AdjustAreaPortalState
import trap_InPVSIgnorePortals
import trap_InPVS
import trap_PointContents
import trap_Trace
import trap_SetBrushModel
import trap_GetServerinfo
import trap_SetUserinfo
import trap_GetUserinfo
import trap_GetConfigstring
import trap_SetConfigstring
import trap_SendServerCommand
import trap_DropClient
import trap_LocateGameData
import trap_Cvar_VariableStringBuffer
import trap_Cvar_VariableValue
import trap_Cvar_VariableIntegerValue
import trap_Cvar_Set
import trap_Cvar_Update
import trap_Cvar_Register
import trap_SendConsoleCommand
import trap_FS_Seek
import trap_FS_GetFileList
import trap_FS_FCloseFile
import trap_FS_Write
import trap_FS_Read
import trap_FS_FOpenFile
import trap_Args
import trap_Argv
import trap_Argc
import trap_Milliseconds
import trap_Error
import trap_Printf
import g_proxMineTimeout
import g_singlePlayer
import g_enableBreath
import g_enableDust
export g_rankings
align 4
LABELV g_rankings
skip 272
export pmove_msec
align 4
LABELV pmove_msec
skip 272
export pmove_fixed
align 4
LABELV pmove_fixed
skip 272
export g_smoothClients
align 4
LABELV g_smoothClients
skip 272
import g_blueteam
import g_redteam
import g_cubeTimeout
import g_obeliskRespawnDelay
import g_obeliskRegenAmount
import g_obeliskRegenPeriod
import g_obeliskHealth
export g_filterBan
align 4
LABELV g_filterBan
skip 272
export g_banIPs
align 4
LABELV g_banIPs
skip 272
export g_teamForceBalance
align 4
LABELV g_teamForceBalance
skip 272
export g_teamAutoJoin
align 4
LABELV g_teamAutoJoin
skip 272
export g_allowVote
align 4
LABELV g_allowVote
skip 272
export g_blood
align 4
LABELV g_blood
skip 272
export g_doWarmup
align 4
LABELV g_doWarmup
skip 272
export g_warmup
align 4
LABELV g_warmup
skip 272
export g_motd
align 4
LABELV g_motd
skip 272
export g_synchronousClients
align 4
LABELV g_synchronousClients
skip 272
export g_weaponTeamRespawn
align 4
LABELV g_weaponTeamRespawn
skip 272
export g_weaponRespawn
align 4
LABELV g_weaponRespawn
skip 272
export g_debugDamage
align 4
LABELV g_debugDamage
skip 272
export g_debugAlloc
align 4
LABELV g_debugAlloc
skip 272
export g_debugMove
align 4
LABELV g_debugMove
skip 272
export g_inactivity
align 4
LABELV g_inactivity
skip 272
export g_forcerespawn
align 4
LABELV g_forcerespawn
skip 272
export g_quadfactor
align 4
LABELV g_quadfactor
skip 272
export g_knockback
align 4
LABELV g_knockback
skip 272
export g_speed
align 4
LABELV g_speed
skip 272
export g_gravity
align 4
LABELV g_gravity
skip 272
export g_needpass
align 4
LABELV g_needpass
skip 272
export g_password
align 4
LABELV g_password
skip 272
export g_friendlyFire
align 4
LABELV g_friendlyFire
skip 272
export g_capturelimit
align 4
LABELV g_capturelimit
skip 272
export g_timelimit
align 4
LABELV g_timelimit
skip 272
export g_fraglimit
align 4
LABELV g_fraglimit
skip 272
export g_dmflags
align 4
LABELV g_dmflags
skip 272
export g_restarted
align 4
LABELV g_restarted
skip 272
export g_maxGameClients
align 4
LABELV g_maxGameClients
skip 272
export g_maxclients
align 4
LABELV g_maxclients
skip 272
export g_cheats
align 4
LABELV g_cheats
skip 272
export g_dedicated
align 4
LABELV g_dedicated
skip 272
export g_gametype
align 4
LABELV g_gametype
skip 272
export g_entities
align 4
LABELV g_entities
skip 827392
export level
align 4
LABELV level
skip 9216
import Pickup_Team
import CheckTeamStatus
import TeamplayInfoMessage
import Team_GetLocationMsg
import Team_GetLocation
import SelectCTFSpawnPoint
import Team_FreeEntity
import Team_ReturnFlag
import Team_InitGame
import Team_CheckHurtCarrier
import Team_FragBonuses
import Team_DroppedFlagThink
import AddTeamScore
import TeamColorString
import OtherTeamName
import TeamName
import OtherTeam
import BotTestAAS
import BotAIStartFrame
import BotAIShutdownClient
import BotAISetupClient
import BotAILoadMap
import BotAIShutdown
import BotAISetup
import BotInterbreedEndMatch
import Svcmd_BotList_f
import Svcmd_AddBot_f
import G_BotConnect
import G_RemoveQueuedBotBegin
import G_CheckBotSpawn
import G_GetBotInfoByName
import G_GetBotInfoByNumber
import G_InitBots
import Svcmd_AbortPodium_f
import SpawnModelsOnVictoryPads
import UpdateTournamentInfo
import G_WriteSessionData
import G_InitWorldSession
import G_InitSessionData
import G_ReadSessionData
import Svcmd_GameMem_f
import G_InitMemory
import G_Alloc
import CheckObeliskAttack
import Team_CheckDroppedItem
import OnSameTeam
import G_RunClient
import ClientEndFrame
import ClientThink
import ClientCommand
import ClientBegin
import ClientDisconnect
import ClientUserinfoChanged
import ClientConnect
import DeathmatchScoreboardMessage
import G_SetStats
import FireWeapon
import G_FilterPacket
import G_ProcessIPBans
import ConsoleCommand
import SpotWouldTelefrag
import AddScore
import bash_die
import player_die
import ClientSpawn
import InitBodyQue
import InitClientResp
import InitClientPersistant
import respawn
import CopyToBodyQue
import SelectSpawnPoint
import SetClientViewAngle
import PickTeam
import TeamLeader
import TeamCount
import Weapon_HookThink
import Weapon_HookFree
import CheckGauntletAttack
import SnapVectorTowards
import CalcMuzzlePoint
import LogAccuracyHit
import TeleportPlayer
import trigger_teleporter_touch
import Touch_DoorTrigger
import G_RunMover
import fire_grapple
import fire_bfg
import fire_rocket
import fire_grenade
import fire_plasma
import fire_blaster
import G_RunMissile
import TossClientCubes
import TossClientItems
import body_die
import G_InvulnerabilityEffect
import G_RadiusDamage
import G_Damage
import CanDamage
import BuildShaderStateConfig
import AddRemap
import G_SetOrigin
import G_AddEvent
import G_AddPredictableEvent
import vectoyaw
import vtos
import tv
import G_TouchSolids
import G_TouchTriggers
import G_EntitiesFree
import G_FreeEntity
import G_Sound
import G_TempEntity
import G_Spawn
import G_InitGentity
import G_SetMovedir
import G_UseTargets
import G_PickTarget
import G_Find
import G_KillBox
import G_TeamCommand
import G_SoundIndex
import G_ModelIndex
import SaveRegisteredItems
import RegisterItem
import ClearRegisteredItems
import Touch_Item
import Add_Ammo
import ArmorIndex
import Think_Weapon
import FinishSpawningItem
import G_SpawnItem
import SetRespawn
import LaunchItem
import Drop_Item
import PrecacheItem
import UseHoldableItem
import RespawnItem
import G_RunItem
import G_CheckTeamItems
import Cmd_FollowCycle_f
import SetTeam
import BroadcastTeamChange
import StopFollowing
import Cmd_Score_f
import G_NewString
import G_SpawnEntitiesFromString
import G_SpawnVector
import G_SpawnInt
import G_SpawnFloat
import G_SpawnString
import BG_PlayerTouchesItem
import BG_PlayerStateToEntityStateExtraPolate
import BG_PlayerStateToEntityState
import BG_TouchJumpPad
import BG_AddPredictableEventToPlayerstate
import BG_EvaluateTrajectoryDelta
import BG_EvaluateTrajectory
import BG_CanItemBeGrabbed
import BG_FindItemForHoldable
import BG_FindItemForPowerup
import BG_FindItemForWeapon
import BG_FindItem
import bg_numItems
import bg_itemlist
import Pmove
import PM_UpdateViewAngles
import Info_NextPair
import Info_Validate
import Info_SetValueForKey_Big
import Info_SetValueForKey
import Info_RemoveKey_big
import Info_RemoveKey
import Info_ValueForKey
import va
import Q_CleanStr
import Q_PrintStrlen
import Q_strcat
import Q_strncpyz
import Q_strrchr
import Q_strupr
import Q_strlwr
import Q_stricmpn
import Q_strncmp
import Q_stricmp
import Q_isalpha
import Q_isupper
import Q_islower
import Q_isprint
import Com_sprintf
import Parse3DMatrix
import Parse2DMatrix
import Parse1DMatrix
import SkipRestOfLine
import SkipBracedSection
import COM_MatchToken
import COM_ParseWarning
import COM_ParseError
import COM_Compress
import COM_ParseExt
import COM_Parse
import COM_GetCurrentParseLine
import COM_BeginParseSession
import COM_DefaultExtension
import COM_StripExtension
import COM_SkipPath
import Com_Clamp
import PerpendicularVector
import AngleVectors
import MatrixMultiply
import MakeNormalVectors
import RotateAroundDirection
import RotatePointAroundVector
import ProjectPointOnPlane
import PlaneFromPoints
import AngleDelta
import AngleNormalize180
import AngleNormalize360
import AnglesSubtract
import AngleSubtract
import LerpAngle
import AngleMod
import BoxOnPlaneSide
import SetPlaneSignbits
import AxisCopy
import AxisClear
import AnglesToAxis
import vectoangles
import Q_crandom
import Q_random
import Q_rand
import Q_acos
import Q_log2
import VectorRotate
import Vector4Scale
import VectorNormalize2
import VectorNormalize
import CrossProduct
import VectorInverse
import VectorNormalizeFast
import DistanceSquared
import Distance
import VectorLengthSquared
import VectorLength
import VectorCompare
import AddPointToBounds
import ClearBounds
import RadiusFromBounds
import NormalizeColor
import ColorBytes4
import ColorBytes3
import _VectorMA
import _VectorScale
import _VectorCopy
import _VectorAdd
import _VectorSubtract
import _DotProduct
import ByteToDir
import DirToByte
import ClampShort
import ClampChar
import Q_rsqrt
import Q_fabs
import axisDefault
import vec3_origin
import g_color_table
import colorDkGrey
import colorMdGrey
import colorLtGrey
import colorWhite
import colorCyan
import colorMagenta
import colorYellow
import colorBlue
import colorGreen
import colorRed
import colorBlack
import bytedirs
import Com_Memcpy
import Com_Memset
import Hunk_Alloc
import FloatSwap
import LongSwap
import ShortSwap
import acos
import fabs
import abs
import tan
import atan2
import cos
import sin
import sqrt
import floor
import ceil
import memcpy
import memset
import memmove
import sscanf
import vsprintf
import _atoi
import atoi
import _atof
import atof
import toupper
import tolower
import strncpy
import strstr
import strchr
import strcmp
import strcpy
import strcat
import strlen
import rand
import srand
import qsort
lit
align 1
LABELV $1026
byte 1 37
byte 1 52
byte 1 105
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $970
byte 1 78
byte 1 85
byte 1 76
byte 1 76
byte 1 32
byte 1 101
byte 1 110
byte 1 116
byte 1 45
byte 1 62
byte 1 116
byte 1 104
byte 1 105
byte 1 110
byte 1 107
byte 1 0
align 1
LABELV $961
byte 1 110
byte 1 111
byte 1 110
byte 1 101
byte 1 0
align 1
LABELV $941
byte 1 108
byte 1 101
byte 1 97
byte 1 100
byte 1 101
byte 1 114
byte 1 0
align 1
LABELV $938
byte 1 112
byte 1 114
byte 1 105
byte 1 110
byte 1 116
byte 1 32
byte 1 34
byte 1 84
byte 1 101
byte 1 97
byte 1 109
byte 1 32
byte 1 118
byte 1 111
byte 1 116
byte 1 101
byte 1 32
byte 1 112
byte 1 97
byte 1 115
byte 1 115
byte 1 101
byte 1 100
byte 1 46
byte 1 10
byte 1 34
byte 1 0
align 1
LABELV $933
byte 1 112
byte 1 114
byte 1 105
byte 1 110
byte 1 116
byte 1 32
byte 1 34
byte 1 84
byte 1 101
byte 1 97
byte 1 109
byte 1 32
byte 1 118
byte 1 111
byte 1 116
byte 1 101
byte 1 32
byte 1 102
byte 1 97
byte 1 105
byte 1 108
byte 1 101
byte 1 100
byte 1 46
byte 1 10
byte 1 34
byte 1 0
align 1
LABELV $889
byte 1 112
byte 1 114
byte 1 105
byte 1 110
byte 1 116
byte 1 32
byte 1 34
byte 1 37
byte 1 115
byte 1 32
byte 1 105
byte 1 115
byte 1 32
byte 1 116
byte 1 104
byte 1 101
byte 1 32
byte 1 110
byte 1 101
byte 1 119
byte 1 32
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 32
byte 1 108
byte 1 101
byte 1 97
byte 1 100
byte 1 101
byte 1 114
byte 1 10
byte 1 34
byte 1 0
align 1
LABELV $879
byte 1 112
byte 1 114
byte 1 105
byte 1 110
byte 1 116
byte 1 32
byte 1 34
byte 1 37
byte 1 115
byte 1 32
byte 1 105
byte 1 115
byte 1 32
byte 1 110
byte 1 111
byte 1 116
byte 1 32
byte 1 111
byte 1 110
byte 1 32
byte 1 116
byte 1 104
byte 1 101
byte 1 32
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 32
byte 1 97
byte 1 110
byte 1 121
byte 1 109
byte 1 111
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LABELV $876
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LABELV $857
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LABELV $852
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LABELV $843
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LABELV $762
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LABELV $743
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LABELV $737
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LABELV $736
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LABELV $726
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LABELV $713
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LABELV $707
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LABELV $706
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LABELV $693
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LABELV $692
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LABELV $680
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LABELV $679
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LABELV $678
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LABELV $581
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LABELV $564
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LABELV $555
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LABELV $543
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LABELV $520
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LABELV $516
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LABELV $469
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LABELV $436
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LABELV $302
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LABELV $293
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LABELV $265
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LABELV $259
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LABELV $255
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LABELV $253
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LABELV $250
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LABELV $249
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LABELV $248
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LABELV $246
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LABELV $242
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LABELV $226
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LABELV $225
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LABELV $224
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LABELV $222
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LABELV $207
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LABELV $203
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LABELV $202
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LABELV $201
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LABELV $195
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LABELV $180
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LABELV $162
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LABELV $115
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LABELV $114
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LABELV $113
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LABELV $112
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LABELV $111
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LABELV $110
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LABELV $109
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LABELV $108
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LABELV $107
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LABELV $106
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LABELV $105
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LABELV $104
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LABELV $103
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LABELV $102
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LABELV $101
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LABELV $100
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LABELV $99
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LABELV $98
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LABELV $97
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LABELV $96
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LABELV $95
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LABELV $94
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LABELV $93
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LABELV $92
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LABELV $91
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LABELV $90
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LABELV $89
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LABELV $88
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LABELV $87
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LABELV $86
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LABELV $85
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LABELV $84
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LABELV $83
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LABELV $82
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LABELV $81
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LABELV $80
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LABELV $79
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LABELV $78
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LABELV $77
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LABELV $76
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byte 1 0
align 1
LABELV $75
byte 1 103
byte 1 95
byte 1 119
byte 1 97
byte 1 114
byte 1 109
byte 1 117
byte 1 112
byte 1 0
align 1
LABELV $74
byte 1 103
byte 1 95
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 70
byte 1 111
byte 1 114
byte 1 99
byte 1 101
byte 1 66
byte 1 97
byte 1 108
byte 1 97
byte 1 110
byte 1 99
byte 1 101
byte 1 0
align 1
LABELV $73
byte 1 103
byte 1 95
byte 1 116
byte 1 101
byte 1 97
byte 1 109
byte 1 65
byte 1 117
byte 1 116
byte 1 111
byte 1 74
byte 1 111
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $72
byte 1 103
byte 1 95
byte 1 102
byte 1 114
byte 1 105
byte 1 101
byte 1 110
byte 1 100
byte 1 108
byte 1 121
byte 1 70
byte 1 105
byte 1 114
byte 1 101
byte 1 0
align 1
LABELV $71
byte 1 103
byte 1 95
byte 1 115
byte 1 121
byte 1 110
byte 1 99
byte 1 104
byte 1 114
byte 1 111
byte 1 110
byte 1 111
byte 1 117
byte 1 115
byte 1 67
byte 1 108
byte 1 105
byte 1 101
byte 1 110
byte 1 116
byte 1 115
byte 1 0
align 1
LABELV $70
byte 1 99
byte 1 97
byte 1 112
byte 1 116
byte 1 117
byte 1 114
byte 1 101
byte 1 108
byte 1 105
byte 1 109
byte 1 105
byte 1 116
byte 1 0
align 1
LABELV $69
byte 1 49
byte 1 48
byte 1 0
align 1
LABELV $68
byte 1 116
byte 1 105
byte 1 109
byte 1 101
byte 1 108
byte 1 105
byte 1 109
byte 1 105
byte 1 116
byte 1 0
align 1
LABELV $67
byte 1 102
byte 1 114
byte 1 97
byte 1 103
byte 1 108
byte 1 105
byte 1 109
byte 1 105
byte 1 116
byte 1 0
align 1
LABELV $66
byte 1 100
byte 1 109
byte 1 102
byte 1 108
byte 1 97
byte 1 103
byte 1 115
byte 1 0
align 1
LABELV $65
byte 1 103
byte 1 95
byte 1 109
byte 1 97
byte 1 120
byte 1 71
byte 1 97
byte 1 109
byte 1 101
byte 1 67
byte 1 108
byte 1 105
byte 1 101
byte 1 110
byte 1 116
byte 1 115
byte 1 0
align 1
LABELV $64
byte 1 56
byte 1 0
align 1
LABELV $63
byte 1 115
byte 1 118
byte 1 95
byte 1 109
byte 1 97
byte 1 120
byte 1 99
byte 1 108
byte 1 105
byte 1 101
byte 1 110
byte 1 116
byte 1 115
byte 1 0
align 1
LABELV $62
byte 1 103
byte 1 95
byte 1 103
byte 1 97
byte 1 109
byte 1 101
byte 1 116
byte 1 121
byte 1 112
byte 1 101
byte 1 0
align 1
LABELV $61
byte 1 115
byte 1 118
byte 1 95
byte 1 109
byte 1 97
byte 1 112
byte 1 110
byte 1 97
byte 1 109
byte 1 101
byte 1 0
align 1
LABELV $60
byte 1 48
byte 1 0
align 1
LABELV $59
byte 1 103
byte 1 95
byte 1 114
byte 1 101
byte 1 115
byte 1 116
byte 1 97
byte 1 114
byte 1 116
byte 1 101
byte 1 100
byte 1 0
align 1
LABELV $58
byte 1 68
byte 1 101
byte 1 99
byte 1 32
byte 1 50
byte 1 52
byte 1 32
byte 1 50
byte 1 48
byte 1 48
byte 1 50
byte 1 0
align 1
LABELV $57
byte 1 103
byte 1 97
byte 1 109
byte 1 101
byte 1 100
byte 1 97
byte 1 116
byte 1 101
byte 1 0
align 1
LABELV $56
byte 1 98
byte 1 97
byte 1 115
byte 1 101
byte 1 113
byte 1 51
byte 1 0
align 1
LABELV $55
byte 1 103
byte 1 97
byte 1 109
byte 1 101
byte 1 110
byte 1 97
byte 1 109
byte 1 101
byte 1 0
align 1
LABELV $54
byte 1 0
align 1
LABELV $53
byte 1 115
byte 1 118
byte 1 95
byte 1 99
byte 1 104
byte 1 101
byte 1 97
byte 1 116
byte 1 115
byte 1 0
