reaction/ta_ui/vm/ui_players.asm

9818 lines
128 KiB
NASM
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2002-01-08 05:45:06 +00:00
code
proc UI_PlayerInfo_SetWeapon 80 8
file "../ui_players.c"
line 34
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:// ui_players.c
;4:
;5:#include "ui_local.h"
;6:
;7:
;8:#define UI_TIMER_GESTURE 2300
;9:#define UI_TIMER_JUMP 1000
;10:#define UI_TIMER_LAND 130
;11:#define UI_TIMER_WEAPON_SWITCH 300
;12:#define UI_TIMER_ATTACK 500
;13:#define UI_TIMER_MUZZLE_FLASH 20
;14:#define UI_TIMER_WEAPON_DELAY 250
;15:
;16:#define JUMP_HEIGHT 56
;17:
;18:#define SWINGSPEED 0.3f
;19:
;20:#define SPIN_SPEED 0.9f
;21:#define COAST_TIME 1000
;22:
;23:
;24:static int dp_realtime;
;25:static float jumpHeight;
;26:sfxHandle_t weaponChangeSound;
;27:
;28:
;29:/*
;30:===============
;31:UI_PlayerInfo_SetWeapon
;32:===============
;33:*/
;34:static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum ) {
line 38
;35: gitem_t * item;
;36: char path[MAX_QPATH];
;37:
;38: pi->currentWeapon = weaponNum;
ADDRFP4 0
INDIRP4
CNSTI4 1208
ADDP4
ADDRFP4 4
INDIRI4
ASGNI4
LABELV $91
line 40
;39:tryagain:
;40: pi->realWeapon = weaponNum;
ADDRFP4 0
INDIRP4
CNSTI4 1272
ADDP4
ADDRFP4 4
INDIRI4
ASGNI4
line 41
;41: pi->weaponModel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1156
ADDP4
CNSTI4 0
ASGNI4
line 42
;42: pi->barrelModel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1160
ADDP4
CNSTI4 0
ASGNI4
line 43
;43: pi->flashModel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1164
ADDP4
CNSTI4 0
ASGNI4
line 45
;44:
;45: if ( weaponNum == WP_NONE ) {
ADDRFP4 4
INDIRI4
CNSTI4 0
NEI4 $92
line 46
;46: return;
ADDRGP4 $90
JUMPV
LABELV $92
line 49
;47: }
;48:
;49: for ( item = bg_itemlist + 1; item->classname ; item++ ) {
ADDRLP4 0
ADDRGP4 bg_itemlist+52
ASGNP4
ADDRGP4 $97
JUMPV
LABELV $94
line 50
;50: if ( item->giType != IT_WEAPON ) {
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
CNSTI4 1
EQI4 $99
line 51
;51: continue;
ADDRGP4 $95
JUMPV
LABELV $99
line 53
;52: }
;53: if ( item->giTag == weaponNum ) {
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
INDIRI4
ADDRFP4 4
INDIRI4
NEI4 $101
line 54
;54: break;
ADDRGP4 $96
JUMPV
LABELV $101
line 56
;55: }
;56: }
LABELV $95
line 49
ADDRLP4 0
ADDRLP4 0
INDIRP4
CNSTI4 52
ADDP4
ASGNP4
LABELV $97
ADDRLP4 0
INDIRP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $94
LABELV $96
line 58
;57:
;58: if ( item->classname ) {
ADDRLP4 0
INDIRP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $103
line 59
;59: pi->weaponModel = trap_R_RegisterModel( item->world_model[0] );
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRP4
ARGP4
ADDRLP4 68
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 1156
ADDP4
ADDRLP4 68
INDIRI4
ASGNI4
line 60
;60: }
LABELV $103
line 62
;61:
;62: if( pi->weaponModel == 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 1156
ADDP4
INDIRI4
CNSTI4 0
NEI4 $105
line 64
;63: //Blaze: Changed from WP_MACHINEGUN to WP_PISTOL
;64: if( weaponNum == WP_PISTOL ) {
ADDRFP4 4
INDIRI4
CNSTI4 1
NEI4 $107
line 65
;65: weaponNum = WP_NONE;
ADDRFP4 4
CNSTI4 0
ASGNI4
line 66
;66: goto tryagain;
ADDRGP4 $91
JUMPV
LABELV $107
line 69
;67: }
;68: //Blaze: Changed from WP_MACHINEGUN to WP_PISTOL
;69: weaponNum = WP_PISTOL;
ADDRFP4 4
CNSTI4 1
ASGNI4
line 70
;70: goto tryagain;
ADDRGP4 $91
JUMPV
LABELV $105
line 80
;71: }
;72: //Blaze: none of our weapons have barrel models
;73: /*if ( weaponNum == WP_PISTOL || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG ) {
;74: strcpy( path, item->world_model[0] );
;75: COM_StripExtension( path, path );
;76: strcat( path, "_barrel.md3" );
;77: pi->barrelModel = trap_R_RegisterModel( path );
;78: }*/
;79:
;80: strcpy( path, item->world_model[0] );
ADDRLP4 4
ARGP4
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRP4
ARGP4
ADDRGP4 strcpy
CALLP4
pop
line 81
;81: COM_StripExtension( path, path );
ADDRLP4 4
ARGP4
ADDRLP4 4
ARGP4
ADDRGP4 COM_StripExtension
CALLV
pop
line 82
;82: strcat( path, "_flash.md3" );
ADDRLP4 4
ARGP4
ADDRGP4 $109
ARGP4
ADDRGP4 strcat
CALLP4
pop
line 83
;83: pi->flashModel = trap_R_RegisterModel( path );
ADDRLP4 4
ARGP4
ADDRLP4 68
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 1164
ADDP4
ADDRLP4 68
INDIRI4
ASGNI4
line 88
;84:
;85:
;86://Blaze: I think this makes some funky colors or something, I dont really know ;)
;87://Blaze: Reaction Weapons
;88: switch( weaponNum ) {
ADDRLP4 72
ADDRFP4 4
INDIRI4
ASGNI4
ADDRLP4 72
INDIRI4
CNSTI4 1
LTI4 $110
ADDRLP4 72
INDIRI4
CNSTI4 9
GTI4 $110
ADDRLP4 72
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 $122-4
ADDP4
INDIRP4
JUMPV
lit
align 4
LABELV $122
address $114
address $119
address $117
address $118
address $116
address $115
address $120
address $113
address $121
code
LABELV $113
line 90
;89: case WP_KNIFE:
;90: MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1168
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1172
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1176
ADDP4
CNSTF4 1065353216
ASGNF4
line 91
;91: break;
ADDRGP4 $111
JUMPV
LABELV $114
line 94
;92:
;93: case WP_PISTOL:
;94: MAKERGB( pi->flashDlightColor, 1, 1, 0 );
ADDRFP4 0
INDIRP4
CNSTI4 1168
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1172
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1176
ADDP4
CNSTF4 0
ASGNF4
line 95
;95: break;
ADDRGP4 $111
JUMPV
LABELV $115
line 98
;96:
;97: case WP_M4:
;98: MAKERGB( pi->flashDlightColor, 1, 1, 0 );
ADDRFP4 0
INDIRP4
CNSTI4 1168
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1172
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1176
ADDP4
CNSTF4 0
ASGNF4
line 99
;99: break;
ADDRGP4 $111
JUMPV
LABELV $116
line 102
;100:
;101: case WP_SSG3000:
;102: MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
ADDRFP4 0
INDIRP4
CNSTI4 1168
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1172
ADDP4
CNSTF4 1060320051
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1176
ADDP4
CNSTF4 1056964608
ASGNF4
line 103
;103: break;
ADDRGP4 $111
JUMPV
LABELV $117
line 106
;104:
;105: case WP_MP5:
;106: MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 );
ADDRFP4 0
INDIRP4
CNSTI4 1168
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1172
ADDP4
CNSTF4 1061158912
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1176
ADDP4
CNSTF4 0
ASGNF4
line 107
;107: break;
ADDRGP4 $111
JUMPV
LABELV $118
line 110
;108:
;109: case WP_HANDCANNON:
;110: MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1168
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1172
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1176
ADDP4
CNSTF4 1065353216
ASGNF4
line 111
;111: break;
ADDRGP4 $111
JUMPV
LABELV $119
line 114
;112:
;113: case WP_M3:
;114: MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 );
ADDRFP4 0
INDIRP4
CNSTI4 1168
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1172
ADDP4
CNSTF4 1056964608
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1176
ADDP4
CNSTF4 0
ASGNF4
line 115
;115: break;
ADDRGP4 $111
JUMPV
LABELV $120
line 118
;116:
;117: case WP_AKIMBO:
;118: MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1168
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1172
ADDP4
CNSTF4 1058642330
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1176
ADDP4
CNSTF4 1065353216
ASGNF4
line 119
;119: break;
ADDRGP4 $111
JUMPV
LABELV $121
line 122
;120:
;121: case WP_GRENADE:
;122: MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1168
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1172
ADDP4
CNSTF4 1060320051
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1176
ADDP4
CNSTF4 1065353216
ASGNF4
line 123
;123: break;
ADDRGP4 $111
JUMPV
LABELV $110
line 126
;124:
;125: default:
;126: MAKERGB( pi->flashDlightColor, 1, 1, 1 );
ADDRFP4 0
INDIRP4
CNSTI4 1168
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1172
ADDP4
CNSTF4 1065353216
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1176
ADDP4
CNSTF4 1065353216
ASGNF4
line 127
;127: break;
LABELV $111
line 129
;128: }
;129:}
LABELV $90
endproc UI_PlayerInfo_SetWeapon 80 8
proc UI_ForceLegsAnim 8 0
line 137
;130:
;131:
;132:/*
;133:===============
;134:UI_ForceLegsAnim
;135:===============
;136:*/
;137:static void UI_ForceLegsAnim( playerInfo_t *pi, int anim ) {
line 138
;138: pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1212
ADDP4
ASGNP4
ADDRLP4 4
CNSTI4 128
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRLP4 4
INDIRI4
BANDI4
ADDRLP4 4
INDIRI4
BXORI4
ADDRFP4 4
INDIRI4
BORI4
ASGNI4
line 140
;139:
;140: if ( anim == LEGS_JUMP ) {
ADDRFP4 4
INDIRI4
CNSTI4 18
NEI4 $125
line 141
;141: pi->legsAnimationTimer = UI_TIMER_JUMP;
ADDRFP4 0
INDIRP4
CNSTI4 1248
ADDP4
CNSTI4 1000
ASGNI4
line 142
;142: }
LABELV $125
line 143
;143:}
LABELV $124
endproc UI_ForceLegsAnim 8 0
proc UI_SetLegsAnim 0 8
line 151
;144:
;145:
;146:/*
;147:===============
;148:UI_SetLegsAnim
;149:===============
;150:*/
;151:static void UI_SetLegsAnim( playerInfo_t *pi, int anim ) {
line 152
;152: if ( pi->pendingLegsAnim ) {
ADDRFP4 0
INDIRP4
CNSTI4 1236
ADDP4
INDIRI4
CNSTI4 0
EQI4 $128
line 153
;153: anim = pi->pendingLegsAnim;
ADDRFP4 4
ADDRFP4 0
INDIRP4
CNSTI4 1236
ADDP4
INDIRI4
ASGNI4
line 154
;154: pi->pendingLegsAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1236
ADDP4
CNSTI4 0
ASGNI4
line 155
;155: }
LABELV $128
line 156
;156: UI_ForceLegsAnim( pi, anim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 UI_ForceLegsAnim
CALLV
pop
line 157
;157:}
LABELV $127
endproc UI_SetLegsAnim 0 8
proc UI_ForceTorsoAnim 12 0
line 165
;158:
;159:
;160:/*
;161:===============
;162:UI_ForceTorsoAnim
;163:===============
;164:*/
;165:static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim ) {
line 166
;166: pi->torsoAnim = ( ( pi->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1216
ADDP4
ASGNP4
ADDRLP4 4
CNSTI4 128
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRLP4 4
INDIRI4
BANDI4
ADDRLP4 4
INDIRI4
BXORI4
ADDRFP4 4
INDIRI4
BORI4
ASGNI4
line 168
;167:
;168: if ( anim == TORSO_GESTURE ) {
ADDRFP4 4
INDIRI4
CNSTI4 6
NEI4 $131
line 169
;169: pi->torsoAnimationTimer = UI_TIMER_GESTURE;
ADDRFP4 0
INDIRP4
CNSTI4 1240
ADDP4
CNSTI4 2300
ASGNI4
line 170
;170: }
LABELV $131
line 172
;171:
;172: if ( anim == TORSO_ATTACK || anim == TORSO_ATTACK2 ) {
ADDRLP4 8
ADDRFP4 4
INDIRI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 7
EQI4 $135
ADDRLP4 8
INDIRI4
CNSTI4 8
NEI4 $133
LABELV $135
line 173
;173: pi->torsoAnimationTimer = UI_TIMER_ATTACK;
ADDRFP4 0
INDIRP4
CNSTI4 1240
ADDP4
CNSTI4 500
ASGNI4
line 174
;174: }
LABELV $133
line 175
;175:}
LABELV $130
endproc UI_ForceTorsoAnim 12 0
proc UI_SetTorsoAnim 0 8
line 183
;176:
;177:
;178:/*
;179:===============
;180:UI_SetTorsoAnim
;181:===============
;182:*/
;183:static void UI_SetTorsoAnim( playerInfo_t *pi, int anim ) {
line 184
;184: if ( pi->pendingTorsoAnim ) {
ADDRFP4 0
INDIRP4
CNSTI4 1244
ADDP4
INDIRI4
CNSTI4 0
EQI4 $137
line 185
;185: anim = pi->pendingTorsoAnim;
ADDRFP4 4
ADDRFP4 0
INDIRP4
CNSTI4 1244
ADDP4
INDIRI4
ASGNI4
line 186
;186: pi->pendingTorsoAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1244
ADDP4
CNSTI4 0
ASGNI4
line 187
;187: }
LABELV $137
line 189
;188:
;189: UI_ForceTorsoAnim( pi, anim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 190
;190:}
LABELV $136
endproc UI_SetTorsoAnim 0 8
proc UI_TorsoSequencing 16 8
line 198
;191:
;192:
;193:/*
;194:===============
;195:UI_TorsoSequencing
;196:===============
;197:*/
;198:static void UI_TorsoSequencing( playerInfo_t *pi ) {
line 201
;199: int currentAnim;
;200:
;201: currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1216
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 203
;202:
;203: if ( pi->weapon != pi->currentWeapon ) {
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 1220
ADDP4
INDIRI4
ADDRLP4 4
INDIRP4
CNSTI4 1208
ADDP4
INDIRI4
EQI4 $140
line 204
;204: if ( currentAnim != TORSO_DROP ) {
ADDRLP4 0
INDIRI4
CNSTI4 9
EQI4 $142
line 205
;205: pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
ADDRFP4 0
INDIRP4
CNSTI4 1240
ADDP4
CNSTI4 300
ASGNI4
line 206
;206: UI_ForceTorsoAnim( pi, TORSO_DROP );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 9
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 207
;207: }
LABELV $142
line 208
;208: }
LABELV $140
line 210
;209:
;210: if ( pi->torsoAnimationTimer > 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 1240
ADDP4
INDIRI4
CNSTI4 0
LEI4 $144
line 211
;211: return;
ADDRGP4 $139
JUMPV
LABELV $144
line 214
;212: }
;213:
;214: if( currentAnim == TORSO_GESTURE ) {
ADDRLP4 0
INDIRI4
CNSTI4 6
NEI4 $146
line 215
;215: UI_SetTorsoAnim( pi, TORSO_STAND );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 11
ARGI4
ADDRGP4 UI_SetTorsoAnim
CALLV
pop
line 216
;216: return;
ADDRGP4 $139
JUMPV
LABELV $146
line 219
;217: }
;218:
;219: if( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 ) {
ADDRLP4 0
INDIRI4
CNSTI4 7
EQI4 $150
ADDRLP4 0
INDIRI4
CNSTI4 8
NEI4 $148
LABELV $150
line 220
;220: UI_SetTorsoAnim( pi, TORSO_STAND );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 11
ARGI4
ADDRGP4 UI_SetTorsoAnim
CALLV
pop
line 221
;221: return;
ADDRGP4 $139
JUMPV
LABELV $148
line 224
;222: }
;223:
;224: if ( currentAnim == TORSO_DROP ) {
ADDRLP4 0
INDIRI4
CNSTI4 9
NEI4 $151
line 225
;225: UI_PlayerInfo_SetWeapon( pi, pi->weapon );
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1220
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_PlayerInfo_SetWeapon
CALLV
pop
line 226
;226: pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
ADDRFP4 0
INDIRP4
CNSTI4 1240
ADDP4
CNSTI4 300
ASGNI4
line 227
;227: UI_ForceTorsoAnim( pi, TORSO_RAISE );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 10
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 228
;228: return;
ADDRGP4 $139
JUMPV
LABELV $151
line 231
;229: }
;230:
;231: if ( currentAnim == TORSO_RAISE ) {
ADDRLP4 0
INDIRI4
CNSTI4 10
NEI4 $153
line 232
;232: UI_SetTorsoAnim( pi, TORSO_STAND );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 11
ARGI4
ADDRGP4 UI_SetTorsoAnim
CALLV
pop
line 233
;233: return;
LABELV $153
line 235
;234: }
;235:}
LABELV $139
endproc UI_TorsoSequencing 16 8
proc UI_LegsSequencing 8 8
line 243
;236:
;237:
;238:/*
;239:===============
;240:UI_LegsSequencing
;241:===============
;242:*/
;243:static void UI_LegsSequencing( playerInfo_t *pi ) {
line 246
;244: int currentAnim;
;245:
;246: currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1212
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 248
;247:
;248: if ( pi->legsAnimationTimer > 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 1248
ADDP4
INDIRI4
CNSTI4 0
LEI4 $156
line 249
;249: if ( currentAnim == LEGS_JUMP ) {
ADDRLP4 0
INDIRI4
CNSTI4 18
NEI4 $155
line 250
;250: jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP );
CNSTF4 1078530011
CNSTI4 1000
ADDRFP4 0
INDIRP4
CNSTI4 1248
ADDP4
INDIRI4
SUBI4
CVIF4 4
MULF4
CNSTF4 1148846080
DIVF4
ARGF4
ADDRLP4 4
ADDRGP4 sin
CALLF4
ASGNF4
ADDRGP4 jumpHeight
CNSTF4 1113587712
ADDRLP4 4
INDIRF4
MULF4
ASGNF4
line 251
;251: }
line 252
;252: return;
ADDRGP4 $155
JUMPV
LABELV $156
line 255
;253: }
;254:
;255: if ( currentAnim == LEGS_JUMP ) {
ADDRLP4 0
INDIRI4
CNSTI4 18
NEI4 $160
line 256
;256: UI_ForceLegsAnim( pi, LEGS_LAND );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 19
ARGI4
ADDRGP4 UI_ForceLegsAnim
CALLV
pop
line 257
;257: pi->legsAnimationTimer = UI_TIMER_LAND;
ADDRFP4 0
INDIRP4
CNSTI4 1248
ADDP4
CNSTI4 130
ASGNI4
line 258
;258: jumpHeight = 0;
ADDRGP4 jumpHeight
CNSTF4 0
ASGNF4
line 259
;259: return;
ADDRGP4 $155
JUMPV
LABELV $160
line 262
;260: }
;261:
;262: if ( currentAnim == LEGS_LAND ) {
ADDRLP4 0
INDIRI4
CNSTI4 19
NEI4 $162
line 263
;263: UI_SetLegsAnim( pi, LEGS_IDLE );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 22
ARGI4
ADDRGP4 UI_SetLegsAnim
CALLV
pop
line 264
;264: return;
LABELV $162
line 266
;265: }
;266:}
LABELV $155
endproc UI_LegsSequencing 8 8
proc UI_PositionEntityOnTag 84 24
line 275
;267:
;268:
;269:/*
;270:======================
;271:UI_PositionEntityOnTag
;272:======================
;273:*/
;274:static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
;275: clipHandle_t parentModel, char *tagName ) {
line 280
;276: int i;
;277: orientation_t lerped;
;278:
;279: // lerp the tag
;280: trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
ADDRLP4 4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRLP4 52
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 52
INDIRP4
CNSTI4 96
ADDP4
INDIRI4
ARGI4
ADDRLP4 52
INDIRP4
CNSTI4 80
ADDP4
INDIRI4
ARGI4
CNSTF4 1065353216
ADDRLP4 52
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
SUBF4
ARGF4
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 trap_CM_LerpTag
CALLI4
pop
line 284
;281: 1.0 - parent->backlerp, tagName );
;282:
;283: // FIXME: allow origin offsets along tag?
;284: VectorCopy( parent->origin, entity->origin );
ADDRLP4 56
CNSTI4 68
ASGNI4
ADDRFP4 0
INDIRP4
ADDRLP4 56
INDIRI4
ADDP4
ADDRFP4 4
INDIRP4
ADDRLP4 56
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 285
;285: for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $165
line 286
;286: VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
ADDRLP4 60
ADDRFP4 0
INDIRP4
CNSTI4 68
ADDP4
ASGNP4
ADDRLP4 60
INDIRP4
ADDRLP4 60
INDIRP4
INDIRF4
CNSTI4 12
ADDRLP4 0
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 68
ADDRFP4 0
INDIRP4
CNSTI4 72
ADDP4
ASGNP4
ADDRLP4 68
INDIRP4
ADDRLP4 68
INDIRP4
INDIRF4
CNSTI4 12
ADDRLP4 0
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 76
ADDRFP4 0
INDIRP4
CNSTI4 76
ADDP4
ASGNP4
ADDRLP4 76
INDIRP4
ADDRLP4 76
INDIRP4
INDIRF4
CNSTI4 12
ADDRLP4 0
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
line 287
;287: }
LABELV $166
line 285
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $165
line 290
;288:
;289: // cast away const because of compiler problems
;290: MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
ADDRLP4 4+12
ARGP4
ADDRLP4 60
CNSTI4 28
ASGNI4
ADDRFP4 4
INDIRP4
ADDRLP4 60
INDIRI4
ADDP
ARGP4
ADDRFP4 0
INDIRP4
ADDRLP4 60
INDIRI4
ADDP4
ARGP4
ADDRGP4 MatrixMultiply
CALLV
pop
line 291
;291: entity->backlerp = parent->backlerp;
ADDRLP4 64
CNSTI4 100
ASGNI4
ADDRFP4 0
INDIRP4
ADDRLP4 64
INDIRI4
ADDP4
ADDRFP4 4
INDIRP4
ADDRLP4 64
INDIRI4
ADDP4
INDIRF4
ASGNF4
line 292
;292:}
LABELV $164
endproc UI_PositionEntityOnTag 84 24
proc UI_PositionRotatedEntityOnTag 120 24
line 301
;293:
;294:
;295:/*
;296:======================
;297:UI_PositionRotatedEntityOnTag
;298:======================
;299:*/
;300:static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
;301: clipHandle_t parentModel, char *tagName ) {
line 307
;302: int i;
;303: orientation_t lerped;
;304: vec3_t tempAxis[3];
;305:
;306: // lerp the tag
;307: trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
ADDRLP4 4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRLP4 88
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 88
INDIRP4
CNSTI4 96
ADDP4
INDIRI4
ARGI4
ADDRLP4 88
INDIRP4
CNSTI4 80
ADDP4
INDIRI4
ARGI4
CNSTF4 1065353216
ADDRLP4 88
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
SUBF4
ARGF4
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 trap_CM_LerpTag
CALLI4
pop
line 311
;308: 1.0 - parent->backlerp, tagName );
;309:
;310: // FIXME: allow origin offsets along tag?
;311: VectorCopy( parent->origin, entity->origin );
ADDRLP4 92
CNSTI4 68
ASGNI4
ADDRFP4 0
INDIRP4
ADDRLP4 92
INDIRI4
ADDP4
ADDRFP4 4
INDIRP4
ADDRLP4 92
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 312
;312: for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $171
line 313
;313: VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
ADDRLP4 96
ADDRFP4 0
INDIRP4
CNSTI4 68
ADDP4
ASGNP4
ADDRLP4 96
INDIRP4
ADDRLP4 96
INDIRP4
INDIRF4
CNSTI4 12
ADDRLP4 0
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 104
ADDRFP4 0
INDIRP4
CNSTI4 72
ADDP4
ASGNP4
ADDRLP4 104
INDIRP4
ADDRLP4 104
INDIRP4
INDIRF4
CNSTI4 12
ADDRLP4 0
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
CNSTI4 4
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
ADDRLP4 112
ADDRFP4 0
INDIRP4
CNSTI4 76
ADDP4
ASGNP4
ADDRLP4 112
INDIRP4
ADDRLP4 112
INDIRP4
INDIRF4
CNSTI4 12
ADDRLP4 0
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
CNSTI4 28
ADDP4
ADDP4
CNSTI4 8
ADDP4
INDIRF4
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
MULF4
ADDF4
ASGNF4
line 314
;314: }
LABELV $172
line 312
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $171
line 317
;315:
;316: // cast away const because of compiler problems
;317: MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
ADDRLP4 96
CNSTI4 28
ASGNI4
ADDRFP4 0
INDIRP4
ADDRLP4 96
INDIRI4
ADDP4
ARGP4
ADDRFP4 4
INDIRP4
ADDRLP4 96
INDIRI4
ADDP
ARGP4
ADDRLP4 52
ARGP4
ADDRGP4 MatrixMultiply
CALLV
pop
line 318
;318: MatrixMultiply( lerped.axis, tempAxis, entity->axis );
ADDRLP4 4+12
ARGP4
ADDRLP4 52
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 28
ADDP4
ARGP4
ADDRGP4 MatrixMultiply
CALLV
pop
line 319
;319:}
LABELV $170
endproc UI_PositionRotatedEntityOnTag 120 24
proc UI_SetLerpFrameAnimation 12 8
line 327
;320:
;321:
;322:/*
;323:===============
;324:UI_SetLerpFrameAnimation
;325:===============
;326:*/
;327:static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
line 330
;328: animation_t *anim;
;329:
;330: lf->animationNumber = newAnimation;
ADDRFP4 4
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 8
INDIRI4
ASGNI4
line 331
;331: newAnimation &= ~ANIM_TOGGLEBIT;
ADDRFP4 8
ADDRFP4 8
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 333
;332:
;333: if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) {
ADDRLP4 4
ADDRFP4 8
INDIRI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 0
LTI4 $179
ADDRLP4 4
INDIRI4
CNSTI4 31
LTI4 $177
LABELV $179
line 334
;334: trap_Error( va("Bad animation number: %i", newAnimation) );
ADDRGP4 $180
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRLP4 8
ADDRGP4 va
CALLP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRGP4 trap_Error
CALLV
pop
line 335
;335: }
LABELV $177
line 337
;336:
;337: anim = &ci->animations[ newAnimation ];
ADDRLP4 0
CNSTI4 28
ADDRFP4 8
INDIRI4
MULI4
ADDRFP4 0
INDIRP4
CNSTI4 120
ADDP4
ADDP4
ASGNP4
line 339
;338:
;339: lf->animation = anim;
ADDRFP4 4
INDIRP4
CNSTI4 40
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 340
;340: lf->animationTime = lf->frameTime + anim->initialLerp;
ADDRLP4 8
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 44
ADDP4
ADDRLP4 8
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
ADDI4
ASGNI4
line 341
;341:}
LABELV $176
endproc UI_SetLerpFrameAnimation 12 8
proc UI_RunLerpFrame 32 12
line 349
;342:
;343:
;344:/*
;345:===============
;346:UI_RunLerpFrame
;347:===============
;348:*/
;349:static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
line 354
;350: int f;
;351: animation_t *anim;
;352:
;353: // see if the animation sequence is switching
;354: if ( newAnimation != lf->animationNumber || !lf->animation ) {
ADDRLP4 8
ADDRFP4 4
INDIRP4
ASGNP4
ADDRFP4 8
INDIRI4
ADDRLP4 8
INDIRP4
CNSTI4 36
ADDP4
INDIRI4
NEI4 $184
ADDRLP4 8
INDIRP4
CNSTI4 40
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $182
LABELV $184
line 355
;355: UI_SetLerpFrameAnimation( ci, lf, newAnimation );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 UI_SetLerpFrameAnimation
CALLV
pop
line 356
;356: }
LABELV $182
line 360
;357:
;358: // if we have passed the current frame, move it to
;359: // oldFrame and calculate a new frame
;360: if ( dp_realtime >= lf->frameTime ) {
ADDRGP4 dp_realtime
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
LTI4 $185
line 361
;361: lf->oldFrame = lf->frame;
ADDRLP4 12
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
ADDRLP4 12
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
ASGNI4
line 362
;362: lf->oldFrameTime = lf->frameTime;
ADDRLP4 16
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 16
INDIRP4
CNSTI4 4
ADDP4
ADDRLP4 16
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ASGNI4
line 365
;363:
;364: // get the next frame based on the animation
;365: anim = lf->animation;
ADDRLP4 0
ADDRFP4 4
INDIRP4
CNSTI4 40
ADDP4
INDIRP4
ASGNP4
line 366
;366: if ( dp_realtime < lf->animationTime ) {
ADDRGP4 dp_realtime
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
GEI4 $187
line 367
;367: lf->frameTime = lf->animationTime; // initial lerp
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
CNSTI4 12
ADDP4
ADDRLP4 20
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
ASGNI4
line 368
;368: } else {
ADDRGP4 $188
JUMPV
LABELV $187
line 369
;369: lf->frameTime = lf->oldFrameTime + anim->frameLerp;
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 24
CNSTI4 12
ASGNI4
ADDRLP4 20
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
ADDRLP4 20
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
ADDI4
ASGNI4
line 370
;370: }
LABELV $188
line 371
;371: f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
ADDRLP4 20
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 24
CNSTI4 12
ASGNI4
ADDRLP4 4
ADDRLP4 20
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
ADDRLP4 20
INDIRP4
CNSTI4 44
ADDP4
INDIRI4
SUBI4
ADDRLP4 0
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRI4
DIVI4
ASGNI4
line 372
;372: if ( f >= anim->numFrames ) {
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
LTI4 $189
line 373
;373: f -= anim->numFrames;
ADDRLP4 4
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
SUBI4
ASGNI4
line 374
;374: if ( anim->loopFrames ) {
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
CNSTI4 0
EQI4 $191
line 375
;375: f %= anim->loopFrames;
ADDRLP4 4
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
MODI4
ASGNI4
line 376
;376: f += anim->numFrames - anim->loopFrames;
ADDRLP4 4
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
SUBI4
ADDI4
ASGNI4
line 377
;377: } else {
ADDRGP4 $192
JUMPV
LABELV $191
line 378
;378: f = anim->numFrames - 1;
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 1
SUBI4
ASGNI4
line 381
;379: // the animation is stuck at the end, so it
;380: // can immediately transition to another sequence
;381: lf->frameTime = dp_realtime;
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 382
;382: }
LABELV $192
line 383
;383: }
LABELV $189
line 384
;384: lf->frame = anim->firstFrame + f;
ADDRFP4 4
INDIRP4
CNSTI4 8
ADDP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRLP4 4
INDIRI4
ADDI4
ASGNI4
line 385
;385: if ( dp_realtime > lf->frameTime ) {
ADDRGP4 dp_realtime
INDIRI4
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
LEI4 $193
line 386
;386: lf->frameTime = dp_realtime;
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 387
;387: }
LABELV $193
line 388
;388: }
LABELV $185
line 390
;389:
;390: if ( lf->frameTime > dp_realtime + 200 ) {
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ADDRGP4 dp_realtime
INDIRI4
CNSTI4 200
ADDI4
LEI4 $195
line 391
;391: lf->frameTime = dp_realtime;
ADDRFP4 4
INDIRP4
CNSTI4 12
ADDP4
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 392
;392: }
LABELV $195
line 394
;393:
;394: if ( lf->oldFrameTime > dp_realtime ) {
ADDRFP4 4
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ADDRGP4 dp_realtime
INDIRI4
LEI4 $197
line 395
;395: lf->oldFrameTime = dp_realtime;
ADDRFP4 4
INDIRP4
CNSTI4 4
ADDP4
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 396
;396: }
LABELV $197
line 398
;397: // calculate current lerp value
;398: if ( lf->frameTime == lf->oldFrameTime ) {
ADDRLP4 12
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ADDRLP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
NEI4 $199
line 399
;399: lf->backlerp = 0;
ADDRFP4 4
INDIRP4
CNSTI4 16
ADDP4
CNSTF4 0
ASGNF4
line 400
;400: } else {
ADDRGP4 $200
JUMPV
LABELV $199
line 401
;401: lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
ADDRLP4 16
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 20
ADDRLP4 16
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
ADDRLP4 16
INDIRP4
CNSTI4 16
ADDP4
CNSTF4 1065353216
ADDRGP4 dp_realtime
INDIRI4
ADDRLP4 20
INDIRI4
SUBI4
CVIF4 4
ADDRLP4 16
INDIRP4
CNSTI4 12
ADDP4
INDIRI4
ADDRLP4 20
INDIRI4
SUBI4
CVIF4 4
DIVF4
SUBF4
ASGNF4
line 402
;402: }
LABELV $200
line 403
;403:}
LABELV $181
endproc UI_RunLerpFrame 32 12
proc UI_PlayerAnimation 16 12
line 412
;404:
;405:
;406:/*
;407:===============
;408:UI_PlayerAnimation
;409:===============
;410:*/
;411:static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp,
;412: int *torsoOld, int *torso, float *torsoBackLerp ) {
line 415
;413:
;414: // legs animation
;415: pi->legsAnimationTimer -= uiInfo.uiDC.frameTime;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1248
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRI4
ADDRGP4 uiInfo+212
INDIRI4
SUBI4
ASGNI4
line 416
;416: if ( pi->legsAnimationTimer < 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 1248
ADDP4
INDIRI4
CNSTI4 0
GEI4 $203
line 417
;417: pi->legsAnimationTimer = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1248
ADDP4
CNSTI4 0
ASGNI4
line 418
;418: }
LABELV $203
line 420
;419:
;420: UI_LegsSequencing( pi );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 UI_LegsSequencing
CALLV
pop
line 422
;421:
;422: if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 32
ADDP4
INDIRI4
CNSTI4 0
EQI4 $205
ADDRLP4 4
INDIRP4
CNSTI4 1212
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
CNSTI4 22
NEI4 $205
line 423
;423: UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 8
ADDP4
ARGP4
CNSTI4 24
ARGI4
ADDRGP4 UI_RunLerpFrame
CALLV
pop
line 424
;424: } else {
ADDRGP4 $206
JUMPV
LABELV $205
line 425
;425: UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 8
ADDP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 1212
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_RunLerpFrame
CALLV
pop
line 426
;426: }
LABELV $206
line 427
;427: *legsOld = pi->legs.oldFrame;
ADDRFP4 4
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRI4
ASGNI4
line 428
;428: *legs = pi->legs.frame;
ADDRFP4 8
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
INDIRI4
ASGNI4
line 429
;429: *legsBackLerp = pi->legs.backlerp;
ADDRFP4 12
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRF4
ASGNF4
line 432
;430:
;431: // torso animation
;432: pi->torsoAnimationTimer -= uiInfo.uiDC.frameTime;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 1240
ADDP4
ASGNP4
ADDRLP4 8
INDIRP4
ADDRLP4 8
INDIRP4
INDIRI4
ADDRGP4 uiInfo+212
INDIRI4
SUBI4
ASGNI4
line 433
;433: if ( pi->torsoAnimationTimer < 0 ) {
ADDRFP4 0
INDIRP4
CNSTI4 1240
ADDP4
INDIRI4
CNSTI4 0
GEI4 $208
line 434
;434: pi->torsoAnimationTimer = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1240
ADDP4
CNSTI4 0
ASGNI4
line 435
;435: }
LABELV $208
line 437
;436:
;437: UI_TorsoSequencing( pi );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 UI_TorsoSequencing
CALLV
pop
line 439
;438:
;439: UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim );
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 64
ADDP4
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1216
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_RunLerpFrame
CALLV
pop
line 440
;440: *torsoOld = pi->torso.oldFrame;
ADDRFP4 16
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 64
ADDP4
INDIRI4
ASGNI4
line 441
;441: *torso = pi->torso.frame;
ADDRFP4 20
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 72
ADDP4
INDIRI4
ASGNI4
line 442
;442: *torsoBackLerp = pi->torso.backlerp;
ADDRFP4 24
INDIRP4
ADDRFP4 0
INDIRP4
CNSTI4 80
ADDP4
INDIRF4
ASGNF4
line 443
;443:}
LABELV $201
endproc UI_PlayerAnimation 16 12
proc UI_SwingAngles 28 8
line 452
;444:
;445:
;446:/*
;447:==================
;448:UI_SwingAngles
;449:==================
;450:*/
;451:static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance,
;452: float speed, float *angle, qboolean *swinging ) {
line 457
;453: float swing;
;454: float move;
;455: float scale;
;456:
;457: if ( !*swinging ) {
ADDRFP4 20
INDIRP4
INDIRI4
CNSTI4 0
NEI4 $211
line 459
;458: // see if a swing should be started
;459: swing = AngleSubtract( *angle, destination );
ADDRFP4 16
INDIRP4
INDIRF4
ARGF4
ADDRFP4 0
INDIRF4
ARGF4
ADDRLP4 12
ADDRGP4 AngleSubtract
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 12
INDIRF4
ASGNF4
line 460
;460: if ( swing > swingTolerance || swing < -swingTolerance ) {
ADDRLP4 20
ADDRFP4 4
INDIRF4
ASGNF4
ADDRLP4 0
INDIRF4
ADDRLP4 20
INDIRF4
GTF4 $215
ADDRLP4 0
INDIRF4
ADDRLP4 20
INDIRF4
NEGF4
GEF4 $213
LABELV $215
line 461
;461: *swinging = qtrue;
ADDRFP4 20
INDIRP4
CNSTI4 1
ASGNI4
line 462
;462: }
LABELV $213
line 463
;463: }
LABELV $211
line 465
;464:
;465: if ( !*swinging ) {
ADDRFP4 20
INDIRP4
INDIRI4
CNSTI4 0
NEI4 $216
line 466
;466: return;
ADDRGP4 $210
JUMPV
LABELV $216
line 471
;467: }
;468:
;469: // modify the speed depending on the delta
;470: // so it doesn't seem so linear
;471: swing = AngleSubtract( destination, *angle );
ADDRFP4 0
INDIRF4
ARGF4
ADDRFP4 16
INDIRP4
INDIRF4
ARGF4
ADDRLP4 12
ADDRGP4 AngleSubtract
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 12
INDIRF4
ASGNF4
line 472
;472: scale = fabs( swing );
ADDRLP4 0
INDIRF4
ARGF4
ADDRLP4 16
ADDRGP4 fabs
CALLF4
ASGNF4
ADDRLP4 4
ADDRLP4 16
INDIRF4
ASGNF4
line 473
;473: if ( scale < swingTolerance * 0.5 ) {
ADDRLP4 4
INDIRF4
CNSTF4 1056964608
ADDRFP4 4
INDIRF4
MULF4
GEF4 $218
line 474
;474: scale = 0.5;
ADDRLP4 4
CNSTF4 1056964608
ASGNF4
line 475
;475: } else if ( scale < swingTolerance ) {
ADDRGP4 $219
JUMPV
LABELV $218
ADDRLP4 4
INDIRF4
ADDRFP4 4
INDIRF4
GEF4 $220
line 476
;476: scale = 1.0;
ADDRLP4 4
CNSTF4 1065353216
ASGNF4
line 477
;477: } else {
ADDRGP4 $221
JUMPV
LABELV $220
line 478
;478: scale = 2.0;
ADDRLP4 4
CNSTF4 1073741824
ASGNF4
line 479
;479: }
LABELV $221
LABELV $219
line 482
;480:
;481: // swing towards the destination angle
;482: if ( swing >= 0 ) {
ADDRLP4 0
INDIRF4
CNSTF4 0
LTF4 $222
line 483
;483: move = uiInfo.uiDC.frameTime * scale * speed;
ADDRLP4 8
ADDRGP4 uiInfo+212
INDIRI4
CVIF4 4
ADDRLP4 4
INDIRF4
MULF4
ADDRFP4 12
INDIRF4
MULF4
ASGNF4
line 484
;484: if ( move >= swing ) {
ADDRLP4 8
INDIRF4
ADDRLP4 0
INDIRF4
LTF4 $225
line 485
;485: move = swing;
ADDRLP4 8
ADDRLP4 0
INDIRF4
ASGNF4
line 486
;486: *swinging = qfalse;
ADDRFP4 20
INDIRP4
CNSTI4 0
ASGNI4
line 487
;487: }
LABELV $225
line 488
;488: *angle = AngleMod( *angle + move );
ADDRLP4 20
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
INDIRF4
ADDRLP4 8
INDIRF4
ADDF4
ARGF4
ADDRLP4 24
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRLP4 20
INDIRP4
ADDRLP4 24
INDIRF4
ASGNF4
line 489
;489: } else if ( swing < 0 ) {
ADDRGP4 $223
JUMPV
LABELV $222
ADDRLP4 0
INDIRF4
CNSTF4 0
GEF4 $227
line 490
;490: move = uiInfo.uiDC.frameTime * scale * -speed;
ADDRLP4 8
ADDRGP4 uiInfo+212
INDIRI4
CVIF4 4
ADDRLP4 4
INDIRF4
MULF4
ADDRFP4 12
INDIRF4
NEGF4
MULF4
ASGNF4
line 491
;491: if ( move <= swing ) {
ADDRLP4 8
INDIRF4
ADDRLP4 0
INDIRF4
GTF4 $230
line 492
;492: move = swing;
ADDRLP4 8
ADDRLP4 0
INDIRF4
ASGNF4
line 493
;493: *swinging = qfalse;
ADDRFP4 20
INDIRP4
CNSTI4 0
ASGNI4
line 494
;494: }
LABELV $230
line 495
;495: *angle = AngleMod( *angle + move );
ADDRLP4 20
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 20
INDIRP4
INDIRF4
ADDRLP4 8
INDIRF4
ADDF4
ARGF4
ADDRLP4 24
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRLP4 20
INDIRP4
ADDRLP4 24
INDIRF4
ASGNF4
line 496
;496: }
LABELV $227
LABELV $223
line 499
;497:
;498: // clamp to no more than tolerance
;499: swing = AngleSubtract( destination, *angle );
ADDRFP4 0
INDIRF4
ARGF4
ADDRFP4 16
INDIRP4
INDIRF4
ARGF4
ADDRLP4 20
ADDRGP4 AngleSubtract
CALLF4
ASGNF4
ADDRLP4 0
ADDRLP4 20
INDIRF4
ASGNF4
line 500
;500: if ( swing > clampTolerance ) {
ADDRLP4 0
INDIRF4
ADDRFP4 8
INDIRF4
LEF4 $232
line 501
;501: *angle = AngleMod( destination - (clampTolerance - 1) );
ADDRFP4 0
INDIRF4
ADDRFP4 8
INDIRF4
CNSTF4 1065353216
SUBF4
SUBF4
ARGF4
ADDRLP4 24
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRFP4 16
INDIRP4
ADDRLP4 24
INDIRF4
ASGNF4
line 502
;502: } else if ( swing < -clampTolerance ) {
ADDRGP4 $233
JUMPV
LABELV $232
ADDRLP4 0
INDIRF4
ADDRFP4 8
INDIRF4
NEGF4
GEF4 $234
line 503
;503: *angle = AngleMod( destination + (clampTolerance - 1) );
ADDRFP4 0
INDIRF4
ADDRFP4 8
INDIRF4
CNSTF4 1065353216
SUBF4
ADDF4
ARGF4
ADDRLP4 24
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRFP4 16
INDIRP4
ADDRLP4 24
INDIRF4
ASGNF4
line 504
;504: }
LABELV $234
LABELV $233
line 505
;505:}
LABELV $210
endproc UI_SwingAngles 28 8
proc UI_MovedirAdjustment 72 16
line 513
;506:
;507:
;508:/*
;509:======================
;510:UI_MovedirAdjustment
;511:======================
;512:*/
;513:static float UI_MovedirAdjustment( playerInfo_t *pi ) {
line 517
;514: vec3_t relativeAngles;
;515: vec3_t moveVector;
;516:
;517: VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
ADDRLP4 24
INDIRP4
CNSTI4 1184
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
CNSTI4 1196
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 24
INDIRP4
CNSTI4 1188
ADDP4
INDIRF4
ADDRLP4 24
INDIRP4
CNSTI4 1200
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 28
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12+8
ADDRLP4 28
INDIRP4
CNSTI4 1192
ADDP4
INDIRF4
ADDRLP4 28
INDIRP4
CNSTI4 1204
ADDP4
INDIRF4
SUBF4
ASGNF4
line 518
;518: AngleVectors( relativeAngles, moveVector, NULL, NULL );
ADDRLP4 12
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 32
CNSTP4 0
ASGNP4
ADDRLP4 32
INDIRP4
ARGP4
ADDRLP4 32
INDIRP4
ARGP4
ADDRGP4 AngleVectors
CALLV
pop
line 519
;519: if ( Q_fabs( moveVector[0] ) < 0.01 ) {
ADDRLP4 0
INDIRF4
ARGF4
ADDRLP4 36
ADDRGP4 Q_fabs
CALLF4
ASGNF4
ADDRLP4 36
INDIRF4
CNSTF4 1008981770
GEF4 $239
line 520
;520: moveVector[0] = 0.0;
ADDRLP4 0
CNSTF4 0
ASGNF4
line 521
;521: }
LABELV $239
line 522
;522: if ( Q_fabs( moveVector[1] ) < 0.01 ) {
ADDRLP4 0+4
INDIRF4
ARGF4
ADDRLP4 40
ADDRGP4 Q_fabs
CALLF4
ASGNF4
ADDRLP4 40
INDIRF4
CNSTF4 1008981770
GEF4 $241
line 523
;523: moveVector[1] = 0.0;
ADDRLP4 0+4
CNSTF4 0
ASGNF4
line 524
;524: }
LABELV $241
line 526
;525:
;526: if ( moveVector[1] == 0 && moveVector[0] > 0 ) {
ADDRLP4 44
CNSTF4 0
ASGNF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 44
INDIRF4
NEF4 $245
ADDRLP4 0
INDIRF4
ADDRLP4 44
INDIRF4
LEF4 $245
line 527
;527: return 0;
CNSTF4 0
RETF4
ADDRGP4 $236
JUMPV
LABELV $245
line 529
;528: }
;529: if ( moveVector[1] < 0 && moveVector[0] > 0 ) {
ADDRLP4 48
CNSTF4 0
ASGNF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 48
INDIRF4
GEF4 $248
ADDRLP4 0
INDIRF4
ADDRLP4 48
INDIRF4
LEF4 $248
line 530
;530: return 22;
CNSTF4 1102053376
RETF4
ADDRGP4 $236
JUMPV
LABELV $248
line 532
;531: }
;532: if ( moveVector[1] < 0 && moveVector[0] == 0 ) {
ADDRLP4 52
CNSTF4 0
ASGNF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 52
INDIRF4
GEF4 $251
ADDRLP4 0
INDIRF4
ADDRLP4 52
INDIRF4
NEF4 $251
line 533
;533: return 45;
CNSTF4 1110704128
RETF4
ADDRGP4 $236
JUMPV
LABELV $251
line 535
;534: }
;535: if ( moveVector[1] < 0 && moveVector[0] < 0 ) {
ADDRLP4 56
CNSTF4 0
ASGNF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 56
INDIRF4
GEF4 $254
ADDRLP4 0
INDIRF4
ADDRLP4 56
INDIRF4
GEF4 $254
line 536
;536: return -22;
CNSTF4 3249537024
RETF4
ADDRGP4 $236
JUMPV
LABELV $254
line 538
;537: }
;538: if ( moveVector[1] == 0 && moveVector[0] < 0 ) {
ADDRLP4 60
CNSTF4 0
ASGNF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 60
INDIRF4
NEF4 $257
ADDRLP4 0
INDIRF4
ADDRLP4 60
INDIRF4
GEF4 $257
line 539
;539: return 0;
CNSTF4 0
RETF4
ADDRGP4 $236
JUMPV
LABELV $257
line 541
;540: }
;541: if ( moveVector[1] > 0 && moveVector[0] < 0 ) {
ADDRLP4 64
CNSTF4 0
ASGNF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 64
INDIRF4
LEF4 $260
ADDRLP4 0
INDIRF4
ADDRLP4 64
INDIRF4
GEF4 $260
line 542
;542: return 22;
CNSTF4 1102053376
RETF4
ADDRGP4 $236
JUMPV
LABELV $260
line 544
;543: }
;544: if ( moveVector[1] > 0 && moveVector[0] == 0 ) {
ADDRLP4 68
CNSTF4 0
ASGNF4
ADDRLP4 0+4
INDIRF4
ADDRLP4 68
INDIRF4
LEF4 $263
ADDRLP4 0
INDIRF4
ADDRLP4 68
INDIRF4
NEF4 $263
line 545
;545: return -45;
CNSTF4 3258187776
RETF4
ADDRGP4 $236
JUMPV
LABELV $263
line 548
;546: }
;547:
;548: return -22;
CNSTF4 3249537024
RETF4
LABELV $236
endproc UI_MovedirAdjustment 72 16
proc UI_PlayerAngles 80 24
line 557
;549:}
;550:
;551:
;552:/*
;553:===============
;554:UI_PlayerAngles
;555:===============
;556:*/
;557:static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
line 562
;558: vec3_t legsAngles, torsoAngles, headAngles;
;559: float dest;
;560: float adjust;
;561:
;562: VectorCopy( pi->viewAngles, headAngles );
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 1184
ADDP4
INDIRB
ASGNB 12
line 563
;563: headAngles[YAW] = AngleMod( headAngles[YAW] );
ADDRLP4 12+4
INDIRF4
ARGF4
ADDRLP4 44
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRLP4 12+4
ADDRLP4 44
INDIRF4
ASGNF4
line 564
;564: VectorClear( legsAngles );
ADDRLP4 48
CNSTF4 0
ASGNF4
ADDRLP4 24+8
ADDRLP4 48
INDIRF4
ASGNF4
ADDRLP4 24+4
ADDRLP4 48
INDIRF4
ASGNF4
ADDRLP4 24
ADDRLP4 48
INDIRF4
ASGNF4
line 565
;565: VectorClear( torsoAngles );
ADDRLP4 52
CNSTF4 0
ASGNF4
ADDRLP4 0+8
ADDRLP4 52
INDIRF4
ASGNF4
ADDRLP4 0+4
ADDRLP4 52
INDIRF4
ASGNF4
ADDRLP4 0
ADDRLP4 52
INDIRF4
ASGNF4
line 570
;566:
;567: // --------- yaw -------------
;568:
;569: // allow yaw to drift a bit
;570: if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
ADDRLP4 56
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 60
CNSTI4 -129
ASGNI4
ADDRLP4 56
INDIRP4
CNSTI4 1212
ADDP4
INDIRI4
ADDRLP4 60
INDIRI4
BANDI4
CNSTI4 22
NEI4 $275
ADDRLP4 56
INDIRP4
CNSTI4 1216
ADDP4
INDIRI4
ADDRLP4 60
INDIRI4
BANDI4
CNSTI4 11
EQI4 $273
LABELV $275
line 571
;571: || ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) {
line 573
;572: // if not standing still, always point all in the same direction
;573: pi->torso.yawing = qtrue; // always center
ADDRFP4 0
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 1
ASGNI4
line 574
;574: pi->torso.pitching = qtrue; // always center
ADDRFP4 0
INDIRP4
CNSTI4 96
ADDP4
CNSTI4 1
ASGNI4
line 575
;575: pi->legs.yawing = qtrue; // always center
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
CNSTI4 1
ASGNI4
line 576
;576: }
LABELV $273
line 579
;577:
;578: // adjust legs for movement dir
;579: adjust = UI_MovedirAdjustment( pi );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 64
ADDRGP4 UI_MovedirAdjustment
CALLF4
ASGNF4
ADDRLP4 36
ADDRLP4 64
INDIRF4
ASGNF4
line 580
;580: legsAngles[YAW] = headAngles[YAW] + adjust;
ADDRLP4 24+4
ADDRLP4 12+4
INDIRF4
ADDRLP4 36
INDIRF4
ADDF4
ASGNF4
line 581
;581: torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust;
ADDRLP4 0+4
ADDRLP4 12+4
INDIRF4
CNSTF4 1048576000
ADDRLP4 36
INDIRF4
MULF4
ADDF4
ASGNF4
line 585
;582:
;583:
;584: // torso
;585: UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
ADDRLP4 0+4
INDIRF4
ARGF4
CNSTF4 1103626240
ARGF4
CNSTF4 1119092736
ARGF4
CNSTF4 1050253722
ARGF4
ADDRLP4 68
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 68
INDIRP4
CNSTI4 84
ADDP4
ARGP4
ADDRLP4 68
INDIRP4
CNSTI4 88
ADDP4
ARGP4
ADDRGP4 UI_SwingAngles
CALLV
pop
line 586
;586: UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );
ADDRLP4 24+4
INDIRF4
ARGF4
CNSTF4 1109393408
ARGF4
CNSTF4 1119092736
ARGF4
CNSTF4 1050253722
ARGF4
ADDRLP4 72
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 72
INDIRP4
CNSTI4 28
ADDP4
ARGP4
ADDRLP4 72
INDIRP4
CNSTI4 32
ADDP4
ARGP4
ADDRGP4 UI_SwingAngles
CALLV
pop
line 588
;587:
;588: torsoAngles[YAW] = pi->torso.yawAngle;
ADDRLP4 0+4
ADDRFP4 0
INDIRP4
CNSTI4 84
ADDP4
INDIRF4
ASGNF4
line 589
;589: legsAngles[YAW] = pi->legs.yawAngle;
ADDRLP4 24+4
ADDRFP4 0
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ASGNF4
line 594
;590:
;591: // --------- pitch -------------
;592:
;593: // only show a fraction of the pitch angle in the torso
;594: if ( headAngles[PITCH] > 180 ) {
ADDRLP4 12
INDIRF4
CNSTF4 1127481344
LEF4 $284
line 595
;595: dest = (-360 + headAngles[PITCH]) * 0.75;
ADDRLP4 40
CNSTF4 1061158912
ADDRLP4 12
INDIRF4
CNSTF4 3283353600
ADDF4
MULF4
ASGNF4
line 596
;596: } else {
ADDRGP4 $285
JUMPV
LABELV $284
line 597
;597: dest = headAngles[PITCH] * 0.75;
ADDRLP4 40
CNSTF4 1061158912
ADDRLP4 12
INDIRF4
MULF4
ASGNF4
line 598
;598: }
LABELV $285
line 599
;599: UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching );
ADDRLP4 40
INDIRF4
ARGF4
CNSTF4 1097859072
ARGF4
CNSTF4 1106247680
ARGF4
CNSTF4 1036831949
ARGF4
ADDRLP4 76
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 76
INDIRP4
CNSTI4 92
ADDP4
ARGP4
ADDRLP4 76
INDIRP4
CNSTI4 96
ADDP4
ARGP4
ADDRGP4 UI_SwingAngles
CALLV
pop
line 600
;600: torsoAngles[PITCH] = pi->torso.pitchAngle;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ASGNF4
line 603
;601:
;602: // pull the angles back out of the hierarchial chain
;603: AnglesSubtract( headAngles, torsoAngles, headAngles );
ADDRLP4 12
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 12
ARGP4
ADDRGP4 AnglesSubtract
CALLV
pop
line 604
;604: AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
ADDRLP4 0
ARGP4
ADDRLP4 24
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 AnglesSubtract
CALLV
pop
line 605
;605: AnglesToAxis( legsAngles, legs );
ADDRLP4 24
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRGP4 AnglesToAxis
CALLV
pop
line 606
;606: AnglesToAxis( torsoAngles, torso );
ADDRLP4 0
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 AnglesToAxis
CALLV
pop
line 607
;607: AnglesToAxis( headAngles, head );
ADDRLP4 12
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 AnglesToAxis
CALLV
pop
line 608
;608:}
LABELV $266
endproc UI_PlayerAngles 80 24
proc UI_PlayerFloatSprite 140 12
line 616
;609:
;610:
;611:/*
;612:===============
;613:UI_PlayerFloatSprite
;614:===============
;615:*/
;616:static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader ) {
line 619
;617: refEntity_t ent;
;618:
;619: memset( &ent, 0, sizeof( ent ) );
ADDRLP4 0
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 620
;620: VectorCopy( origin, ent.origin );
ADDRLP4 0+68
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 621
;621: ent.origin[2] += 48;
ADDRLP4 0+68+8
ADDRLP4 0+68+8
INDIRF4
CNSTF4 1111490560
ADDF4
ASGNF4
line 622
;622: ent.reType = RT_SPRITE;
ADDRLP4 0
CNSTI4 2
ASGNI4
line 623
;623: ent.customShader = shader;
ADDRLP4 0+112
ADDRFP4 8
INDIRI4
ASGNI4
line 624
;624: ent.radius = 10;
ADDRLP4 0+132
CNSTF4 1092616192
ASGNF4
line 625
;625: ent.renderfx = 0;
ADDRLP4 0+4
CNSTI4 0
ASGNI4
line 626
;626: trap_R_AddRefEntityToScene( &ent );
ADDRLP4 0
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 627
;627:}
LABELV $286
endproc UI_PlayerFloatSprite 140 12
export UI_MachinegunSpinAngle
proc UI_MachinegunSpinAngle 28 4
line 635
;628:
;629:
;630:/*
;631:======================
;632:UI_MachinegunSpinAngle
;633:======================
;634:*/
;635:float UI_MachinegunSpinAngle( playerInfo_t *pi ) {
line 641
;636: int delta;
;637: float angle;
;638: float speed;
;639: int torsoAnim;
;640:
;641: delta = dp_realtime - pi->barrelTime;
ADDRLP4 4
ADDRGP4 dp_realtime
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 1268
ADDP4
INDIRI4
SUBI4
ASGNI4
line 642
;642: if ( pi->barrelSpinning ) {
ADDRFP4 0
INDIRP4
CNSTI4 1260
ADDP4
INDIRI4
CNSTI4 0
EQI4 $294
line 643
;643: angle = pi->barrelAngle + delta * SPIN_SPEED;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 1264
ADDP4
INDIRF4
CNSTF4 1063675494
ADDRLP4 4
INDIRI4
CVIF4 4
MULF4
ADDF4
ASGNF4
line 644
;644: } else {
ADDRGP4 $295
JUMPV
LABELV $294
line 645
;645: if ( delta > COAST_TIME ) {
ADDRLP4 4
INDIRI4
CNSTI4 1000
LEI4 $296
line 646
;646: delta = COAST_TIME;
ADDRLP4 4
CNSTI4 1000
ASGNI4
line 647
;647: }
LABELV $296
line 649
;648:
;649: speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
ADDRLP4 12
CNSTF4 1056964608
CNSTI4 1000
ADDRLP4 4
INDIRI4
SUBI4
CVIF4 4
CNSTF4 1148846080
DIVF4
CNSTF4 1063675494
ADDF4
MULF4
ASGNF4
line 650
;650: angle = pi->barrelAngle + delta * speed;
ADDRLP4 8
ADDRFP4 0
INDIRP4
CNSTI4 1264
ADDP4
INDIRF4
ADDRLP4 4
INDIRI4
CVIF4 4
ADDRLP4 12
INDIRF4
MULF4
ADDF4
ASGNF4
line 651
;651: }
LABELV $295
line 653
;652:
;653: torsoAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1216
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 654
;654: if( torsoAnim == TORSO_ATTACK2 ) {
ADDRLP4 0
INDIRI4
CNSTI4 8
NEI4 $298
line 655
;655: torsoAnim = TORSO_ATTACK;
ADDRLP4 0
CNSTI4 7
ASGNI4
line 656
;656: }
LABELV $298
line 657
;657: if ( pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK) ) {
ADDRLP4 0
INDIRI4
CNSTI4 7
EQI4 $303
ADDRLP4 16
CNSTI4 1
ASGNI4
ADDRGP4 $304
JUMPV
LABELV $303
ADDRLP4 16
CNSTI4 0
ASGNI4
LABELV $304
ADDRFP4 0
INDIRP4
CNSTI4 1260
ADDP4
INDIRI4
ADDRLP4 16
INDIRI4
NEI4 $300
line 658
;658: pi->barrelTime = dp_realtime;
ADDRFP4 0
INDIRP4
CNSTI4 1268
ADDP4
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 659
;659: pi->barrelAngle = AngleMod( angle );
ADDRLP4 8
INDIRF4
ARGF4
ADDRLP4 20
ADDRGP4 AngleMod
CALLF4
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 1264
ADDP4
ADDRLP4 20
INDIRF4
ASGNF4
line 660
;660: pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK);
ADDRLP4 0
INDIRI4
CNSTI4 7
NEI4 $306
ADDRLP4 24
CNSTI4 1
ASGNI4
ADDRGP4 $307
JUMPV
LABELV $306
ADDRLP4 24
CNSTI4 0
ASGNI4
LABELV $307
ADDRFP4 0
INDIRP4
CNSTI4 1260
ADDP4
ADDRLP4 24
INDIRI4
ASGNI4
line 661
;661: }
LABELV $300
line 663
;662:
;663: return angle;
ADDRLP4 8
INDIRF4
RETF4
LABELV $293
endproc UI_MachinegunSpinAngle 28 4
lit
align 4
LABELV $309
byte 4 3246391296
byte 4 3246391296
byte 4 3250585600
align 4
LABELV $310
byte 4 1098907648
byte 4 1098907648
byte 4 1107296256
export UI_DrawPlayer
code
proc UI_DrawPlayer 1300 28
line 672
;664:}
;665:
;666:
;667:/*
;668:===============
;669:UI_DrawPlayer
;670:===============
;671:*/
;672:void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) {
line 682
;673: refdef_t refdef;
;674: refEntity_t legs;
;675: refEntity_t torso;
;676: refEntity_t head;
;677: refEntity_t gun;
;678: refEntity_t barrel;
;679: refEntity_t flash;
;680: vec3_t origin;
;681: int renderfx;
;682: vec3_t mins = {-16, -16, -24};
ADDRLP4 804
ADDRGP4 $309
INDIRB
ASGNB 12
line 683
;683: vec3_t maxs = {16, 16, 32};
ADDRLP4 816
ADDRGP4 $310
INDIRB
ASGNB 12
line 687
;684: float len;
;685: float xx;
;686:
;687: if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) {
ADDRLP4 1256
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1260
CNSTI4 0
ASGNI4
ADDRLP4 1256
INDIRP4
INDIRI4
ADDRLP4 1260
INDIRI4
EQI4 $315
ADDRLP4 1256
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
ADDRLP4 1260
INDIRI4
EQI4 $315
ADDRLP4 1256
INDIRP4
CNSTI4 112
ADDP4
INDIRI4
ADDRLP4 1260
INDIRI4
EQI4 $315
ADDRLP4 1256
INDIRP4
CNSTI4 124
ADDP4
INDIRI4
ADDRLP4 1260
INDIRI4
NEI4 $311
LABELV $315
line 688
;688: return;
ADDRGP4 $308
JUMPV
LABELV $311
line 692
;689: }
;690:
;691: // this allows the ui to cache the player model on the main menu
;692: if (w == 0 || h == 0) {
ADDRLP4 1264
CNSTF4 0
ASGNF4
ADDRFP4 8
INDIRF4
ADDRLP4 1264
INDIRF4
EQF4 $318
ADDRFP4 12
INDIRF4
ADDRLP4 1264
INDIRF4
NEF4 $316
LABELV $318
line 693
;693: return;
ADDRGP4 $308
JUMPV
LABELV $316
line 696
;694: }
;695:
;696: dp_realtime = time;
ADDRGP4 dp_realtime
ADDRFP4 20
INDIRI4
ASGNI4
line 698
;697:
;698: if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) {
ADDRLP4 1268
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1268
INDIRP4
CNSTI4 1228
ADDP4
INDIRI4
CNSTI4 -1
EQI4 $319
ADDRGP4 dp_realtime
INDIRI4
ADDRLP4 1268
INDIRP4
CNSTI4 1232
ADDP4
INDIRI4
LEI4 $319
line 699
;699: pi->weapon = pi->pendingWeapon;
ADDRLP4 1272
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1272
INDIRP4
CNSTI4 1220
ADDP4
ADDRLP4 1272
INDIRP4
CNSTI4 1228
ADDP4
INDIRI4
ASGNI4
line 700
;700: pi->lastWeapon = pi->pendingWeapon;
ADDRLP4 1276
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1276
INDIRP4
CNSTI4 1224
ADDP4
ADDRLP4 1276
INDIRP4
CNSTI4 1228
ADDP4
INDIRI4
ASGNI4
line 701
;701: pi->pendingWeapon = -1;
ADDRFP4 16
INDIRP4
CNSTI4 1228
ADDP4
CNSTI4 -1
ASGNI4
line 702
;702: pi->weaponTimer = 0;
ADDRFP4 16
INDIRP4
CNSTI4 1232
ADDP4
CNSTI4 0
ASGNI4
line 703
;703: if( pi->currentWeapon != pi->weapon ) {
ADDRLP4 1280
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1280
INDIRP4
CNSTI4 1208
ADDP4
INDIRI4
ADDRLP4 1280
INDIRP4
CNSTI4 1220
ADDP4
INDIRI4
EQI4 $321
line 704
;704: trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
ADDRGP4 weaponChangeSound
INDIRI4
ARGI4
CNSTI4 1
ARGI4
ADDRGP4 trap_S_StartLocalSound
CALLV
pop
line 705
;705: }
LABELV $321
line 706
;706: }
LABELV $319
line 708
;707:
;708: UI_AdjustFrom640( &x, &y, &w, &h );
ADDRFP4 0
ARGP4
ADDRFP4 4
ARGP4
ADDRFP4 8
ARGP4
ADDRFP4 12
ARGP4
ADDRGP4 UI_AdjustFrom640
CALLV
pop
line 710
;709:
;710: y -= jumpHeight;
ADDRFP4 4
ADDRFP4 4
INDIRF4
ADDRGP4 jumpHeight
INDIRF4
SUBF4
ASGNF4
line 712
;711:
;712: memset( &refdef, 0, sizeof( refdef ) );
ADDRLP4 0
ARGP4
CNSTI4 0
ARGI4
CNSTI4 368
ARGI4
ADDRGP4 memset
CALLP4
pop
line 713
;713: memset( &legs, 0, sizeof(legs) );
ADDRLP4 380
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 714
;714: memset( &torso, 0, sizeof(torso) );
ADDRLP4 520
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 715
;715: memset( &head, 0, sizeof(head) );
ADDRLP4 660
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 717
;716:
;717: refdef.rdflags = RDF_NOWORLDMODEL;
ADDRLP4 0+76
CNSTI4 1
ASGNI4
line 719
;718:
;719: AxisClear( refdef.viewaxis );
ADDRLP4 0+36
ARGP4
ADDRGP4 AxisClear
CALLV
pop
line 721
;720:
;721: refdef.x = x;
ADDRLP4 0
ADDRFP4 0
INDIRF4
CVFI4 4
ASGNI4
line 722
;722: refdef.y = y;
ADDRLP4 0+4
ADDRFP4 4
INDIRF4
CVFI4 4
ASGNI4
line 723
;723: refdef.width = w;
ADDRLP4 0+8
ADDRFP4 8
INDIRF4
CVFI4 4
ASGNI4
line 724
;724: refdef.height = h;
ADDRLP4 0+12
ADDRFP4 12
INDIRF4
CVFI4 4
ASGNI4
line 726
;725:
;726: refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f);
ADDRLP4 0+16
CNSTF4 1119092736
ADDRLP4 0+8
INDIRI4
CVIF4 4
CNSTF4 1142947840
DIVF4
MULF4
CVFI4 4
CVIF4 4
ASGNF4
line 727
;727: xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
CNSTF4 1078530011
ADDRLP4 0+16
INDIRF4
CNSTF4 1135869952
DIVF4
MULF4
ARGF4
ADDRLP4 1272
ADDRGP4 tan
CALLF4
ASGNF4
ADDRLP4 1112
ADDRLP4 0+8
INDIRI4
CVIF4 4
ADDRLP4 1272
INDIRF4
DIVF4
ASGNF4
line 728
;728: refdef.fov_y = atan2( refdef.height, xx );
ADDRLP4 0+12
INDIRI4
CVIF4 4
ARGF4
ADDRLP4 1112
INDIRF4
ARGF4
ADDRLP4 1276
ADDRGP4 atan2
CALLF4
ASGNF4
ADDRLP4 0+20
ADDRLP4 1276
INDIRF4
ASGNF4
line 729
;729: refdef.fov_y *= ( 360 / (float)M_PI );
ADDRLP4 0+20
CNSTF4 1122316001
ADDRLP4 0+20
INDIRF4
MULF4
ASGNF4
line 732
;730:
;731: // calculate distance so the player nearly fills the box
;732: len = 0.7 * ( maxs[2] - mins[2] );
ADDRLP4 1108
CNSTF4 1060320051
ADDRLP4 816+8
INDIRF4
ADDRLP4 804+8
INDIRF4
SUBF4
MULF4
ASGNF4
line 733
;733: origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
CNSTF4 1056964608
CNSTF4 1078530011
ADDRLP4 0+16
INDIRF4
MULF4
CNSTF4 1127481344
DIVF4
MULF4
ARGF4
ADDRLP4 1280
ADDRGP4 tan
CALLF4
ASGNF4
ADDRLP4 368
ADDRLP4 1108
INDIRF4
ADDRLP4 1280
INDIRF4
DIVF4
ASGNF4
line 734
;734: origin[1] = 0.5 * ( mins[1] + maxs[1] );
ADDRLP4 368+4
CNSTF4 1056964608
ADDRLP4 804+4
INDIRF4
ADDRLP4 816+4
INDIRF4
ADDF4
MULF4
ASGNF4
line 735
;735: origin[2] = -0.5 * ( mins[2] + maxs[2] );
ADDRLP4 368+8
CNSTF4 3204448256
ADDRLP4 804+8
INDIRF4
ADDRLP4 816+8
INDIRF4
ADDF4
MULF4
ASGNF4
line 737
;736:
;737: refdef.time = dp_realtime;
ADDRLP4 0+72
ADDRGP4 dp_realtime
INDIRI4
ASGNI4
line 739
;738:
;739: trap_R_ClearScene();
ADDRGP4 trap_R_ClearScene
CALLV
pop
line 742
;740:
;741: // get the rotation information
;742: UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis );
ADDRFP4 16
INDIRP4
ARGP4
ADDRLP4 380+28
ARGP4
ADDRLP4 520+28
ARGP4
ADDRLP4 660+28
ARGP4
ADDRGP4 UI_PlayerAngles
CALLV
pop
line 745
;743:
;744: // get the animation state (after rotation, to allow feet shuffle)
;745: UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
ADDRFP4 16
INDIRP4
ARGP4
ADDRLP4 380+96
ARGP4
ADDRLP4 380+80
ARGP4
ADDRLP4 380+100
ARGP4
ADDRLP4 520+96
ARGP4
ADDRLP4 520+80
ARGP4
ADDRLP4 520+100
ARGP4
ADDRGP4 UI_PlayerAnimation
CALLV
pop
line 748
;746: &torso.oldframe, &torso.frame, &torso.backlerp );
;747:
;748: renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;
ADDRLP4 800
CNSTI4 192
ASGNI4
line 753
;749:
;750: //
;751: // add the legs
;752: //
;753: legs.hModel = pi->legsModel;
ADDRLP4 380+8
ADDRFP4 16
INDIRP4
INDIRI4
ASGNI4
line 754
;754: legs.customSkin = pi->legsSkin;
ADDRLP4 380+108
ADDRFP4 16
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ASGNI4
line 756
;755:
;756: VectorCopy( origin, legs.origin );
ADDRLP4 380+68
ADDRLP4 368
INDIRB
ASGNB 12
line 758
;757:
;758: VectorCopy( origin, legs.lightingOrigin );
ADDRLP4 380+12
ADDRLP4 368
INDIRB
ASGNB 12
line 759
;759: legs.renderfx = renderfx;
ADDRLP4 380+4
ADDRLP4 800
INDIRI4
ASGNI4
line 760
;760: VectorCopy (legs.origin, legs.oldorigin);
ADDRLP4 380+84
ADDRLP4 380+68
INDIRB
ASGNB 12
line 762
;761:
;762: trap_R_AddRefEntityToScene( &legs );
ADDRLP4 380
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 764
;763:
;764: if (!legs.hModel) {
ADDRLP4 380+8
INDIRI4
CNSTI4 0
NEI4 $361
line 765
;765: return;
ADDRGP4 $308
JUMPV
LABELV $361
line 771
;766: }
;767:
;768: //
;769: // add the torso
;770: //
;771: torso.hModel = pi->torsoModel;
ADDRLP4 520+8
ADDRFP4 16
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
ASGNI4
line 772
;772: if (!torso.hModel) {
ADDRLP4 520+8
INDIRI4
CNSTI4 0
NEI4 $365
line 773
;773: return;
ADDRGP4 $308
JUMPV
LABELV $365
line 776
;774: }
;775:
;776: torso.customSkin = pi->torsoSkin;
ADDRLP4 520+108
ADDRFP4 16
INDIRP4
CNSTI4 60
ADDP4
INDIRI4
ASGNI4
line 778
;777:
;778: VectorCopy( origin, torso.lightingOrigin );
ADDRLP4 520+12
ADDRLP4 368
INDIRB
ASGNB 12
line 780
;779:
;780: UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso");
ADDRLP4 520
ARGP4
ADDRLP4 380
ARGP4
ADDRFP4 16
INDIRP4
INDIRI4
ARGI4
ADDRGP4 $370
ARGP4
ADDRGP4 UI_PositionRotatedEntityOnTag
CALLV
pop
line 782
;781:
;782: torso.renderfx = renderfx;
ADDRLP4 520+4
ADDRLP4 800
INDIRI4
ASGNI4
line 784
;783:
;784: trap_R_AddRefEntityToScene( &torso );
ADDRLP4 520
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 789
;785:
;786: //
;787: // add the head
;788: //
;789: head.hModel = pi->headModel;
ADDRLP4 660+8
ADDRFP4 16
INDIRP4
CNSTI4 112
ADDP4
INDIRI4
ASGNI4
line 790
;790: if (!head.hModel) {
ADDRLP4 660+8
INDIRI4
CNSTI4 0
NEI4 $373
line 791
;791: return;
ADDRGP4 $308
JUMPV
LABELV $373
line 793
;792: }
;793: head.customSkin = pi->headSkin;
ADDRLP4 660+108
ADDRFP4 16
INDIRP4
CNSTI4 116
ADDP4
INDIRI4
ASGNI4
line 795
;794:
;795: VectorCopy( origin, head.lightingOrigin );
ADDRLP4 660+12
ADDRLP4 368
INDIRB
ASGNB 12
line 797
;796:
;797: UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head");
ADDRLP4 660
ARGP4
ADDRLP4 520
ARGP4
ADDRFP4 16
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
ARGI4
ADDRGP4 $378
ARGP4
ADDRGP4 UI_PositionRotatedEntityOnTag
CALLV
pop
line 799
;798:
;799: head.renderfx = renderfx;
ADDRLP4 660+4
ADDRLP4 800
INDIRI4
ASGNI4
line 801
;800:
;801: trap_R_AddRefEntityToScene( &head );
ADDRLP4 660
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 806
;802:
;803: //
;804: // add the gun
;805: //
;806: if ( pi->currentWeapon != WP_NONE ) {
ADDRFP4 16
INDIRP4
CNSTI4 1208
ADDP4
INDIRI4
CNSTI4 0
EQI4 $380
line 807
;807: memset( &gun, 0, sizeof(gun) );
ADDRLP4 828
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 808
;808: gun.hModel = pi->weaponModel;
ADDRLP4 828+8
ADDRFP4 16
INDIRP4
CNSTI4 1156
ADDP4
INDIRI4
ASGNI4
line 809
;809: VectorCopy( origin, gun.lightingOrigin );
ADDRLP4 828+12
ADDRLP4 368
INDIRB
ASGNB 12
line 810
;810: UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
ADDRLP4 828
ARGP4
ADDRLP4 520
ARGP4
ADDRFP4 16
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
ARGI4
ADDRGP4 $384
ARGP4
ADDRGP4 UI_PositionEntityOnTag
CALLV
pop
line 811
;811: gun.renderfx = renderfx;
ADDRLP4 828+4
ADDRLP4 800
INDIRI4
ASGNI4
line 812
;812: trap_R_AddRefEntityToScene( &gun );
ADDRLP4 828
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 813
;813: }
LABELV $380
line 846
;814:
;815: //
;816: // add the spinning barrel
;817: //
;818: //Blaze: No spinning barrels in rq3
;819: /*
;820: if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
;821: vec3_t angles;
;822:
;823: memset( &barrel, 0, sizeof(barrel) );
;824: VectorCopy( origin, barrel.lightingOrigin );
;825: barrel.renderfx = renderfx;
;826:
;827: barrel.hModel = pi->barrelModel;
;828: angles[YAW] = 0;
;829: angles[PITCH] = 0;
;830: angles[ROLL] = UI_MachinegunSpinAngle( pi );
;831: if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
;832: angles[PITCH] = angles[ROLL];
;833: angles[ROLL] = 0;
;834: }
;835: AnglesToAxis( angles, barrel.axis );
;836:
;837: UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
;838:
;839: trap_R_AddRefEntityToScene( &barrel );
;840: }
;841: */
;842:
;843: //
;844: // add muzzle flash
;845: //
;846: if ( dp_realtime <= pi->muzzleFlashTime ) {
ADDRGP4 dp_realtime
INDIRI4
ADDRFP4 16
INDIRP4
CNSTI4 1180
ADDP4
INDIRI4
GTI4 $386
line 847
;847: if ( pi->flashModel ) {
ADDRFP4 16
INDIRP4
CNSTI4 1164
ADDP4
INDIRI4
CNSTI4 0
EQI4 $388
line 848
;848: memset( &flash, 0, sizeof(flash) );
ADDRLP4 968
ARGP4
CNSTI4 0
ARGI4
CNSTI4 140
ARGI4
ADDRGP4 memset
CALLP4
pop
line 849
;849: flash.hModel = pi->flashModel;
ADDRLP4 968+8
ADDRFP4 16
INDIRP4
CNSTI4 1164
ADDP4
INDIRI4
ASGNI4
line 850
;850: VectorCopy( origin, flash.lightingOrigin );
ADDRLP4 968+12
ADDRLP4 368
INDIRB
ASGNB 12
line 851
;851: UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash");
ADDRLP4 968
ARGP4
ADDRLP4 828
ARGP4
ADDRFP4 16
INDIRP4
CNSTI4 1156
ADDP4
INDIRI4
ARGI4
ADDRGP4 $392
ARGP4
ADDRGP4 UI_PositionEntityOnTag
CALLV
pop
line 852
;852: flash.renderfx = renderfx;
ADDRLP4 968+4
ADDRLP4 800
INDIRI4
ASGNI4
line 853
;853: trap_R_AddRefEntityToScene( &flash );
ADDRLP4 968
ARGP4
ADDRGP4 trap_R_AddRefEntityToScene
CALLV
pop
line 854
;854: }
LABELV $388
line 857
;855:
;856: // make a dlight for the flash
;857: if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) {
ADDRLP4 1284
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1288
CNSTF4 0
ASGNF4
ADDRLP4 1284
INDIRP4
CNSTI4 1168
ADDP4
INDIRF4
ADDRLP4 1288
INDIRF4
NEF4 $397
ADDRLP4 1284
INDIRP4
CNSTI4 1172
ADDP4
INDIRF4
ADDRLP4 1288
INDIRF4
NEF4 $397
ADDRLP4 1284
INDIRP4
CNSTI4 1176
ADDP4
INDIRF4
ADDRLP4 1288
INDIRF4
EQF4 $394
LABELV $397
line 858
;858: trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0],
ADDRLP4 1292
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 968+68
ARGP4
ADDRLP4 1292
INDIRI4
CNSTI4 31
BANDI4
CNSTI4 200
ADDI4
CVIF4 4
ARGF4
ADDRLP4 1296
ADDRFP4 16
INDIRP4
ASGNP4
ADDRLP4 1296
INDIRP4
CNSTI4 1168
ADDP4
INDIRF4
ARGF4
ADDRLP4 1296
INDIRP4
CNSTI4 1172
ADDP4
INDIRF4
ARGF4
ADDRLP4 1296
INDIRP4
CNSTI4 1176
ADDP4
INDIRF4
ARGF4
ADDRGP4 trap_R_AddLightToScene
CALLV
pop
line 860
;859: pi->flashDlightColor[1], pi->flashDlightColor[2] );
;860: }
LABELV $394
line 861
;861: }
LABELV $386
line 866
;862:
;863: //
;864: // add the chat icon
;865: //
;866: if ( pi->chat ) {
ADDRFP4 16
INDIRP4
CNSTI4 1252
ADDP4
INDIRI4
CNSTI4 0
EQI4 $399
line 867
;867: UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) );
ADDRGP4 $401
ARGP4
ADDRLP4 1284
ADDRGP4 trap_R_RegisterShaderNoMip
CALLI4
ASGNI4
ADDRFP4 16
INDIRP4
ARGP4
ADDRLP4 368
ARGP4
ADDRLP4 1284
INDIRI4
ARGI4
ADDRGP4 UI_PlayerFloatSprite
CALLV
pop
line 868
;868: }
LABELV $399
line 873
;869:
;870: //
;871: // add an accent light
;872: //
;873: origin[0] -= 100; // + = behind, - = in front
ADDRLP4 368
ADDRLP4 368
INDIRF4
CNSTF4 1120403456
SUBF4
ASGNF4
line 874
;874: origin[1] += 100; // + = left, - = right
ADDRLP4 368+4
ADDRLP4 368+4
INDIRF4
CNSTF4 1120403456
ADDF4
ASGNF4
line 875
;875: origin[2] += 100; // + = above, - = below
ADDRLP4 368+8
ADDRLP4 368+8
INDIRF4
CNSTF4 1120403456
ADDF4
ASGNF4
line 876
;876: trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 );
ADDRLP4 368
ARGP4
CNSTF4 1140457472
ARGF4
ADDRLP4 1284
CNSTF4 1065353216
ASGNF4
ADDRLP4 1284
INDIRF4
ARGF4
ADDRLP4 1284
INDIRF4
ARGF4
ADDRLP4 1284
INDIRF4
ARGF4
ADDRGP4 trap_R_AddLightToScene
CALLV
pop
line 878
;877:
;878: origin[0] -= 100;
ADDRLP4 368
ADDRLP4 368
INDIRF4
CNSTF4 1120403456
SUBF4
ASGNF4
line 879
;879: origin[1] -= 100;
ADDRLP4 368+4
ADDRLP4 368+4
INDIRF4
CNSTF4 1120403456
SUBF4
ASGNF4
line 880
;880: origin[2] -= 100;
ADDRLP4 368+8
ADDRLP4 368+8
INDIRF4
CNSTF4 1120403456
SUBF4
ASGNF4
line 881
;881: trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 );
ADDRLP4 368
ARGP4
CNSTF4 1140457472
ARGF4
CNSTF4 1065353216
ARGF4
ADDRLP4 1288
CNSTF4 0
ASGNF4
ADDRLP4 1288
INDIRF4
ARGF4
ADDRLP4 1288
INDIRF4
ARGF4
ADDRGP4 trap_R_AddLightToScene
CALLV
pop
line 883
;882:
;883: trap_R_RenderScene( &refdef );
ADDRLP4 0
ARGP4
ADDRGP4 trap_R_RenderScene
CALLV
pop
line 884
;884:}
LABELV $308
endproc UI_DrawPlayer 1300 28
proc UI_FileExists 8 12
line 891
;885:
;886:/*
;887:==========================
;888:UI_FileExists
;889:==========================
;890:*/
;891:static qboolean UI_FileExists(const char *filename) {
line 894
;892: int len;
;893:
;894: len = trap_FS_FOpenFile( filename, 0, FS_READ );
ADDRFP4 0
INDIRP4
ARGP4
CNSTP4 0
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 4
ADDRGP4 trap_FS_FOpenFile
CALLI4
ASGNI4
ADDRLP4 0
ADDRLP4 4
INDIRI4
ASGNI4
line 895
;895: if (len>0) {
ADDRLP4 0
INDIRI4
CNSTI4 0
LEI4 $407
line 896
;896: return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $406
JUMPV
LABELV $407
line 898
;897: }
;898: return qfalse;
CNSTI4 0
RETI4
LABELV $406
endproc UI_FileExists 8 12
proc UI_FindClientHeadFile 40 40
line 906
;899:}
;900:
;901:/*
;902:==========================
;903:UI_FindClientHeadFile
;904:==========================
;905:*/
;906:static qboolean UI_FindClientHeadFile( char *filename, int length, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) {
line 910
;907: char *team, *headsFolder;
;908: int i;
;909:
;910: team = "default";
ADDRLP4 8
ADDRGP4 $410
ASGNP4
line 912
;911:
;912: if ( headModelName[0] == '*' ) {
ADDRFP4 12
INDIRP4
INDIRI1
CVII4 1
CNSTI4 42
NEI4 $411
line 913
;913: headsFolder = "heads/";
ADDRLP4 4
ADDRGP4 $413
ASGNP4
line 914
;914: headModelName++;
ADDRFP4 12
ADDRFP4 12
INDIRP4
CNSTI4 1
ADDP4
ASGNP4
line 915
;915: }
ADDRGP4 $416
JUMPV
LABELV $411
line 916
;916: else {
line 917
;917: headsFolder = "";
ADDRLP4 4
ADDRGP4 $414
ASGNP4
line 918
;918: }
ADDRGP4 $416
JUMPV
LABELV $415
line 919
;919: while(1) {
line 920
;920: for ( i = 0; i < 2; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $418
line 921
;921: if ( i == 0 && teamName && *teamName ) {
ADDRLP4 12
CNSTI4 0
ASGNI4
ADDRLP4 0
INDIRI4
ADDRLP4 12
INDIRI4
NEI4 $422
ADDRLP4 16
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 16
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $422
ADDRLP4 16
INDIRP4
INDIRI1
CVII4 1
ADDRLP4 12
INDIRI4
EQI4 $422
line 922
;922: Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 $424
ARGP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRFP4 16
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 20
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRFP4 24
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 923
;923: }
ADDRGP4 $423
JUMPV
LABELV $422
line 924
;924: else {
line 925
;925: Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 $425
ARGP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRFP4 16
INDIRP4
ARGP4
ADDRFP4 20
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRFP4 24
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 926
;926: }
LABELV $423
line 927
;927: if ( UI_FileExists( filename ) ) {
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 20
ADDRGP4 UI_FileExists
CALLI4
ASGNI4
ADDRLP4 20
INDIRI4
CNSTI4 0
EQI4 $426
line 928
;928: return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $409
JUMPV
LABELV $426
line 930
;929: }
;930: if ( i == 0 && teamName && *teamName ) {
ADDRLP4 24
CNSTI4 0
ASGNI4
ADDRLP4 0
INDIRI4
ADDRLP4 24
INDIRI4
NEI4 $428
ADDRLP4 28
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $428
ADDRLP4 28
INDIRP4
INDIRI1
CVII4 1
ADDRLP4 24
INDIRI4
EQI4 $428
line 931
;931: Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 $430
ARGP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 20
INDIRP4
ARGP4
ADDRFP4 16
INDIRP4
ARGP4
ADDRFP4 24
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 932
;932: }
ADDRGP4 $429
JUMPV
LABELV $428
line 933
;933: else {
line 934
;934: Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 $431
ARGP4
ADDRLP4 4
INDIRP4
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRFP4 20
INDIRP4
ARGP4
ADDRFP4 16
INDIRP4
ARGP4
ADDRFP4 24
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 935
;935: }
LABELV $429
line 936
;936: if ( UI_FileExists( filename ) ) {
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 32
ADDRGP4 UI_FileExists
CALLI4
ASGNI4
ADDRLP4 32
INDIRI4
CNSTI4 0
EQI4 $432
line 937
;937: return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $409
JUMPV
LABELV $432
line 939
;938: }
;939: if ( !teamName || !*teamName ) {
ADDRLP4 36
ADDRFP4 8
INDIRP4
ASGNP4
ADDRLP4 36
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $436
ADDRLP4 36
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $434
LABELV $436
line 940
;940: break;
ADDRGP4 $420
JUMPV
LABELV $434
line 942
;941: }
;942: }
LABELV $419
line 920
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 2
LTI4 $418
LABELV $420
line 944
;943: // if tried the heads folder first
;944: if ( headsFolder[0] ) {
ADDRLP4 4
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $437
line 945
;945: break;
ADDRGP4 $417
JUMPV
LABELV $437
line 947
;946: }
;947: headsFolder = "heads/";
ADDRLP4 4
ADDRGP4 $413
ASGNP4
line 948
;948: }
LABELV $416
line 919
ADDRGP4 $415
JUMPV
LABELV $417
line 950
;949:
;950: return qfalse;
CNSTI4 0
RETI4
LABELV $409
endproc UI_FindClientHeadFile 40 40
proc UI_RegisterClientSkin 156 28
line 958
;951:}
;952:
;953:/*
;954:==========================
;955:UI_RegisterClientSkin
;956:==========================
;957:*/
;958:static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName , const char *teamName) {
line 961
;959: char filename[MAX_QPATH*2];
;960:
;961: if (teamName && *teamName) {
ADDRLP4 128
ADDRFP4 20
INDIRP4
ASGNP4
ADDRLP4 128
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $440
ADDRLP4 128
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $440
line 962
;962: Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/lower_%s.skin", modelName, teamName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRGP4 $442
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 20
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 963
;963: } else {
ADDRGP4 $441
JUMPV
LABELV $440
line 964
;964: Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRGP4 $443
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 965
;965: }
LABELV $441
line 966
;966: pi->legsSkin = trap_R_RegisterSkin( filename );
ADDRLP4 0
ARGP4
ADDRLP4 132
ADDRGP4 trap_R_RegisterSkin
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
ADDRLP4 132
INDIRI4
ASGNI4
line 967
;967: if (!pi->legsSkin) {
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
CNSTI4 0
NEI4 $444
line 968
;968: if (teamName && *teamName) {
ADDRLP4 136
ADDRFP4 20
INDIRP4
ASGNP4
ADDRLP4 136
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $446
ADDRLP4 136
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $446
line 969
;969: Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/lower_%s.skin", modelName, teamName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRGP4 $448
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 20
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 970
;970: } else {
ADDRGP4 $447
JUMPV
LABELV $446
line 971
;971: Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower_%s.skin", modelName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRGP4 $449
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 972
;972: }
LABELV $447
line 973
;973: pi->legsSkin = trap_R_RegisterSkin( filename );
ADDRLP4 0
ARGP4
ADDRLP4 140
ADDRGP4 trap_R_RegisterSkin
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
ADDRLP4 140
INDIRI4
ASGNI4
line 974
;974: }
LABELV $444
line 976
;975:
;976: if (teamName && *teamName) {
ADDRLP4 136
ADDRFP4 20
INDIRP4
ASGNP4
ADDRLP4 136
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $450
ADDRLP4 136
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $450
line 977
;977: Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/upper_%s.skin", modelName, teamName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRGP4 $452
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 20
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 978
;978: } else {
ADDRGP4 $451
JUMPV
LABELV $450
line 979
;979: Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRGP4 $453
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 980
;980: }
LABELV $451
line 981
;981: pi->torsoSkin = trap_R_RegisterSkin( filename );
ADDRLP4 0
ARGP4
ADDRLP4 140
ADDRGP4 trap_R_RegisterSkin
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 60
ADDP4
ADDRLP4 140
INDIRI4
ASGNI4
line 982
;982: if (!pi->torsoSkin) {
ADDRFP4 0
INDIRP4
CNSTI4 60
ADDP4
INDIRI4
CNSTI4 0
NEI4 $454
line 983
;983: if (teamName && *teamName) {
ADDRLP4 144
ADDRFP4 20
INDIRP4
ASGNP4
ADDRLP4 144
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $456
ADDRLP4 144
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $456
line 984
;984: Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/upper_%s.skin", modelName, teamName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRGP4 $458
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 20
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 985
;985: } else {
ADDRGP4 $457
JUMPV
LABELV $456
line 986
;986: Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper_%s.skin", modelName, skinName );
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRGP4 $459
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 987
;987: }
LABELV $457
line 988
;988: pi->torsoSkin = trap_R_RegisterSkin( filename );
ADDRLP4 0
ARGP4
ADDRLP4 148
ADDRGP4 trap_R_RegisterSkin
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 60
ADDP4
ADDRLP4 148
INDIRI4
ASGNI4
line 989
;989: }
LABELV $454
line 991
;990:
;991: if ( UI_FindClientHeadFile( filename, sizeof(filename), teamName, headModelName, headSkinName, "head", "skin" ) ) {
ADDRLP4 0
ARGP4
CNSTI4 128
ARGI4
ADDRFP4 20
INDIRP4
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRFP4 16
INDIRP4
ARGP4
ADDRGP4 $462
ARGP4
ADDRGP4 $463
ARGP4
ADDRLP4 144
ADDRGP4 UI_FindClientHeadFile
CALLI4
ASGNI4
ADDRLP4 144
INDIRI4
CNSTI4 0
EQI4 $460
line 992
;992: pi->headSkin = trap_R_RegisterSkin( filename );
ADDRLP4 0
ARGP4
ADDRLP4 148
ADDRGP4 trap_R_RegisterSkin
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 116
ADDP4
ADDRLP4 148
INDIRI4
ASGNI4
line 993
;993: }
LABELV $460
line 995
;994:
;995: if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) {
ADDRLP4 148
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 152
CNSTI4 0
ASGNI4
ADDRLP4 148
INDIRP4
CNSTI4 4
ADDP4
INDIRI4
ADDRLP4 152
INDIRI4
EQI4 $467
ADDRLP4 148
INDIRP4
CNSTI4 60
ADDP4
INDIRI4
ADDRLP4 152
INDIRI4
EQI4 $467
ADDRLP4 148
INDIRP4
CNSTI4 116
ADDP4
INDIRI4
ADDRLP4 152
INDIRI4
NEI4 $464
LABELV $467
line 996
;996: return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $439
JUMPV
LABELV $464
line 999
;997: }
;998:
;999: return qtrue;
CNSTI4 1
RETI4
LABELV $439
endproc UI_RegisterClientSkin 156 28
proc UI_ParseAnimationFile 20068 12
line 1008
;1000:}
;1001:
;1002:
;1003:/*
;1004:======================
;1005:UI_ParseAnimationFile
;1006:======================
;1007:*/
;1008:static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animations ) {
line 1018
;1009: char *text_p, *prev;
;1010: int len;
;1011: int i;
;1012: char *token;
;1013: float fps;
;1014: int skip;
;1015: char text[20000];
;1016: fileHandle_t f;
;1017:
;1018: memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS );
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 868
ARGI4
ADDRGP4 memset
CALLP4
pop
line 1021
;1019:
;1020: // load the file
;1021: len = trap_FS_FOpenFile( filename, &f, FS_READ );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 20028
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 20032
ADDRGP4 trap_FS_FOpenFile
CALLI4
ASGNI4
ADDRLP4 24
ADDRLP4 20032
INDIRI4
ASGNI4
line 1022
;1022: if ( len <= 0 ) {
ADDRLP4 24
INDIRI4
CNSTI4 0
GTI4 $469
line 1023
;1023: return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $468
JUMPV
LABELV $469
line 1025
;1024: }
;1025: if ( len >= ( sizeof( text ) - 1 ) ) {
ADDRLP4 24
INDIRI4
CVIU4 4
CNSTU4 19999
LTU4 $471
line 1026
;1026: Com_Printf( "File %s too long\n", filename );
ADDRGP4 $473
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1027
;1027: return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $468
JUMPV
LABELV $471
line 1029
;1028: }
;1029: trap_FS_Read( text, len, f );
ADDRLP4 28
ARGP4
ADDRLP4 24
INDIRI4
ARGI4
ADDRLP4 20028
INDIRI4
ARGI4
ADDRGP4 trap_FS_Read
CALLV
pop
line 1030
;1030: text[len] = 0;
ADDRLP4 24
INDIRI4
ADDRLP4 28
ADDP4
CNSTI1 0
ASGNI1
line 1031
;1031: trap_FS_FCloseFile( f );
ADDRLP4 20028
INDIRI4
ARGI4
ADDRGP4 trap_FS_FCloseFile
CALLV
pop
line 1033
;1032:
;1033: COM_Compress(text);
ADDRLP4 28
ARGP4
ADDRGP4 COM_Compress
CALLI4
pop
line 1036
;1034:
;1035: // parse the text
;1036: text_p = text;
ADDRLP4 8
ADDRLP4 28
ASGNP4
line 1037
;1037: skip = 0; // quite the compiler warning
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRGP4 $475
JUMPV
LABELV $474
line 1040
;1038:
;1039: // read optional parameters
;1040: while ( 1 ) {
line 1041
;1041: prev = text_p; // so we can unget
ADDRLP4 16
ADDRLP4 8
INDIRP4
ASGNP4
line 1042
;1042: token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20036
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20036
INDIRP4
ASGNP4
line 1043
;1043: if ( !token ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $477
line 1044
;1044: break;
ADDRGP4 $476
JUMPV
LABELV $477
line 1046
;1045: }
;1046: if ( !Q_stricmp( token, "footsteps" ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 $481
ARGP4
ADDRLP4 20040
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 20040
INDIRI4
CNSTI4 0
NEI4 $479
line 1047
;1047: token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20044
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20044
INDIRP4
ASGNP4
line 1048
;1048: if ( !token ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $475
line 1049
;1049: break;
ADDRGP4 $476
JUMPV
line 1051
;1050: }
;1051: continue;
LABELV $479
line 1052
;1052: } else if ( !Q_stricmp( token, "headoffset" ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 $486
ARGP4
ADDRLP4 20044
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 20044
INDIRI4
CNSTI4 0
NEI4 $484
line 1053
;1053: for ( i = 0 ; i < 3 ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $487
line 1054
;1054: token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20048
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20048
INDIRP4
ASGNP4
line 1055
;1055: if ( !token ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $491
line 1056
;1056: break;
ADDRGP4 $475
JUMPV
LABELV $491
line 1058
;1057: }
;1058: }
LABELV $488
line 1053
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 3
LTI4 $487
line 1059
;1059: continue;
ADDRGP4 $475
JUMPV
LABELV $484
line 1060
;1060: } else if ( !Q_stricmp( token, "sex" ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 $495
ARGP4
ADDRLP4 20048
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 20048
INDIRI4
CNSTI4 0
NEI4 $493
line 1061
;1061: token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20052
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20052
INDIRP4
ASGNP4
line 1062
;1062: if ( !token ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $475
line 1063
;1063: break;
ADDRGP4 $476
JUMPV
line 1065
;1064: }
;1065: continue;
LABELV $493
line 1069
;1066: }
;1067:
;1068: // if it is a number, start parsing animations
;1069: if ( token[0] >= '0' && token[0] <= '9' ) {
ADDRLP4 20052
ADDRLP4 0
INDIRP4
INDIRI1
CVII4 1
ASGNI4
ADDRLP4 20052
INDIRI4
CNSTI4 48
LTI4 $498
ADDRLP4 20052
INDIRI4
CNSTI4 57
GTI4 $498
line 1070
;1070: text_p = prev; // unget the token
ADDRLP4 8
ADDRLP4 16
INDIRP4
ASGNP4
line 1071
;1071: break;
ADDRGP4 $476
JUMPV
LABELV $498
line 1074
;1072: }
;1073:
;1074: Com_Printf( "unknown token '%s' is %s\n", token, filename );
ADDRGP4 $500
ARGP4
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1075
;1075: }
LABELV $475
line 1040
ADDRGP4 $474
JUMPV
LABELV $476
line 1078
;1076:
;1077: // read information for each frame
;1078: for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $501
line 1080
;1079:
;1080: token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20036
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20036
INDIRP4
ASGNP4
line 1081
;1081: if ( !token ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $505
line 1082
;1082: break;
ADDRGP4 $503
JUMPV
LABELV $505
line 1084
;1083: }
;1084: animations[i].firstFrame = atoi( token );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 20040
ADDRGP4 atoi
CALLI4
ASGNI4
CNSTI4 28
ADDRLP4 4
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
ADDP4
ADDRLP4 20040
INDIRI4
ASGNI4
line 1086
;1085: // leg only frames are adjusted to not count the upper body only frames
;1086: if ( i == LEGS_WALKCR ) {
ADDRLP4 4
INDIRI4
CNSTI4 13
NEI4 $507
line 1087
;1087: skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
ADDRLP4 20044
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 20
ADDRLP4 20044
INDIRP4
CNSTI4 364
ADDP4
INDIRI4
ADDRLP4 20044
INDIRP4
CNSTI4 168
ADDP4
INDIRI4
SUBI4
ASGNI4
line 1088
;1088: }
LABELV $507
line 1089
;1089: if ( i >= LEGS_WALKCR ) {
ADDRLP4 4
INDIRI4
CNSTI4 13
LTI4 $509
line 1090
;1090: animations[i].firstFrame -= skip;
ADDRLP4 20044
CNSTI4 28
ADDRLP4 4
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
ADDP4
ASGNP4
ADDRLP4 20044
INDIRP4
ADDRLP4 20044
INDIRP4
INDIRI4
ADDRLP4 20
INDIRI4
SUBI4
ASGNI4
line 1091
;1091: }
LABELV $509
line 1093
;1092:
;1093: token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20044
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20044
INDIRP4
ASGNP4
line 1094
;1094: if ( !token ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $511
line 1095
;1095: break;
ADDRGP4 $503
JUMPV
LABELV $511
line 1097
;1096: }
;1097: animations[i].numFrames = atoi( token );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 20048
ADDRGP4 atoi
CALLI4
ASGNI4
CNSTI4 28
ADDRLP4 4
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
ADDP4
CNSTI4 4
ADDP4
ADDRLP4 20048
INDIRI4
ASGNI4
line 1099
;1098:
;1099: token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20052
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20052
INDIRP4
ASGNP4
line 1100
;1100: if ( !token ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $513
line 1101
;1101: break;
ADDRGP4 $503
JUMPV
LABELV $513
line 1103
;1102: }
;1103: animations[i].loopFrames = atoi( token );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 20056
ADDRGP4 atoi
CALLI4
ASGNI4
CNSTI4 28
ADDRLP4 4
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
ADDP4
CNSTI4 8
ADDP4
ADDRLP4 20056
INDIRI4
ASGNI4
line 1105
;1104:
;1105: token = COM_Parse( &text_p );
ADDRLP4 8
ARGP4
ADDRLP4 20060
ADDRGP4 COM_Parse
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 20060
INDIRP4
ASGNP4
line 1106
;1106: if ( !token ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $515
line 1107
;1107: break;
ADDRGP4 $503
JUMPV
LABELV $515
line 1109
;1108: }
;1109: fps = atof( token );
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 20064
ADDRGP4 atof
CALLF4
ASGNF4
ADDRLP4 12
ADDRLP4 20064
INDIRF4
ASGNF4
line 1110
;1110: if ( fps == 0 ) {
ADDRLP4 12
INDIRF4
CNSTF4 0
NEF4 $517
line 1111
;1111: fps = 1;
ADDRLP4 12
CNSTF4 1065353216
ASGNF4
line 1112
;1112: }
LABELV $517
line 1113
;1113: animations[i].frameLerp = 1000 / fps;
CNSTI4 28
ADDRLP4 4
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
ADDP4
CNSTI4 12
ADDP4
CNSTF4 1148846080
ADDRLP4 12
INDIRF4
DIVF4
CVFI4 4
ASGNI4
line 1114
;1114: animations[i].initialLerp = 1000 / fps;
CNSTI4 28
ADDRLP4 4
INDIRI4
MULI4
ADDRFP4 4
INDIRP4
ADDP4
CNSTI4 16
ADDP4
CNSTF4 1148846080
ADDRLP4 12
INDIRF4
DIVF4
CVFI4 4
ASGNI4
line 1115
;1115: }
LABELV $502
line 1078
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 31
LTI4 $501
LABELV $503
line 1117
;1116:
;1117: if ( i != MAX_ANIMATIONS ) {
ADDRLP4 4
INDIRI4
CNSTI4 31
EQI4 $519
line 1118
;1118: Com_Printf( "Error parsing animation file: %s", filename );
ADDRGP4 $521
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1119
;1119: return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $468
JUMPV
LABELV $519
line 1122
;1120: }
;1121:
;1122: return qtrue;
CNSTI4 1
RETI4
LABELV $468
endproc UI_ParseAnimationFile 20068 12
export UI_RegisterClientModelname
proc UI_RegisterClientModelname 356 24
line 1130
;1123:}
;1124:
;1125:/*
;1126:==========================
;1127:UI_RegisterClientModelname
;1128:==========================
;1129:*/
;1130:qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName, const char *headModelSkinName, const char *teamName ) {
line 1138
;1131: char modelName[MAX_QPATH];
;1132: char skinName[MAX_QPATH];
;1133: char headModelName[MAX_QPATH];
;1134: char headSkinName[MAX_QPATH];
;1135: char filename[MAX_QPATH];
;1136: char *slash;
;1137:
;1138: pi->torsoModel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
CNSTI4 0
ASGNI4
line 1139
;1139: pi->headModel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 112
ADDP4
CNSTI4 0
ASGNI4
line 1141
;1140:
;1141: if ( !modelSkinName[0] ) {
ADDRFP4 4
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $523
line 1142
;1142: return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $522
JUMPV
LABELV $523
line 1145
;1143: }
;1144:
;1145: Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) );
ADDRLP4 128
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1147
;1146:
;1147: slash = strchr( modelName, '/' );
ADDRLP4 128
ARGP4
CNSTI4 47
ARGI4
ADDRLP4 324
ADDRGP4 strchr
CALLP4
ASGNP4
ADDRLP4 192
ADDRLP4 324
INDIRP4
ASGNP4
line 1148
;1148: if ( !slash ) {
ADDRLP4 192
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $525
line 1150
;1149: // modelName did not include a skin name
;1150: Q_strncpyz( skinName, "default", sizeof( skinName ) );
ADDRLP4 196
ARGP4
ADDRGP4 $410
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1151
;1151: } else {
ADDRGP4 $526
JUMPV
LABELV $525
line 1152
;1152: Q_strncpyz( skinName, slash + 1, sizeof( skinName ) );
ADDRLP4 196
ARGP4
ADDRLP4 192
INDIRP4
CNSTI4 1
ADDP4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1153
;1153: *slash = '\0';
ADDRLP4 192
INDIRP4
CNSTI1 0
ASGNI1
line 1154
;1154: }
LABELV $526
line 1156
;1155:
;1156: Q_strncpyz( headModelName, headModelSkinName, sizeof( headModelName ) );
ADDRLP4 64
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1157
;1157: slash = strchr( headModelName, '/' );
ADDRLP4 64
ARGP4
CNSTI4 47
ARGI4
ADDRLP4 328
ADDRGP4 strchr
CALLP4
ASGNP4
ADDRLP4 192
ADDRLP4 328
INDIRP4
ASGNP4
line 1158
;1158: if ( !slash ) {
ADDRLP4 192
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $527
line 1160
;1159: // modelName did not include a skin name
;1160: Q_strncpyz( headSkinName, "default", sizeof( skinName ) );
ADDRLP4 260
ARGP4
ADDRGP4 $410
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1161
;1161: } else {
ADDRGP4 $528
JUMPV
LABELV $527
line 1162
;1162: Q_strncpyz( headSkinName, slash + 1, sizeof( skinName ) );
ADDRLP4 260
ARGP4
ADDRLP4 192
INDIRP4
CNSTI4 1
ADDP4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1163
;1163: *slash = '\0';
ADDRLP4 192
INDIRP4
CNSTI1 0
ASGNI1
line 1164
;1164: }
LABELV $528
line 1168
;1165:
;1166: // load cmodels before models so filecache works
;1167:
;1168: Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $529
ARGP4
ADDRLP4 128
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 1169
;1169: pi->legsModel = trap_R_RegisterModel( filename );
ADDRLP4 0
ARGP4
ADDRLP4 332
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
ADDRLP4 332
INDIRI4
ASGNI4
line 1170
;1170: if ( !pi->legsModel ) {
ADDRFP4 0
INDIRP4
INDIRI4
CNSTI4 0
NEI4 $530
line 1171
;1171: Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower.md3", modelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $532
ARGP4
ADDRLP4 128
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 1172
;1172: pi->legsModel = trap_R_RegisterModel( filename );
ADDRLP4 0
ARGP4
ADDRLP4 336
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
ADDRLP4 336
INDIRI4
ASGNI4
line 1173
;1173: if ( !pi->legsModel ) {
ADDRFP4 0
INDIRP4
INDIRI4
CNSTI4 0
NEI4 $533
line 1174
;1174: Com_Printf( "Failed to load model file %s\n", filename );
ADDRGP4 $535
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1175
;1175: return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $522
JUMPV
LABELV $533
line 1177
;1176: }
;1177: }
LABELV $530
line 1179
;1178:
;1179: Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $536
ARGP4
ADDRLP4 128
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 1180
;1180: pi->torsoModel = trap_R_RegisterModel( filename );
ADDRLP4 0
ARGP4
ADDRLP4 336
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
ADDRLP4 336
INDIRI4
ASGNI4
line 1181
;1181: if ( !pi->torsoModel ) {
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
CNSTI4 0
NEI4 $537
line 1182
;1182: Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper.md3", modelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $539
ARGP4
ADDRLP4 128
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 1183
;1183: pi->torsoModel = trap_R_RegisterModel( filename );
ADDRLP4 0
ARGP4
ADDRLP4 340
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
ADDRLP4 340
INDIRI4
ASGNI4
line 1184
;1184: if ( !pi->torsoModel ) {
ADDRFP4 0
INDIRP4
CNSTI4 56
ADDP4
INDIRI4
CNSTI4 0
NEI4 $540
line 1185
;1185: Com_Printf( "Failed to load model file %s\n", filename );
ADDRGP4 $535
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1186
;1186: return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $522
JUMPV
LABELV $540
line 1188
;1187: }
;1188: }
LABELV $537
line 1190
;1189:
;1190: if (headModelName && headModelName[0] == '*' ) {
ADDRLP4 64
CVPU4 4
CNSTU4 0
EQU4 $542
ADDRLP4 64
INDIRI1
CVII4 1
CNSTI4 42
NEI4 $542
line 1191
;1191: Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $544
ARGP4
ADDRLP4 64+1
ARGP4
ADDRLP4 64+1
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 1192
;1192: }
ADDRGP4 $543
JUMPV
LABELV $542
line 1193
;1193: else {
line 1194
;1194: Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $547
ARGP4
ADDRLP4 64
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 1195
;1195: }
LABELV $543
line 1196
;1196: pi->headModel = trap_R_RegisterModel( filename );
ADDRLP4 0
ARGP4
ADDRLP4 340
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 112
ADDP4
ADDRLP4 340
INDIRI4
ASGNI4
line 1197
;1197: if ( !pi->headModel && headModelName[0] != '*') {
ADDRFP4 0
INDIRP4
CNSTI4 112
ADDP4
INDIRI4
CNSTI4 0
NEI4 $548
ADDRLP4 64
INDIRI1
CVII4 1
CNSTI4 42
EQI4 $548
line 1198
;1198: Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $544
ARGP4
ADDRLP4 64
ARGP4
ADDRLP4 64
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 1199
;1199: pi->headModel = trap_R_RegisterModel( filename );
ADDRLP4 0
ARGP4
ADDRLP4 344
ADDRGP4 trap_R_RegisterModel
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 112
ADDP4
ADDRLP4 344
INDIRI4
ASGNI4
line 1200
;1200: }
LABELV $548
line 1202
;1201:
;1202: if (!pi->headModel) {
ADDRFP4 0
INDIRP4
CNSTI4 112
ADDP4
INDIRI4
CNSTI4 0
NEI4 $550
line 1203
;1203: Com_Printf( "Failed to load model file %s\n", filename );
ADDRGP4 $535
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1204
;1204: return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $522
JUMPV
LABELV $550
line 1208
;1205: }
;1206:
;1207: // if any skins failed to load, fall back to default
;1208: if ( !UI_RegisterClientSkin( pi, modelName, skinName, headModelName, headSkinName, teamName) ) {
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 128
ARGP4
ADDRLP4 196
ARGP4
ADDRLP4 64
ARGP4
ADDRLP4 260
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRLP4 344
ADDRGP4 UI_RegisterClientSkin
CALLI4
ASGNI4
ADDRLP4 344
INDIRI4
CNSTI4 0
NEI4 $552
line 1209
;1209: if ( !UI_RegisterClientSkin( pi, modelName, "default", headModelName, "default", teamName ) ) {
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 128
ARGP4
ADDRLP4 348
ADDRGP4 $410
ASGNP4
ADDRLP4 348
INDIRP4
ARGP4
ADDRLP4 64
ARGP4
ADDRLP4 348
INDIRP4
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRLP4 352
ADDRGP4 UI_RegisterClientSkin
CALLI4
ASGNI4
ADDRLP4 352
INDIRI4
CNSTI4 0
NEI4 $554
line 1210
;1210: Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
ADDRGP4 $556
ARGP4
ADDRLP4 128
ARGP4
ADDRLP4 196
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1211
;1211: return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $522
JUMPV
LABELV $554
line 1213
;1212: }
;1213: }
LABELV $552
line 1216
;1214:
;1215: // load the animations
;1216: Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $557
ARGP4
ADDRLP4 128
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 1217
;1217: if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
ADDRLP4 0
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 120
ADDP4
ARGP4
ADDRLP4 348
ADDRGP4 UI_ParseAnimationFile
CALLI4
ASGNI4
ADDRLP4 348
INDIRI4
CNSTI4 0
NEI4 $558
line 1218
;1218: Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/animation.cfg", modelName );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $560
ARGP4
ADDRLP4 128
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 1219
;1219: if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
ADDRLP4 0
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 120
ADDP4
ARGP4
ADDRLP4 352
ADDRGP4 UI_ParseAnimationFile
CALLI4
ASGNI4
ADDRLP4 352
INDIRI4
CNSTI4 0
NEI4 $561
line 1220
;1220: Com_Printf( "Failed to load animation file %s\n", filename );
ADDRGP4 $563
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1221
;1221: return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $522
JUMPV
LABELV $561
line 1223
;1222: }
;1223: }
LABELV $558
line 1225
;1224:
;1225: return qtrue;
CNSTI4 1
RETI4
LABELV $522
endproc UI_RegisterClientModelname 356 24
export UI_PlayerInfo_SetModel
proc UI_PlayerInfo_SetModel 12 16
line 1234
;1226:}
;1227:
;1228:
;1229:/*
;1230:===============
;1231:UI_PlayerInfo_SetModel
;1232:===============
;1233:*/
;1234:void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *headmodel, char *teamName ) {
line 1235
;1235: memset( pi, 0, sizeof(*pi) );
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 1276
ARGI4
ADDRGP4 memset
CALLP4
pop
line 1236
;1236: UI_RegisterClientModelname( pi, model, headmodel, teamName );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRFP4 12
INDIRP4
ARGP4
ADDRGP4 UI_RegisterClientModelname
CALLI4
pop
line 1238
;1237: //Blaze: Changed from WP_MACHINEGUN to WP_PISTOL
;1238: pi->weapon = WP_PISTOL;
ADDRFP4 0
INDIRP4
CNSTI4 1220
ADDP4
CNSTI4 1
ASGNI4
line 1239
;1239: pi->currentWeapon = pi->weapon;
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 1208
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 1220
ADDP4
INDIRI4
ASGNI4
line 1240
;1240: pi->lastWeapon = pi->weapon;
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 1224
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 1220
ADDP4
INDIRI4
ASGNI4
line 1241
;1241: pi->pendingWeapon = -1;
ADDRFP4 0
INDIRP4
CNSTI4 1228
ADDP4
CNSTI4 -1
ASGNI4
line 1242
;1242: pi->weaponTimer = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1232
ADDP4
CNSTI4 0
ASGNI4
line 1243
;1243: pi->chat = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 1252
ADDP4
CNSTI4 0
ASGNI4
line 1244
;1244: pi->newModel = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 1256
ADDP4
CNSTI4 1
ASGNI4
line 1245
;1245: UI_PlayerInfo_SetWeapon( pi, pi->weapon );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 1220
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_PlayerInfo_SetWeapon
CALLV
pop
line 1246
;1246:}
LABELV $564
endproc UI_PlayerInfo_SetModel 12 16
export UI_PlayerInfo_SetInfo
proc UI_PlayerInfo_SetInfo 36 8
line 1254
;1247:
;1248:
;1249:/*
;1250:===============
;1251:UI_PlayerInfo_SetInfo
;1252:===============
;1253:*/
;1254:void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) {
line 1258
;1255: int currentAnim;
;1256: weapon_t weaponNum;
;1257:
;1258: pi->chat = chat;
ADDRFP4 0
INDIRP4
CNSTI4 1252
ADDP4
ADDRFP4 24
INDIRI4
ASGNI4
line 1261
;1259:
;1260: // view angles
;1261: VectorCopy( viewAngles, pi->viewAngles );
ADDRFP4 0
INDIRP4
CNSTI4 1184
ADDP4
ADDRFP4 12
INDIRP4
INDIRB
ASGNB 12
line 1264
;1262:
;1263: // move angles
;1264: VectorCopy( moveAngles, pi->moveAngles );
ADDRFP4 0
INDIRP4
CNSTI4 1196
ADDP4
ADDRFP4 16
INDIRP4
INDIRB
ASGNB 12
line 1266
;1265:
;1266: if ( pi->newModel ) {
ADDRFP4 0
INDIRP4
CNSTI4 1256
ADDP4
INDIRI4
CNSTI4 0
EQI4 $566
line 1267
;1267: pi->newModel = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 1256
ADDP4
CNSTI4 0
ASGNI4
line 1269
;1268:
;1269: jumpHeight = 0;
ADDRGP4 jumpHeight
CNSTF4 0
ASGNF4
line 1270
;1270: pi->pendingLegsAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1236
ADDP4
CNSTI4 0
ASGNI4
line 1271
;1271: UI_ForceLegsAnim( pi, legsAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 UI_ForceLegsAnim
CALLV
pop
line 1272
;1272: pi->legs.yawAngle = viewAngles[YAW];
ADDRFP4 0
INDIRP4
CNSTI4 28
ADDP4
ADDRFP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ASGNF4
line 1273
;1273: pi->legs.yawing = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
CNSTI4 0
ASGNI4
line 1275
;1274:
;1275: pi->pendingTorsoAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1244
ADDP4
CNSTI4 0
ASGNI4
line 1276
;1276: UI_ForceTorsoAnim( pi, torsoAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 1277
;1277: pi->torso.yawAngle = viewAngles[YAW];
ADDRFP4 0
INDIRP4
CNSTI4 84
ADDP4
ADDRFP4 12
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
ASGNF4
line 1278
;1278: pi->torso.yawing = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 88
ADDP4
CNSTI4 0
ASGNI4
line 1280
;1279:
;1280: if ( weaponNumber != -1 ) {
ADDRFP4 20
INDIRI4
CNSTI4 -1
EQI4 $565
line 1281
;1281: pi->weapon = weaponNumber;
ADDRFP4 0
INDIRP4
CNSTI4 1220
ADDP4
ADDRFP4 20
INDIRI4
ASGNI4
line 1282
;1282: pi->currentWeapon = weaponNumber;
ADDRFP4 0
INDIRP4
CNSTI4 1208
ADDP4
ADDRFP4 20
INDIRI4
ASGNI4
line 1283
;1283: pi->lastWeapon = weaponNumber;
ADDRFP4 0
INDIRP4
CNSTI4 1224
ADDP4
ADDRFP4 20
INDIRI4
ASGNI4
line 1284
;1284: pi->pendingWeapon = -1;
ADDRFP4 0
INDIRP4
CNSTI4 1228
ADDP4
CNSTI4 -1
ASGNI4
line 1285
;1285: pi->weaponTimer = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1232
ADDP4
CNSTI4 0
ASGNI4
line 1286
;1286: UI_PlayerInfo_SetWeapon( pi, pi->weapon );
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 1220
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_PlayerInfo_SetWeapon
CALLV
pop
line 1287
;1287: }
line 1289
;1288:
;1289: return;
ADDRGP4 $565
JUMPV
LABELV $566
line 1293
;1290: }
;1291:
;1292: // weapon
;1293: if ( weaponNumber == -1 ) {
ADDRFP4 20
INDIRI4
CNSTI4 -1
NEI4 $570
line 1294
;1294: pi->pendingWeapon = -1;
ADDRFP4 0
INDIRP4
CNSTI4 1228
ADDP4
CNSTI4 -1
ASGNI4
line 1295
;1295: pi->weaponTimer = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1232
ADDP4
CNSTI4 0
ASGNI4
line 1296
;1296: }
ADDRGP4 $571
JUMPV
LABELV $570
line 1297
;1297: else if ( weaponNumber != WP_NONE ) {
ADDRFP4 20
INDIRI4
CNSTI4 0
EQI4 $572
line 1298
;1298: pi->pendingWeapon = weaponNumber;
ADDRFP4 0
INDIRP4
CNSTI4 1228
ADDP4
ADDRFP4 20
INDIRI4
ASGNI4
line 1299
;1299: pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY;
ADDRFP4 0
INDIRP4
CNSTI4 1232
ADDP4
ADDRGP4 dp_realtime
INDIRI4
CNSTI4 250
ADDI4
ASGNI4
line 1300
;1300: }
LABELV $572
LABELV $571
line 1301
;1301: weaponNum = pi->lastWeapon;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 1224
ADDP4
INDIRI4
ASGNI4
line 1302
;1302: pi->weapon = weaponNum;
ADDRFP4 0
INDIRP4
CNSTI4 1220
ADDP4
ADDRLP4 4
INDIRI4
ASGNI4
line 1304
;1303:
;1304: if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) {
ADDRLP4 8
CNSTI4 0
ASGNI4
ADDRFP4 8
INDIRI4
ADDRLP4 8
INDIRI4
EQI4 $576
ADDRFP4 4
INDIRI4
ADDRLP4 8
INDIRI4
NEI4 $574
LABELV $576
line 1305
;1305: torsoAnim = legsAnim = BOTH_DEATH1;
ADDRLP4 12
CNSTI4 0
ASGNI4
ADDRFP4 4
ADDRLP4 12
INDIRI4
ASGNI4
ADDRFP4 8
ADDRLP4 12
INDIRI4
ASGNI4
line 1306
;1306: pi->weapon = pi->currentWeapon = WP_NONE;
ADDRLP4 16
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRLP4 16
INDIRP4
CNSTI4 1208
ADDP4
ADDRLP4 20
INDIRI4
ASGNI4
ADDRLP4 16
INDIRP4
CNSTI4 1220
ADDP4
ADDRLP4 20
INDIRI4
ASGNI4
line 1307
;1307: UI_PlayerInfo_SetWeapon( pi, pi->weapon );
ADDRLP4 24
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
ARGP4
ADDRLP4 24
INDIRP4
CNSTI4 1220
ADDP4
INDIRI4
ARGI4
ADDRGP4 UI_PlayerInfo_SetWeapon
CALLV
pop
line 1309
;1308:
;1309: jumpHeight = 0;
ADDRGP4 jumpHeight
CNSTF4 0
ASGNF4
line 1310
;1310: pi->pendingLegsAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1236
ADDP4
CNSTI4 0
ASGNI4
line 1311
;1311: UI_ForceLegsAnim( pi, legsAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 UI_ForceLegsAnim
CALLV
pop
line 1313
;1312:
;1313: pi->pendingTorsoAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1244
ADDP4
CNSTI4 0
ASGNI4
line 1314
;1314: UI_ForceTorsoAnim( pi, torsoAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 1316
;1315:
;1316: return;
ADDRGP4 $565
JUMPV
LABELV $574
line 1320
;1317: }
;1318:
;1319: // leg animation
;1320: currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1212
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 1321
;1321: if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) {
ADDRLP4 12
CNSTI4 18
ASGNI4
ADDRFP4 4
INDIRI4
ADDRLP4 12
INDIRI4
EQI4 $577
ADDRLP4 0
INDIRI4
ADDRLP4 12
INDIRI4
EQI4 $579
ADDRLP4 0
INDIRI4
CNSTI4 19
NEI4 $577
LABELV $579
line 1322
;1322: pi->pendingLegsAnim = legsAnim;
ADDRFP4 0
INDIRP4
CNSTI4 1236
ADDP4
ADDRFP4 4
INDIRI4
ASGNI4
line 1323
;1323: }
ADDRGP4 $578
JUMPV
LABELV $577
line 1324
;1324: else if ( legsAnim != currentAnim ) {
ADDRFP4 4
INDIRI4
ADDRLP4 0
INDIRI4
EQI4 $580
line 1325
;1325: jumpHeight = 0;
ADDRGP4 jumpHeight
CNSTF4 0
ASGNF4
line 1326
;1326: pi->pendingLegsAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1236
ADDP4
CNSTI4 0
ASGNI4
line 1327
;1327: UI_ForceLegsAnim( pi, legsAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 UI_ForceLegsAnim
CALLV
pop
line 1328
;1328: }
LABELV $580
LABELV $578
line 1331
;1329:
;1330: // torso animation
;1331: if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) {
ADDRLP4 20
ADDRFP4 8
INDIRI4
ASGNI4
ADDRLP4 20
INDIRI4
CNSTI4 11
EQI4 $584
ADDRLP4 20
INDIRI4
CNSTI4 12
NEI4 $582
LABELV $584
line 1333
;1332: //Changed from WP_GAUNTLET to WP_KNIFE
;1333: if ( weaponNum == WP_NONE || weaponNum == WP_KNIFE ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $587
ADDRLP4 4
INDIRI4
CNSTI4 8
NEI4 $585
LABELV $587
line 1334
;1334: torsoAnim = TORSO_STAND2;
ADDRFP4 8
CNSTI4 12
ASGNI4
line 1335
;1335: }
ADDRGP4 $586
JUMPV
LABELV $585
line 1336
;1336: else {
line 1337
;1337: torsoAnim = TORSO_STAND;
ADDRFP4 8
CNSTI4 11
ASGNI4
line 1338
;1338: }
LABELV $586
line 1339
;1339: }
LABELV $582
line 1341
;1340:
;1341: if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) {
ADDRLP4 24
ADDRFP4 8
INDIRI4
ASGNI4
ADDRLP4 24
INDIRI4
CNSTI4 7
EQI4 $590
ADDRLP4 24
INDIRI4
CNSTI4 8
NEI4 $588
LABELV $590
line 1343
;1342: //Changed from WP_GAUNTLET to WP_KNIFE
;1343: if ( weaponNum == WP_NONE || weaponNum == WP_KNIFE ) {
ADDRLP4 4
INDIRI4
CNSTI4 0
EQI4 $593
ADDRLP4 4
INDIRI4
CNSTI4 8
NEI4 $591
LABELV $593
line 1344
;1344: torsoAnim = TORSO_ATTACK2;
ADDRFP4 8
CNSTI4 8
ASGNI4
line 1345
;1345: }
ADDRGP4 $592
JUMPV
LABELV $591
line 1346
;1346: else {
line 1347
;1347: torsoAnim = TORSO_ATTACK;
ADDRFP4 8
CNSTI4 7
ASGNI4
line 1348
;1348: }
LABELV $592
line 1349
;1349: pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH;
ADDRFP4 0
INDIRP4
CNSTI4 1180
ADDP4
ADDRGP4 dp_realtime
INDIRI4
CNSTI4 20
ADDI4
ASGNI4
line 1351
;1350: //FIXME play firing sound here
;1351: }
LABELV $588
line 1353
;1352:
;1353: currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1216
ADDP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 1355
;1354:
;1355: if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) {
ADDRLP4 4
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 1208
ADDP4
INDIRI4
NEI4 $597
ADDRLP4 0
INDIRI4
CNSTI4 10
EQI4 $597
ADDRLP4 0
INDIRI4
CNSTI4 9
NEI4 $594
LABELV $597
line 1356
;1356: pi->pendingTorsoAnim = torsoAnim;
ADDRFP4 0
INDIRP4
CNSTI4 1244
ADDP4
ADDRFP4 8
INDIRI4
ASGNI4
line 1357
;1357: }
ADDRGP4 $595
JUMPV
LABELV $594
line 1358
;1358: else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) {
ADDRLP4 0
INDIRI4
CNSTI4 6
EQI4 $600
ADDRLP4 0
INDIRI4
CNSTI4 7
NEI4 $598
LABELV $600
ADDRFP4 8
INDIRI4
ADDRLP4 0
INDIRI4
EQI4 $598
line 1359
;1359: pi->pendingTorsoAnim = torsoAnim;
ADDRFP4 0
INDIRP4
CNSTI4 1244
ADDP4
ADDRFP4 8
INDIRI4
ASGNI4
line 1360
;1360: }
ADDRGP4 $599
JUMPV
LABELV $598
line 1361
;1361: else if ( torsoAnim != currentAnim ) {
ADDRFP4 8
INDIRI4
ADDRLP4 0
INDIRI4
EQI4 $601
line 1362
;1362: pi->pendingTorsoAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 1244
ADDP4
CNSTI4 0
ASGNI4
line 1363
;1363: UI_ForceTorsoAnim( pi, torsoAnim );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 UI_ForceTorsoAnim
CALLV
pop
line 1364
;1364: }
LABELV $601
LABELV $599
LABELV $595
line 1365
;1365:}
LABELV $565
endproc UI_PlayerInfo_SetInfo 36 8
bss
align 4
LABELV jumpHeight
skip 4
align 4
LABELV dp_realtime
skip 4
import UI_RankStatusMenu
import RankStatus_Cache
import UI_SignupMenu
import Signup_Cache
import UI_LoginMenu
import Login_Cache
import UI_InitGameinfo
import UI_SPUnlockMedals_f
import UI_SPUnlock_f
import UI_GetAwardLevel
import UI_LogAwardData
import UI_NewGame
import UI_GetCurrentGame
import UI_CanShowTierVideo
import UI_ShowTierVideo
import UI_TierCompleted
import UI_SetBestScore
import UI_GetBestScore
import UI_GetBotNameByNumber
import UI_LoadBots
import UI_GetNumBots
import UI_GetBotInfoByName
import UI_GetBotInfoByNumber
import UI_GetNumSPTiers
import UI_GetNumSPArenas
import UI_GetNumArenas
import UI_GetSpecialArenaInfo
import UI_GetArenaInfoByMap
import UI_GetArenaInfoByNumber
import UI_NetworkOptionsMenu
import UI_NetworkOptionsMenu_Cache
import UI_SoundOptionsMenu
import UI_SoundOptionsMenu_Cache
import UI_DisplayOptionsMenu
import UI_DisplayOptionsMenu_Cache
import UI_SaveConfigMenu
import UI_SaveConfigMenu_Cache
import UI_LoadConfigMenu
import UI_LoadConfig_Cache
import UI_TeamOrdersMenu_Cache
import UI_TeamOrdersMenu_f
import UI_TeamOrdersMenu
import UI_RemoveBotsMenu
import UI_RemoveBots_Cache
import UI_AddBotsMenu
import UI_AddBots_Cache
import trap_VerifyCDKey
import trap_R_RemapShader
import trap_RealTime
import trap_CIN_SetExtents
import trap_CIN_DrawCinematic
import trap_CIN_RunCinematic
import trap_CIN_StopCinematic
import trap_CIN_PlayCinematic
import trap_S_StartBackgroundTrack
import trap_S_StopBackgroundTrack
import trap_R_RegisterFont
import trap_SetCDKey
import trap_GetCDKey
import trap_MemoryRemaining
import trap_LAN_CompareServers
import trap_LAN_ServerStatus
import trap_LAN_ResetPings
import trap_LAN_RemoveServer
import trap_LAN_AddServer
import trap_LAN_UpdateVisiblePings
import trap_LAN_ServerIsVisible
import trap_LAN_MarkServerVisible
import trap_LAN_SaveCachedServers
import trap_LAN_LoadCachedServers
import trap_LAN_GetPingInfo
import trap_LAN_GetPing
import trap_LAN_ClearPing
import trap_LAN_GetPingQueueCount
import trap_LAN_GetServerPing
import trap_LAN_GetServerInfo
import trap_LAN_GetServerAddressString
import trap_LAN_GetServerCount
import trap_GetConfigString
import trap_GetGlconfig
import trap_GetClientState
import trap_GetClipboardData
import trap_Key_SetCatcher
import trap_Key_GetCatcher
import trap_Key_ClearStates
import trap_Key_SetOverstrikeMode
import trap_Key_GetOverstrikeMode
import trap_Key_IsDown
import trap_Key_SetBinding
import trap_Key_GetBindingBuf
import trap_Key_KeynumToStringBuf
import trap_S_RegisterSound
import trap_S_StartLocalSound
import trap_CM_LerpTag
import trap_UpdateScreen
import trap_R_ModelBounds
import trap_R_DrawStretchPic
import trap_R_SetColor
import trap_R_RenderScene
import trap_R_AddLightToScene
import trap_R_AddPolyToScene
import trap_R_AddRefEntityToScene
import trap_R_ClearScene
import trap_R_RegisterShaderNoMip
import trap_R_RegisterSkin
import trap_R_RegisterModel
import trap_FS_GetFileList
import trap_FS_FCloseFile
import trap_FS_Write
import trap_FS_Read
import trap_FS_FOpenFile
import trap_Cmd_ExecuteText
import trap_Argv
import trap_Argc
import trap_Cvar_InfoStringBuffer
import trap_Cvar_Create
import trap_Cvar_Reset
import trap_Cvar_SetValue
import trap_Cvar_VariableStringBuffer
import trap_Cvar_VariableValue
import trap_Cvar_Set
import trap_Cvar_Update
import trap_Cvar_Register
import trap_Milliseconds
import trap_Error
import trap_Print
import UI_SPSkillMenu_Cache
import UI_SPSkillMenu
import UI_SPPostgameMenu_f
import UI_SPPostgameMenu_Cache
import UI_SPArena_Start
import UI_SPLevelMenu_ReInit
import UI_SPLevelMenu_f
import UI_SPLevelMenu
import UI_SPLevelMenu_Cache
import uis
import UI_LoadBestScores
import m_entersound
import UI_StartDemoLoop
import UI_Cvar_VariableString
import UI_Argv
import UI_ForceMenuOff
import UI_PopMenu
import UI_PushMenu
import UI_SetActiveMenu
import UI_IsFullscreen
import UI_DrawTextBox
import UI_AdjustFrom640
import UI_CursorInRect
import UI_DrawChar
import UI_DrawString
import UI_ProportionalStringWidth
import UI_DrawProportionalString
import UI_ProportionalSizeScale
import UI_DrawBannerString
import UI_LerpColor
import UI_SetColor
import UI_UpdateScreen
import UI_DrawSides
import UI_DrawTopBottom
import UI_DrawRect
import UI_FillRect
import UI_DrawHandlePic
import UI_DrawNamedPic
import UI_ClampCvar
import UI_ConsoleCommand
import UI_Refresh
import UI_MouseEvent
import UI_KeyEvent
import UI_Shutdown
import UI_Init
import uiInfo
import DriverInfo_Cache
import GraphicsOptions_Cache
import UI_GraphicsOptionsMenu
import ServerInfo_Cache
import UI_ServerInfoMenu
import UI_BotSelectMenu_Cache
import UI_BotSelectMenu
import ServerOptions_Cache
import StartServer_Cache
import UI_StartServerMenu
import ArenaServers_Cache
import UI_ArenaServersMenu
import SpecifyServer_Cache
import UI_SpecifyServerMenu
import SpecifyLeague_Cache
import UI_SpecifyLeagueMenu
import Preferences_Cache
import UI_PreferencesMenu
import PlayerSettings_Cache
import UI_PlayerSettingsMenu
import PlayerModel_Cache
import UI_PlayerModelMenu
import UI_CDKeyMenu_f
import UI_CDKeyMenu_Cache
import UI_CDKeyMenu
import UI_ModsMenu_Cache
import UI_ModsMenu
import UI_CinematicsMenu_Cache
import UI_CinematicsMenu_f
import UI_CinematicsMenu
import Demos_Cache
import UI_DemosMenu
import Controls_Cache
import UI_ControlsMenu
import UI_DrawConnectScreen
import TeamMain_Cache
import UI_TeamMainMenu
import UI_SetupMenu
import UI_SetupMenu_Cache
import UI_ConfirmMenu
import ConfirmMenu_Cache
import UI_InGameMenu
import InGame_Cache
import UI_CreditMenu
import UI_UpdateCvars
import UI_RegisterCvars
import UI_MainMenu
import MainMenu_Cache
import UI_LoadArenas
import UI_ClearScores
import UI_ShowPostGame
import UI_AdjustTimeByGame
import _UI_SetActiveMenu
import UI_LoadMenus
import UI_Load
import UI_Report
import MenuField_Key
import MenuField_Draw
import MenuField_Init
import MField_Draw
import MField_CharEvent
import MField_KeyDownEvent
import MField_Clear
import ui_medalSounds
import ui_medalPicNames
import ui_medalNames
import text_color_highlight
import text_color_normal
import text_color_disabled
import listbar_color
import list_color
import name_color
import color_dim
import color_red
import color_orange
import color_blue
import color_yellow
import color_white
import color_black
import menu_dim_color
import menu_black_color
import menu_red_color
import menu_highlight_color
import menu_dark_color
import menu_grayed_color
import menu_text_color
export weaponChangeSound
align 4
LABELV weaponChangeSound
skip 4
import menu_null_sound
import menu_buzz_sound
import menu_out_sound
import menu_move_sound
import menu_in_sound
import ScrollList_Key
import ScrollList_Draw
import Bitmap_Draw
import Bitmap_Init
import Menu_DefaultKey
import Menu_SetCursorToItem
import Menu_SetCursor
import Menu_ActivateItem
import Menu_ItemAtCursor
import Menu_Draw
import Menu_AdjustCursor
import Menu_AddItem
import Menu_Focus
import Menu_Cache
import ui_serverStatusTimeOut
import ui_bigFont
import ui_smallFont
import ui_scoreTime
import ui_scoreShutoutBonus
import ui_scoreSkillBonus
import ui_scoreTimeBonus
import ui_scoreBase
import ui_scoreTeam
import ui_scorePerfect
import ui_scoreScore
import ui_scoreGauntlets
import ui_scoreAssists
import ui_scoreDefends
import ui_scoreExcellents
import ui_scoreImpressives
import ui_scoreAccuracy
import ui_singlePlayerActive
import ui_lastServerRefresh_3
import ui_lastServerRefresh_2
import ui_lastServerRefresh_1
import ui_lastServerRefresh_0
import ui_selectedPlayerName
import ui_selectedPlayer
import ui_currentOpponent
import ui_mapIndex
import ui_currentNetMap
import ui_currentMap
import ui_currentTier
import ui_menuFiles
import ui_opponentName
import ui_dedicated
import ui_serverFilterType
import ui_netSource
import ui_joinGameType
import ui_actualNetGameType
import ui_netGameType
import ui_gameType
import ui_fragLimit
import ui_captureLimit
import ui_cdkeychecked
import ui_cdkey
import ui_server16
import ui_server15
import ui_server14
import ui_server13
import ui_server12
import ui_server11
import ui_server10
import ui_server9
import ui_server8
import ui_server7
import ui_server6
import ui_server5
import ui_server4
import ui_server3
import ui_server2
import ui_server1
import ui_marks
import ui_drawCrosshairNames
import ui_drawCrosshair
import ui_brassTime
import ui_browserShowEmpty
import ui_browserShowFull
import ui_browserSortKey
import ui_browserGameType
import ui_browserMaster
import ui_spSelection
import ui_spSkill
import ui_spVideos
import ui_spAwards
import ui_spScores5
import ui_spScores4
import ui_spScores3
import ui_spScores2
import ui_spScores1
import ui_botsFile
import ui_arenasFile
import ui_ctf_friendly
import ui_ctf_timelimit
import ui_ctf_capturelimit
import ui_team_friendly
import ui_team_timelimit
import ui_team_fraglimit
import ui_tourney_timelimit
import ui_tourney_fraglimit
import ui_ffa_timelimit
import ui_ffa_fraglimit
import trap_PC_SourceFileAndLine
import trap_PC_ReadToken
import trap_PC_FreeSource
import trap_PC_LoadSource
import trap_PC_AddGlobalDefine
import Controls_SetDefaults
import Controls_SetConfig
import Controls_GetConfig
import UI_OutOfMemory
import UI_InitMemory
import UI_Alloc
import Display_CacheAll
import Menu_SetFeederSelection
import Menu_Paint
import Menus_CloseAll
import LerpColor
import Display_HandleKey
import Menus_CloseByName
import Menus_ShowByName
import Menus_FindByName
import Menus_OpenByName
import Display_KeyBindPending
import Display_CursorType
import Display_MouseMove
import Display_CaptureItem
import Display_GetContext
import Menus_Activate
import Menus_AnyFullScreenVisible
import Menu_Reset
import Menus_ActivateByName
import Menu_PaintAll
import Menu_New
import Menu_Count
import PC_Script_Parse
import PC_String_Parse
import PC_Rect_Parse
import PC_Int_Parse
import PC_Color_Parse
import PC_Float_Parse
import Script_Parse
import String_Parse
import Rect_Parse
import Int_Parse
import Color_Parse
import Float_Parse
import Menu_ScrollFeeder
import Menu_HandleMouseMove
import Menu_HandleKey
import Menu_GetFocused
import Menu_PostParse
import Item_Init
import Menu_Init
import Display_ExpandMacros
import Init_Display
import String_Report
import String_Init
import String_Alloc
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 ClipAmountForAmmo
import ClipAmountForReload
import Pmove
import PM_UpdateViewAngles
import Com_Printf
import Com_Error
import Info_NextPair
import Info_Validate
import Info_SetValueForKey_Big
import Info_SetValueForKey
import Info_RemoveKey_big
import Info_RemoveKey
import Info_ValueForKey
import va
import Q_CleanStr
import Q_PrintStrlen
import Q_strcat
import Q_strncpyz
import Q_strrchr
import Q_strupr
import Q_strlwr
import Q_stricmpn
import Q_strncmp
import Q_stricmp
import Q_isalpha
import Q_isupper
import Q_islower
import Q_isprint
import Com_sprintf
import Parse3DMatrix
import Parse2DMatrix
import Parse1DMatrix
import SkipRestOfLine
import SkipBracedSection
import COM_MatchToken
import COM_ParseWarning
import COM_ParseError
import COM_Compress
import COM_ParseExt
import COM_Parse
import COM_GetCurrentParseLine
import COM_BeginParseSession
import COM_DefaultExtension
import COM_StripExtension
import COM_SkipPath
import Com_Clamp
import PerpendicularVector
import AngleVectors
import MatrixMultiply
import MakeNormalVectors
import RotateAroundDirection
import RotatePointAroundVector
import ProjectPointOnPlane
import PlaneFromPoints
import AngleDelta
import AngleNormalize180
import AngleNormalize360
import AnglesSubtract
import AngleSubtract
import LerpAngle
import AngleMod
import BoxOnPlaneSide
import SetPlaneSignbits
import AxisCopy
import AxisClear
import AnglesToAxis
import vectoangles
import Q_crandom
import Q_random
import Q_rand
import Q_acos
import Q_log2
import VectorRotate
import Vector4Scale
import VectorNormalize2
import VectorNormalize
import CrossProduct
import VectorInverse
import VectorNormalizeFast
import DistanceSquared
import Distance
import VectorLengthSquared
import VectorLength
import VectorCompare
import AddPointToBounds
import ClearBounds
import RadiusFromBounds
import NormalizeColor
import ColorBytes4
import ColorBytes3
import _VectorMA
import _VectorScale
import _VectorCopy
import _VectorAdd
import _VectorSubtract
import _DotProduct
import ByteToDir
import DirToByte
import ClampShort
import ClampChar
import Q_rsqrt
import Q_fabs
import axisDefault
import vec3_origin
import g_color_table
import colorDkGrey
import colorMdGrey
import colorLtGrey
import colorWhite
import colorCyan
import colorMagenta
import colorYellow
import colorBlue
import colorGreen
import colorRed
import colorBlack
import bytedirs
import Com_Memcpy
import Com_Memset
import Hunk_Alloc
import FloatSwap
import LongSwap
import ShortSwap
import acos
import fabs
import abs
import tan
import atan2
import cos
import sin
import sqrt
import floor
import ceil
import memcpy
import memset
import memmove
import sscanf
import vsprintf
import _atoi
import atoi
import _atof
import atof
import toupper
import tolower
import strncpy
import strstr
import strchr
import strcmp
import strcpy
import strcat
import strlen
import rand
import srand
import qsort
lit
align 1
LABELV $563
byte 1 70
byte 1 97
byte 1 105
byte 1 108
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 111
byte 1 32
byte 1 108
byte 1 111
byte 1 97
byte 1 100
byte 1 32
byte 1 97
byte 1 110
byte 1 105
byte 1 109
byte 1 97
byte 1 116
byte 1 105
byte 1 111
byte 1 110
byte 1 32
byte 1 102
byte 1 105
byte 1 108
byte 1 101
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $560
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 99
byte 1 104
byte 1 97
byte 1 114
byte 1 97
byte 1 99
byte 1 116
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 97
byte 1 110
byte 1 105
byte 1 109
byte 1 97
byte 1 116
byte 1 105
byte 1 111
byte 1 110
byte 1 46
byte 1 99
byte 1 102
byte 1 103
byte 1 0
align 1
LABELV $557
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 97
byte 1 110
byte 1 105
byte 1 109
byte 1 97
byte 1 116
byte 1 105
byte 1 111
byte 1 110
byte 1 46
byte 1 99
byte 1 102
byte 1 103
byte 1 0
align 1
LABELV $556
byte 1 70
byte 1 97
byte 1 105
byte 1 108
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 111
byte 1 32
byte 1 108
byte 1 111
byte 1 97
byte 1 100
byte 1 32
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 32
byte 1 102
byte 1 105
byte 1 108
byte 1 101
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $547
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 104
byte 1 101
byte 1 97
byte 1 100
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
align 1
LABELV $544
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 104
byte 1 101
byte 1 97
byte 1 100
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
align 1
LABELV $539
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 99
byte 1 104
byte 1 97
byte 1 114
byte 1 97
byte 1 99
byte 1 116
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 117
byte 1 112
byte 1 112
byte 1 101
byte 1 114
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
align 1
LABELV $536
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 117
byte 1 112
byte 1 112
byte 1 101
byte 1 114
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
align 1
LABELV $535
byte 1 70
byte 1 97
byte 1 105
byte 1 108
byte 1 101
byte 1 100
byte 1 32
byte 1 116
byte 1 111
byte 1 32
byte 1 108
byte 1 111
byte 1 97
byte 1 100
byte 1 32
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 32
byte 1 102
byte 1 105
byte 1 108
byte 1 101
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $532
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 99
byte 1 104
byte 1 97
byte 1 114
byte 1 97
byte 1 99
byte 1 116
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 108
byte 1 111
byte 1 119
byte 1 101
byte 1 114
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
align 1
LABELV $529
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 108
byte 1 111
byte 1 119
byte 1 101
byte 1 114
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0
align 1
LABELV $521
byte 1 69
byte 1 114
byte 1 114
byte 1 111
byte 1 114
byte 1 32
byte 1 112
byte 1 97
byte 1 114
byte 1 115
byte 1 105
byte 1 110
byte 1 103
byte 1 32
byte 1 97
byte 1 110
byte 1 105
byte 1 109
byte 1 97
byte 1 116
byte 1 105
byte 1 111
byte 1 110
byte 1 32
byte 1 102
byte 1 105
byte 1 108
byte 1 101
byte 1 58
byte 1 32
byte 1 37
byte 1 115
byte 1 0
align 1
LABELV $500
byte 1 117
byte 1 110
byte 1 107
byte 1 110
byte 1 111
byte 1 119
byte 1 110
byte 1 32
byte 1 116
byte 1 111
byte 1 107
byte 1 101
byte 1 110
byte 1 32
byte 1 39
byte 1 37
byte 1 115
byte 1 39
byte 1 32
byte 1 105
byte 1 115
byte 1 32
byte 1 37
byte 1 115
byte 1 10
byte 1 0
align 1
LABELV $495
byte 1 115
byte 1 101
byte 1 120
byte 1 0
align 1
LABELV $486
byte 1 104
byte 1 101
byte 1 97
byte 1 100
byte 1 111
byte 1 102
byte 1 102
byte 1 115
byte 1 101
byte 1 116
byte 1 0
align 1
LABELV $481
byte 1 102
byte 1 111
byte 1 111
byte 1 116
byte 1 115
byte 1 116
byte 1 101
byte 1 112
byte 1 115
byte 1 0
align 1
LABELV $473
byte 1 70
byte 1 105
byte 1 108
byte 1 101
byte 1 32
byte 1 37
byte 1 115
byte 1 32
byte 1 116
byte 1 111
byte 1 111
byte 1 32
byte 1 108
byte 1 111
byte 1 110
byte 1 103
byte 1 10
byte 1 0
align 1
LABELV $463
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $462
byte 1 104
byte 1 101
byte 1 97
byte 1 100
byte 1 0
align 1
LABELV $459
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 99
byte 1 104
byte 1 97
byte 1 114
byte 1 97
byte 1 99
byte 1 116
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 117
byte 1 112
byte 1 112
byte 1 101
byte 1 114
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $458
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 99
byte 1 104
byte 1 97
byte 1 114
byte 1 97
byte 1 99
byte 1 116
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 117
byte 1 112
byte 1 112
byte 1 101
byte 1 114
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $453
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 117
byte 1 112
byte 1 112
byte 1 101
byte 1 114
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $452
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 117
byte 1 112
byte 1 112
byte 1 101
byte 1 114
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $449
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 99
byte 1 104
byte 1 97
byte 1 114
byte 1 97
byte 1 99
byte 1 116
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 108
byte 1 111
byte 1 119
byte 1 101
byte 1 114
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $448
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 99
byte 1 104
byte 1 97
byte 1 114
byte 1 97
byte 1 99
byte 1 116
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 108
byte 1 111
byte 1 119
byte 1 101
byte 1 114
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $443
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 108
byte 1 111
byte 1 119
byte 1 101
byte 1 114
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $442
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 108
byte 1 111
byte 1 119
byte 1 101
byte 1 114
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 115
byte 1 107
byte 1 105
byte 1 110
byte 1 0
align 1
LABELV $431
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 37
byte 1 115
byte 1 0
align 1
LABELV $430
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 37
byte 1 115
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 37
byte 1 115
byte 1 0
align 1
LABELV $425
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 37
byte 1 115
byte 1 0
align 1
LABELV $424
byte 1 109
byte 1 111
byte 1 100
byte 1 101
byte 1 108
byte 1 115
byte 1 47
byte 1 112
byte 1 108
byte 1 97
byte 1 121
byte 1 101
byte 1 114
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 47
byte 1 37
byte 1 115
byte 1 37
byte 1 115
byte 1 95
byte 1 37
byte 1 115
byte 1 46
byte 1 37
byte 1 115
byte 1 0
align 1
LABELV $414
byte 1 0
align 1
LABELV $413
byte 1 104
byte 1 101
byte 1 97
byte 1 100
byte 1 115
byte 1 47
byte 1 0
align 1
LABELV $410
byte 1 100
byte 1 101
byte 1 102
byte 1 97
byte 1 117
byte 1 108
byte 1 116
byte 1 0
align 1
LABELV $401
byte 1 115
byte 1 112
byte 1 114
byte 1 105
byte 1 116
byte 1 101
byte 1 115
byte 1 47
byte 1 98
byte 1 97
byte 1 108
byte 1 108
byte 1 111
byte 1 111
byte 1 110
byte 1 51
byte 1 0
align 1
LABELV $392
byte 1 116
byte 1 97
byte 1 103
byte 1 95
byte 1 102
byte 1 108
byte 1 97
byte 1 115
byte 1 104
byte 1 0
align 1
LABELV $384
byte 1 116
byte 1 97
byte 1 103
byte 1 95
byte 1 119
byte 1 101
byte 1 97
byte 1 112
byte 1 111
byte 1 110
byte 1 0
align 1
LABELV $378
byte 1 116
byte 1 97
byte 1 103
byte 1 95
byte 1 104
byte 1 101
byte 1 97
byte 1 100
byte 1 0
align 1
LABELV $370
byte 1 116
byte 1 97
byte 1 103
byte 1 95
byte 1 116
byte 1 111
byte 1 114
byte 1 115
byte 1 111
byte 1 0
align 1
LABELV $180
byte 1 66
byte 1 97
byte 1 100
byte 1 32
byte 1 97
byte 1 110
byte 1 105
byte 1 109
byte 1 97
byte 1 116
byte 1 105
byte 1 111
byte 1 110
byte 1 32
byte 1 110
byte 1 117
byte 1 109
byte 1 98
byte 1 101
byte 1 114
byte 1 58
byte 1 32
byte 1 37
byte 1 105
byte 1 0
align 1
LABELV $109
byte 1 95
byte 1 102
byte 1 108
byte 1 97
byte 1 115
byte 1 104
byte 1 46
byte 1 109
byte 1 100
byte 1 51
byte 1 0