text:
// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"

// this file is only included when building a dll
// g_syscalls.asm is included instead when building a qvm

static int (QDECL *syscall)( int arg, ... ) = (int (QDECL *)( int, ...))-1;

#include "../namespace_begin.h"
//#ifdef __linux__
//extern "C" {
//#endif
/*void dllEntry( int (QDECL *syscallptr)( int arg,... ) ) {
	syscall = syscallptr;
}*/

void dllEntry( int (QDECL *syscallptr)( int arg,... ) ) {
	syscall = syscallptr;
#ifdef _WIN32
	// Ensure this is jampded and not jamp!
	if (strncmp((char *)0x4A88AC, "(internal)JAmp:", 15)) {
		// No match? then this is jamp.exe, crash it
		//iCom_Error(0, "Invalid engine detected, please run JKA Galaxies using jampded.exe v1.01 (not jamp.exe!)\n");
		patchEngine = qfalse;
	}else patchEngine = qtrue;
#endif
}
//#ifdef __linux__
//}
//#endif

int PASSFLOAT( float x ) {
	float	floatTemp;
	floatTemp = x;
	return *(int *)&floatTemp;
}

void	trap_Printf( const char *fmt ) {
	syscall( G_PRINT, fmt );
}

void	trap_Error( const char *fmt ) {
	syscall( G_ERROR, fmt );
}

int		trap_Milliseconds( void ) {
	return syscall( G_MILLISECONDS );
}

//rww - precision timer funcs... -ALWAYS- call end after start with supplied ptr, or you'll get a nasty memory leak.
//not that you should be using these outside of debug anyway.. because you shouldn't be. So don't.

//Start should be suppled with a pointer to an empty pointer (e.g. void *blah; trap_PrecisionTimer_Start(&blah);),
//the empty pointer will be filled with an exe address to our timer (this address means nothing in vm land however).
//You must pass this pointer back unmodified to the timer end func.
void trap_PrecisionTimer_Start(void **theNewTimer)
{
	syscall(G_PRECISIONTIMER_START, theNewTimer);
}

//If you're using the above example, the appropriate call for this is int result = trap_PrecisionTimer_End(blah);
int trap_PrecisionTimer_End(void *theTimer)
{
	return syscall(G_PRECISIONTIMER_END, theTimer);
}

void	trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags ) {
	syscall( G_CVAR_REGISTER, cvar, var_name, value, flags );
}

void	trap_Cvar_Update( vmCvar_t *cvar ) {
	syscall( G_CVAR_UPDATE, cvar );
}

void trap_Cvar_Set( const char *var_name, const char *value ) {
	if( !Q_stricmp(var_name, "bot_minplayers"))
	{
		G_LogPrintf( "BOT MINPLAYERS CHANGED Spot1, Value: %s\n", value);
	}
	syscall( G_CVAR_SET, var_name, value );
}

int trap_Cvar_VariableIntegerValue( const char *var_name ) {
	return syscall( G_CVAR_VARIABLE_INTEGER_VALUE, var_name );
}

void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) {
	syscall( G_CVAR_VARIABLE_STRING_BUFFER, var_name, buffer, bufsize );
}

int		trap_Argc( void ) {
	return syscall( G_ARGC );
}

void	trap_Argv( int n, char *buffer, int bufferLength ) {
	syscall( G_ARGV, n, buffer, bufferLength );
}

int		trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) {
	return syscall( G_FS_FOPEN_FILE, qpath, f, mode );
}

void	trap_FS_Read( void *buffer, int len, fileHandle_t f ) {
	syscall( G_FS_READ, buffer, len, f );
}

void	trap_FS_Write( const void *buffer, int len, fileHandle_t f ) {
	syscall( G_FS_WRITE, buffer, len, f );
}

void	trap_FS_FCloseFile( fileHandle_t f ) {
	syscall( G_FS_FCLOSE_FILE, f );
}

void	trap_SendConsoleCommand( int exec_when, const char *text ) {
	syscall( G_SEND_CONSOLE_COMMAND, exec_when, text );
}

void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
						 playerState_t *clients, int sizeofGClient ) {
	syscall( G_LOCATE_GAME_DATA, gEnts, numGEntities, sizeofGEntity_t, clients, sizeofGClient );
}

void trap_DropClient( int clientNum, const char *reason ) {
	syscall( G_DROP_CLIENT, clientNum, reason );
}

void trap_SendServerCommand( int clientNum, const char *text ) {
	syscall( G_SEND_SERVER_COMMAND, clientNum, text );
}

void trap_SetConfigstring( int num, const char *string ) {
	syscall( G_SET_CONFIGSTRING, num, string );
}

void trap_GetConfigstring( int num, char *buffer, int bufferSize ) {
	syscall( G_GET_CONFIGSTRING, num, buffer, bufferSize );
}

void trap_GetUserinfo( int num, char *buffer, int bufferSize ) {
	syscall( G_GET_USERINFO, num, buffer, bufferSize );
}

void trap_SetUserinfo( int num, const char *buffer ) {
	syscall( G_SET_USERINFO, num, buffer );
}

void trap_GetServerinfo( char *buffer, int bufferSize ) {
	syscall( G_GET_SERVERINFO, buffer, bufferSize );
}

//server culling to reduce traffic on open maps -rww
void trap_SetServerCull(float cullDistance)
{
	syscall(G_SET_SERVER_CULL, PASSFLOAT(cullDistance));
}

void trap_SetBrushModel( gentity_t *ent, const char *name ) {
	syscall( G_SET_BRUSH_MODEL, ent, name );
}

void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ) {
	syscall( G_TRACE, results, start, mins, maxs, end, passEntityNum, contentmask, 0, 10 );
}

//g2TraceType 0 is no g2 col, 1 is collision against anything not EF_DEAD, 2 is collision against all.
void trap_G2Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int g2TraceType, int traceLod ) {
	syscall( G_G2TRACE, results, start, mins, maxs, end, passEntityNum, contentmask, g2TraceType, traceLod );
}

int trap_PointContents( const vec3_t point, int passEntityNum ) {
	return syscall( G_POINT_CONTENTS, point, passEntityNum );
}

qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 ) {
	return syscall( G_IN_PVS, p1, p2 );
}

qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 ) {
	return syscall( G_IN_PVS_IGNORE_PORTALS, p1, p2 );
}

void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open ) {
	syscall( G_ADJUST_AREA_PORTAL_STATE, ent, open );
}

qboolean trap_AreasConnected( int area1, int area2 ) {
	return syscall( G_AREAS_CONNECTED, area1, area2 );
}

void trap_LinkEntity( gentity_t *ent ) {
	syscall( G_LINKENTITY, ent );
}

void trap_UnlinkEntity( gentity_t *ent ) {
	syscall( G_UNLINKENTITY, ent );
}

int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *list, int maxcount ) {
	return syscall( G_ENTITIES_IN_BOX, mins, maxs, list, maxcount );
}

qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ) {
	return syscall( G_ENTITY_CONTACT, mins, maxs, ent );
}

int trap_BotAllocateClient( void ) {
	return syscall( G_BOT_ALLOCATE_CLIENT );
}

void trap_BotFreeClient( int clientNum ) {
	syscall( G_BOT_FREE_CLIENT, clientNum );
}

void trap_GetUsercmd( int clientNum, usercmd_t *cmd ) {
	syscall( G_GET_USERCMD, clientNum, cmd );
}

qboolean trap_GetEntityToken( char *buffer, int bufferSize ) {
	return syscall( G_GET_ENTITY_TOKEN, buffer, bufferSize );
}

void trap_SiegePersSet(siegePers_t *pers)
{
	syscall(G_SIEGEPERSSET, pers);
}
void trap_SiegePersGet(siegePers_t *pers)
{
	syscall(G_SIEGEPERSGET, pers);
}

int trap_FS_GetFileList(  const char *path, const char *extension, char *listbuf, int bufsize ) {
	return syscall( G_FS_GETFILELIST, path, extension, listbuf, bufsize );
}

int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points) {
	return syscall( G_DEBUG_POLYGON_CREATE, color, numPoints, points );
}

void trap_DebugPolygonDelete(int id) {
	syscall( G_DEBUG_POLYGON_DELETE, id );
}

int trap_RealTime( qtime_t *qtime ) {
	return syscall( G_REAL_TIME, qtime );
}

void trap_SnapVector( float *v ) {
	syscall( G_SNAPVECTOR, v );
}

void trap_TraceCapsule( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ) {
	syscall( G_TRACECAPSULE, results, start, mins, maxs, end, passEntityNum, contentmask, 0, 10 );
}

qboolean trap_EntityContactCapsule( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ) {
	return syscall( G_ENTITY_CONTACTCAPSULE, mins, maxs, ent );
}

//qboolean trap_SP_RegisterServer( const char *package )
//{
//	return syscall( SP_REGISTER_SERVER_CMD, package );
//}

int trap_SP_GetStringTextString(const char *text, char *buffer, int bufferLength)
{
	return syscall( SP_GETSTRINGTEXTSTRING, text, buffer, bufferLength );
}

qboolean trap_ROFF_Clean( void )
{
	return syscall( G_ROFF_CLEAN );
}

void trap_ROFF_UpdateEntities( void )
{
	syscall( G_ROFF_UPDATE_ENTITIES );
}

int trap_ROFF_Cache( char *file )
{
	return syscall( G_ROFF_CACHE, file );
}

qboolean trap_ROFF_Play( int entID, int roffID, qboolean doTranslation )
{
	return syscall( G_ROFF_PLAY, entID, roffID, doTranslation );
}

qboolean trap_ROFF_Purge_Ent( int entID )
{
	return syscall( G_ROFF_PURGE_ENT, entID );
}

//rww - dynamic vm memory allocation!
void trap_TrueMalloc(void **ptr, int size)
{
	syscall(G_TRUEMALLOC, ptr, size);
}

void trap_TrueFree(void **ptr)
{
	syscall(G_TRUEFREE, ptr);
}

//rww - icarus traps
int trap_ICARUS_RunScript( gentity_t *ent, const char *name )
{
	return syscall(G_ICARUS_RUNSCRIPT, ent, name);
}

qboolean trap_ICARUS_RegisterScript( const char *name, qboolean bCalledDuringInterrogate)
{
	return syscall(G_ICARUS_REGISTERSCRIPT, name, bCalledDuringInterrogate);
}

void trap_ICARUS_Init( void )
{
	syscall(G_ICARUS_INIT);
}

qboolean trap_ICARUS_ValidEnt( gentity_t *ent )
{
	return syscall(G_ICARUS_VALIDENT, ent);
}

qboolean trap_ICARUS_IsInitialized( int entID )
{
	return syscall(G_ICARUS_ISINITIALIZED, entID);
}

qboolean trap_ICARUS_MaintainTaskManager( int entID )
{
	return syscall(G_ICARUS_MAINTAINTASKMANAGER, entID);
}

qboolean trap_ICARUS_IsRunning( int entID )
{
	return syscall(G_ICARUS_ISRUNNING, entID);
}

qboolean trap_ICARUS_TaskIDPending(gentity_t *ent, int taskID)
{
	return syscall(G_ICARUS_TASKIDPENDING, ent, taskID);
}

void trap_ICARUS_InitEnt( gentity_t *ent )
{
	syscall(G_ICARUS_INITENT, ent);
}

void trap_ICARUS_FreeEnt( gentity_t *ent )
{
	syscall(G_ICARUS_FREEENT, ent);
}

void trap_ICARUS_AssociateEnt( gentity_t *ent )
{
	syscall(G_ICARUS_ASSOCIATEENT, ent);
}

void trap_ICARUS_Shutdown( void )
{
	syscall(G_ICARUS_SHUTDOWN);
}

void trap_ICARUS_TaskIDSet(gentity_t *ent, int taskType, int taskID)
{
	syscall(G_ICARUS_TASKIDSET, ent, taskType, taskID);
}

void trap_ICARUS_TaskIDComplete(gentity_t *ent, int taskType)
{
	syscall(G_ICARUS_TASKIDCOMPLETE, ent, taskType);
}

void trap_ICARUS_SetVar(int taskID, int entID, const char *type_name, const char *data)
{
	syscall(G_ICARUS_SETVAR, taskID, entID, type_name, data);
}

int trap_ICARUS_VariableDeclared(const char *type_name)
{
	return syscall(G_ICARUS_VARIABLEDECLARED, type_name);
}

int trap_ICARUS_GetFloatVariable( const char *name, float *value )
{
	return syscall(G_ICARUS_GETFLOATVARIABLE, name, value);
}

int trap_ICARUS_GetStringVariable( const char *name, const char *value )
{
	return syscall(G_ICARUS_GETSTRINGVARIABLE, name, value);
}

int trap_ICARUS_GetVectorVariable( const char *name, const vec3_t value )
{
	return syscall(G_ICARUS_GETVECTORVARIABLE, name, value);
}

//rww - BEGIN NPC NAV TRAPS
void trap_Nav_Init( void )
{
	syscall(G_NAV_INIT);
}

void trap_Nav_Free( void )
{
	syscall(G_NAV_FREE);
}

qboolean trap_Nav_Load( const char *filename, int checksum )
{
	return syscall(G_NAV_LOAD, filename, checksum);
}

qboolean trap_Nav_Save( const char *filename, int checksum )
{
	return syscall(G_NAV_SAVE, filename, checksum);
}

int trap_Nav_AddRawPoint( vec3_t point, int flags, int radius )
{
	return syscall(G_NAV_ADDRAWPOINT, point, flags, radius);
}

void trap_Nav_CalculatePaths( qboolean recalc ) //recalc = qfalse
{
	syscall(G_NAV_CALCULATEPATHS, recalc);
}

void trap_Nav_HardConnect( int first, int second )
{
	syscall(G_NAV_HARDCONNECT, first, second);
}

void trap_Nav_ShowNodes( void )
{
	syscall(G_NAV_SHOWNODES);
}

void trap_Nav_ShowEdges( void )
{
	syscall(G_NAV_SHOWEDGES);
}

void trap_Nav_ShowPath( int start, int end )
{
	syscall(G_NAV_SHOWPATH, start, end);
}

int trap_Nav_GetNearestNode( gentity_t *ent, int lastID, int flags, int targetID )
{
	return syscall(G_NAV_GETNEARESTNODE, ent, lastID, flags, targetID);
}

int trap_Nav_GetBestNode( int startID, int endID, int rejectID ) //rejectID = NODE_NONE
{
	return syscall(G_NAV_GETBESTNODE, startID, endID, rejectID);
}

int trap_Nav_GetNodePosition( int nodeID, vec3_t out )
{
	return syscall(G_NAV_GETNODEPOSITION, nodeID, out);
}

int trap_Nav_GetNodeNumEdges( int nodeID )
{
	return syscall(G_NAV_GETNODENUMEDGES, nodeID);
}

int trap_Nav_GetNodeEdge( int nodeID, int edge )
{
	return syscall(G_NAV_GETNODEEDGE, nodeID, edge);
}

int trap_Nav_GetNumNodes( void )
{
	return syscall(G_NAV_GETNUMNODES);
}

qboolean trap_Nav_Connected( int startID, int endID )
{
	return syscall(G_NAV_CONNECTED, startID, endID);
}

int trap_Nav_GetPathCost( int startID, int endID )
{
	return syscall(G_NAV_GETPATHCOST, startID, endID);
}

int trap_Nav_GetEdgeCost( int startID, int endID )
{
	return syscall(G_NAV_GETEDGECOST, startID, endID);
}

int trap_Nav_GetProjectedNode( vec3_t origin, int nodeID )
{
	return syscall(G_NAV_GETPROJECTEDNODE, origin, nodeID);
}

void trap_Nav_CheckFailedNodes( gentity_t *ent )
{
	syscall(G_NAV_CHECKFAILEDNODES, ent);
}

void trap_Nav_AddFailedNode( gentity_t *ent, int nodeID )
{
	syscall(G_NAV_ADDFAILEDNODE, ent, nodeID);
}

qboolean trap_Nav_NodeFailed( gentity_t *ent, int nodeID )
{
	return syscall(G_NAV_NODEFAILED, ent, nodeID);
}

qboolean trap_Nav_NodesAreNeighbors( int startID, int endID )
{
	return syscall(G_NAV_NODESARENEIGHBORS, startID, endID);
}

void trap_Nav_ClearFailedEdge( failedEdge_t	*failedEdge )
{
	syscall(G_NAV_CLEARFAILEDEDGE, failedEdge);
}

void trap_Nav_ClearAllFailedEdges( void )
{
	syscall(G_NAV_CLEARALLFAILEDEDGES);
}

int trap_Nav_EdgeFailed( int startID, int endID )
{
	return syscall(G_NAV_EDGEFAILED, startID, endID);
}

void trap_Nav_AddFailedEdge( int entID, int startID, int endID )
{
	syscall(G_NAV_ADDFAILEDEDGE, entID, startID, endID);
}

qboolean trap_Nav_CheckFailedEdge( failedEdge_t *failedEdge )
{
	return syscall(G_NAV_CHECKFAILEDEDGE, failedEdge);
}

void trap_Nav_CheckAllFailedEdges( void )
{
	syscall(G_NAV_CHECKALLFAILEDEDGES);
}

qboolean trap_Nav_RouteBlocked( int startID, int testEdgeID, int endID, int rejectRank )
{
	return syscall(G_NAV_ROUTEBLOCKED, startID, testEdgeID, endID, rejectRank);
}

int trap_Nav_GetBestNodeAltRoute( int startID, int endID, int *pathCost, int rejectID ) //rejectID = NODE_NONE
{
	return syscall(G_NAV_GETBESTNODEALTROUTE, startID, endID, pathCost, rejectID);
}

int trap_Nav_GetBestNodeAltRoute2( int startID, int endID, int rejectID ) //rejectID = NODE_NONE
{
	return syscall(G_NAV_GETBESTNODEALT2, startID, endID, rejectID);
}

int trap_Nav_GetBestPathBetweenEnts( gentity_t *ent, gentity_t *goal, int flags )
{
	return syscall(G_NAV_GETBESTPATHBETWEENENTS, ent, goal, flags);
}

int	trap_Nav_GetNodeRadius( int nodeID )
{
	return syscall(G_NAV_GETNODERADIUS, nodeID);
}

void trap_Nav_CheckBlockedEdges( void )
{
	syscall(G_NAV_CHECKBLOCKEDEDGES);
}

void trap_Nav_ClearCheckedNodes( void )
{
	syscall(G_NAV_CLEARCHECKEDNODES);
}

int trap_Nav_CheckedNode(int wayPoint, int ent) //return int was byte
{
	return syscall(G_NAV_CHECKEDNODE, wayPoint, ent);
}

void trap_Nav_SetCheckedNode(int wayPoint, int ent, int value) //int value was byte value
{
	syscall(G_NAV_SETCHECKEDNODE, wayPoint, ent, value);
}

void trap_Nav_FlagAllNodes( int newFlag )
{
	syscall(G_NAV_FLAGALLNODES, newFlag);
}

qboolean trap_Nav_GetPathsCalculated(void)
{
	return syscall(G_NAV_GETPATHSCALCULATED);
}

void trap_Nav_SetPathsCalculated(qboolean newVal)
{
	syscall(G_NAV_SETPATHSCALCULATED, newVal);
}
//rww - END NPC NAV TRAPS

void trap_SV_RegisterSharedMemory(char *memory)
{
	syscall(G_SET_SHARED_BUFFER, memory);
}

// BotLib traps start here
int trap_BotLibSetup( void ) {
	return syscall( BOTLIB_SETUP );
}

int trap_BotLibShutdown( void ) {
	return syscall( BOTLIB_SHUTDOWN );
}

int trap_BotLibVarSet(char *var_name, char *value) {
	return syscall( BOTLIB_LIBVAR_SET, var_name, value );
}

int trap_BotLibVarGet(char *var_name, char *value, int size) {
	return syscall( BOTLIB_LIBVAR_GET, var_name, value, size );
}

int trap_BotLibDefine(char *string) {
	return syscall( BOTLIB_PC_ADD_GLOBAL_DEFINE, string );
}

int trap_BotLibStartFrame(float time) {
	return syscall( BOTLIB_START_FRAME, PASSFLOAT( time ) );
}

int trap_BotLibLoadMap(const char *mapname) {
	return syscall( BOTLIB_LOAD_MAP, mapname );
}

int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue) {
	return syscall( BOTLIB_UPDATENTITY, ent, bue );
}

int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3) {
	return syscall( BOTLIB_TEST, parm0, parm1, parm2, parm3 );
}

int trap_BotGetSnapshotEntity( int clientNum, int sequence ) {
	return syscall( BOTLIB_GET_SNAPSHOT_ENTITY, clientNum, sequence );
}

int trap_BotGetServerCommand(int clientNum, char *message, int size) {
	return syscall( BOTLIB_GET_CONSOLE_MESSAGE, clientNum, message, size );
}

void trap_BotUserCommand(int clientNum, usercmd_t *ucmd) {
	syscall( BOTLIB_USER_COMMAND, clientNum, ucmd );
}

void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info) {
	syscall( BOTLIB_AAS_ENTITY_INFO, entnum, info );
}

int trap_AAS_Initialized(void) {
	return syscall( BOTLIB_AAS_INITIALIZED );
}

void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs) {
	syscall( BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX, presencetype, mins, maxs );
}

float trap_AAS_Time(void) {
	int temp;
	temp = syscall( BOTLIB_AAS_TIME );
	return (*(float*)&temp);
}

int trap_AAS_PointAreaNum(vec3_t point) {
	return syscall( BOTLIB_AAS_POINT_AREA_NUM, point );
}

int trap_AAS_PointReachabilityAreaIndex(vec3_t point) {
	return syscall( BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX, point );
}

int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas) {
	return syscall( BOTLIB_AAS_TRACE_AREAS, start, end, areas, points, maxareas );
}

int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas) {
	return syscall( BOTLIB_AAS_BBOX_AREAS, absmins, absmaxs, areas, maxareas );
}

int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info ) {
	return syscall( BOTLIB_AAS_AREA_INFO, areanum, info );
}

int trap_AAS_PointContents(vec3_t point) {
	return syscall( BOTLIB_AAS_POINT_CONTENTS, point );
}

int trap_AAS_NextBSPEntity(int ent) {
	return syscall( BOTLIB_AAS_NEXT_BSP_ENTITY, ent );
}

int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size) {
	return syscall( BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY, ent, key, value, size );
}

int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v) {
	return syscall( BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY, ent, key, v );
}

int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value) {
	return syscall( BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY, ent, key, value );
}

int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value) {
	return syscall( BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY, ent, key, value );
}

int trap_AAS_AreaReachability(int areanum) {
	return syscall( BOTLIB_AAS_AREA_REACHABILITY, areanum );
}

int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags) {
	return syscall( BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA, areanum, origin, goalareanum, travelflags );
}

int trap_AAS_EnableRoutingArea( int areanum, int enable ) {
	return syscall( BOTLIB_AAS_ENABLE_ROUTING_AREA, areanum, enable );
}

int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
							int goalareanum, int travelflags, int maxareas, int maxtime,
							int stopevent, int stopcontents, int stoptfl, int stopareanum) {
	return syscall( BOTLIB_AAS_PREDICT_ROUTE, route, areanum, origin, goalareanum, travelflags, maxareas, maxtime, stopevent, stopcontents, stoptfl, stopareanum );
}

int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
										void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
										int type) {
	return syscall( BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL, start, startareanum, goal, goalareanum, travelflags, altroutegoals, maxaltroutegoals, type );
}

int trap_AAS_Swimming(vec3_t origin) {
	return syscall( BOTLIB_AAS_SWIMMING, origin );
}

int trap_AAS_PredictClientMovement(void /* struct aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize) {
	return syscall( BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT, move, entnum, origin, presencetype, onground, velocity, cmdmove, cmdframes, maxframes, PASSFLOAT(frametime), stopevent, stopareanum, visualize );
}

void trap_EA_Say(int client, char *str) {
	syscall( BOTLIB_EA_SAY, client, str );
}

void trap_EA_SayTeam(int client, char *str) {
	syscall( BOTLIB_EA_SAY_TEAM, client, str );
}

void trap_EA_Command(int client, char *command) {
	syscall( BOTLIB_EA_COMMAND, client, command );
}

void trap_EA_Action(int client, int action) {
	syscall( BOTLIB_EA_ACTION, client, action );
}

void trap_EA_Gesture(int client) {
	syscall( BOTLIB_EA_GESTURE, client );
}

void trap_EA_Talk(int client) {
	syscall( BOTLIB_EA_TALK, client );
}

void trap_EA_Attack(int client) {
	syscall( BOTLIB_EA_ATTACK, client );
}

void trap_EA_Alt_Attack(int client) {
	syscall( BOTLIB_EA_ALT_ATTACK, client );
}

void trap_EA_ForcePower(int client) {
	syscall( BOTLIB_EA_FORCEPOWER, client );
}

void trap_EA_Use(int client) {
	syscall( BOTLIB_EA_USE, client );
}

void trap_EA_Respawn(int client) {
	syscall( BOTLIB_EA_RESPAWN, client );
}

void trap_EA_Crouch(int client) {
	syscall( BOTLIB_EA_CROUCH, client );
}

void trap_EA_MoveUp(int client) {
	syscall( BOTLIB_EA_MOVE_UP, client );
}

void trap_EA_MoveDown(int client) {
	syscall( BOTLIB_EA_MOVE_DOWN, client );
}

void trap_EA_MoveForward(int client) {
	syscall( BOTLIB_EA_MOVE_FORWARD, client );
}

void trap_EA_MoveBack(int client) {
	syscall( BOTLIB_EA_MOVE_BACK, client );
}

void trap_EA_MoveLeft(int client) {
	syscall( BOTLIB_EA_MOVE_LEFT, client );
}

void trap_EA_MoveRight(int client) {
	syscall( BOTLIB_EA_MOVE_RIGHT, client );
}

void trap_EA_SelectWeapon(int client, int weapon) {
	syscall( BOTLIB_EA_SELECT_WEAPON, client, weapon );
}

void trap_EA_Jump(int client) {
	syscall( BOTLIB_EA_JUMP, client );
}

void trap_EA_DelayedJump(int client) {
	syscall( BOTLIB_EA_DELAYED_JUMP, client );
}

void trap_EA_Move(int client, vec3_t dir, float speed) {
	syscall( BOTLIB_EA_MOVE, client, dir, PASSFLOAT(speed) );
}

void trap_EA_View(int client, vec3_t viewangles) {
	syscall( BOTLIB_EA_VIEW, client, viewangles );
}

void trap_EA_EndRegular(int client, float thinktime) {
	syscall( BOTLIB_EA_END_REGULAR, client, PASSFLOAT(thinktime) );
}

void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input) {
	syscall( BOTLIB_EA_GET_INPUT, client, PASSFLOAT(thinktime), input );
}

void trap_EA_ResetInput(int client) {
	syscall( BOTLIB_EA_RESET_INPUT, client );
}

int trap_BotLoadCharacter(char *charfile, float skill) {
	return syscall( BOTLIB_AI_LOAD_CHARACTER, charfile, PASSFLOAT(skill));
}

void trap_BotFreeCharacter(int character) {
	syscall( BOTLIB_AI_FREE_CHARACTER, character );
}

float trap_Characteristic_Float(int character, int index) {
	int temp;
	temp = syscall( BOTLIB_AI_CHARACTERISTIC_FLOAT, character, index );
	return (*(float*)&temp);
}

float trap_Characteristic_BFloat(int character, int index, float min, float max) {
	int temp;
	temp = syscall( BOTLIB_AI_CHARACTERISTIC_BFLOAT, character, index, PASSFLOAT(min), PASSFLOAT(max) );
	return (*(float*)&temp);
}

int trap_Characteristic_Integer(int character, int index) {
	return syscall( BOTLIB_AI_CHARACTERISTIC_INTEGER, character, index );
}

int trap_Characteristic_BInteger(int character, int index, int min, int max) {
	return syscall( BOTLIB_AI_CHARACTERISTIC_BINTEGER, character, index, min, max );
}

void trap_Characteristic_String(int character, int index, char *buf, int size) {
	syscall( BOTLIB_AI_CHARACTERISTIC_STRING, character, index, buf, size );
}

int trap_BotAllocChatState(void) {
	return syscall( BOTLIB_AI_ALLOC_CHAT_STATE );
}

void trap_BotFreeChatState(int handle) {
	syscall( BOTLIB_AI_FREE_CHAT_STATE, handle );
}

void trap_BotQueueConsoleMessage(int chatstate, int type, char *message) {
	syscall( BOTLIB_AI_QUEUE_CONSOLE_MESSAGE, chatstate, type, message );
}

void trap_BotRemoveConsoleMessage(int chatstate, int handle) {
	syscall( BOTLIB_AI_REMOVE_CONSOLE_MESSAGE, chatstate, handle );
}

int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm) {
	return syscall( BOTLIB_AI_NEXT_CONSOLE_MESSAGE, chatstate, cm );
}

int trap_BotNumConsoleMessages(int chatstate) {
	return syscall( BOTLIB_AI_NUM_CONSOLE_MESSAGE, chatstate );
}

void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ) {
	syscall( BOTLIB_AI_INITIAL_CHAT, chatstate, type, mcontext, var0, var1, var2, var3, var4, var5, var6, var7 );
}

int	trap_BotNumInitialChats(int chatstate, char *type) {
	return syscall( BOTLIB_AI_NUM_INITIAL_CHATS, chatstate, type );
}

int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ) {
	return syscall( BOTLIB_AI_REPLY_CHAT, chatstate, message, mcontext, vcontext, var0, var1, var2, var3, var4, var5, var6, var7 );
}

int trap_BotChatLength(int chatstate) {
	return syscall( BOTLIB_AI_CHAT_LENGTH, chatstate );
}

void trap_BotEnterChat(int chatstate, int client, int sendto) {
	syscall( BOTLIB_AI_ENTER_CHAT, chatstate, client, sendto );
}

void trap_BotGetChatMessage(int chatstate, char *buf, int size) {
	syscall( BOTLIB_AI_GET_CHAT_MESSAGE, chatstate, buf, size);
}

int trap_StringContains(char *str1, char *str2, int casesensitive) {
	return syscall( BOTLIB_AI_STRING_CONTAINS, str1, str2, casesensitive );
}

int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context) {
	return syscall( BOTLIB_AI_FIND_MATCH, str, match, context );
}

void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size) {
	syscall( BOTLIB_AI_MATCH_VARIABLE, match, variable, buf, size );
}

void trap_UnifyWhiteSpaces(char *string) {
	syscall( BOTLIB_AI_UNIFY_WHITE_SPACES, string );
}

void trap_BotReplaceSynonyms(char *string, unsigned long int context) {
	syscall( BOTLIB_AI_REPLACE_SYNONYMS, string, context );
}

int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname) {
	return syscall( BOTLIB_AI_LOAD_CHAT_FILE, chatstate, chatfile, chatname );
}

void trap_BotSetChatGender(int chatstate, int gender) {
	syscall( BOTLIB_AI_SET_CHAT_GENDER, chatstate, gender );
}

void trap_BotSetChatName(int chatstate, char *name, int client) {
	syscall( BOTLIB_AI_SET_CHAT_NAME, chatstate, name, client );
}

void trap_BotResetGoalState(int goalstate) {
	syscall( BOTLIB_AI_RESET_GOAL_STATE, goalstate );
}

void trap_BotResetAvoidGoals(int goalstate) {
	syscall( BOTLIB_AI_RESET_AVOID_GOALS, goalstate );
}

void trap_BotRemoveFromAvoidGoals(int goalstate, int number) {
	syscall( BOTLIB_AI_REMOVE_FROM_AVOID_GOALS, goalstate, number);
}

void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal) {
	syscall( BOTLIB_AI_PUSH_GOAL, goalstate, goal );
}

void trap_BotPopGoal(int goalstate) {
	syscall( BOTLIB_AI_POP_GOAL, goalstate );
}

void trap_BotEmptyGoalStack(int goalstate) {
	syscall( BOTLIB_AI_EMPTY_GOAL_STACK, goalstate );
}

void trap_BotDumpAvoidGoals(int goalstate) {
	syscall( BOTLIB_AI_DUMP_AVOID_GOALS, goalstate );
}

void trap_BotDumpGoalStack(int goalstate) {
	syscall( BOTLIB_AI_DUMP_GOAL_STACK, goalstate );
}

void trap_BotGoalName(int number, char *name, int size) {
	syscall( BOTLIB_AI_GOAL_NAME, number, name, size );
}

int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal) {
	return syscall( BOTLIB_AI_GET_TOP_GOAL, goalstate, goal );
}

int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal) {
	return syscall( BOTLIB_AI_GET_SECOND_GOAL, goalstate, goal );
}

int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags) {
	return syscall( BOTLIB_AI_CHOOSE_LTG_ITEM, goalstate, origin, inventory, travelflags );
}

int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime) {
	return syscall( BOTLIB_AI_CHOOSE_NBG_ITEM, goalstate, origin, inventory, travelflags, ltg, PASSFLOAT(maxtime) );
}

int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal) {
	return syscall( BOTLIB_AI_TOUCHING_GOAL, origin, goal );
}

int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal) {
	return syscall( BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE, viewer, eye, viewangles, goal );
}

int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal) {
	return syscall( BOTLIB_AI_GET_LEVEL_ITEM_GOAL, index, classname, goal );
}

int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal) {
	return syscall( BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL, num, goal );
}

int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal) {
	return syscall( BOTLIB_AI_GET_MAP_LOCATION_GOAL, name, goal );
}

float trap_BotAvoidGoalTime(int goalstate, int number) {
	int temp;
	temp = syscall( BOTLIB_AI_AVOID_GOAL_TIME, goalstate, number );
	return (*(float*)&temp);
}

void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime) {
	syscall( BOTLIB_AI_SET_AVOID_GOAL_TIME, goalstate, number, PASSFLOAT(avoidtime));
}

void trap_BotInitLevelItems(void) {
	syscall( BOTLIB_AI_INIT_LEVEL_ITEMS );
}

void trap_BotUpdateEntityItems(void) {
	syscall( BOTLIB_AI_UPDATE_ENTITY_ITEMS );
}

int trap_BotLoadItemWeights(int goalstate, char *filename) {
	return syscall( BOTLIB_AI_LOAD_ITEM_WEIGHTS, goalstate, filename );
}

void trap_BotFreeItemWeights(int goalstate) {
	syscall( BOTLIB_AI_FREE_ITEM_WEIGHTS, goalstate );
}

void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child) {
	syscall( BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC, parent1, parent2, child );
}

void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename) {
	syscall( BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC, goalstate, filename );
}

void trap_BotMutateGoalFuzzyLogic(int goalstate, float range) {
	syscall( BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC, goalstate, range );
}

int trap_BotAllocGoalState(int state) {
	return syscall( BOTLIB_AI_ALLOC_GOAL_STATE, state );
}

void trap_BotFreeGoalState(int handle) {
	syscall( BOTLIB_AI_FREE_GOAL_STATE, handle );
}

void trap_BotResetMoveState(int movestate) {
	syscall( BOTLIB_AI_RESET_MOVE_STATE, movestate );
}

void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type) {
	syscall( BOTLIB_AI_ADD_AVOID_SPOT, movestate, origin, PASSFLOAT(radius), type);
}

void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags) {
	syscall( BOTLIB_AI_MOVE_TO_GOAL, result, movestate, goal, travelflags );
}

int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type) {
	return syscall( BOTLIB_AI_MOVE_IN_DIRECTION, movestate, dir, PASSFLOAT(speed), type );
}

void trap_BotResetAvoidReach(int movestate) {
	syscall( BOTLIB_AI_RESET_AVOID_REACH, movestate );
}

void trap_BotResetLastAvoidReach(int movestate) {
	syscall( BOTLIB_AI_RESET_LAST_AVOID_REACH,movestate  );
}

int trap_BotReachabilityArea(vec3_t origin, int testground) {
	return syscall( BOTLIB_AI_REACHABILITY_AREA, origin, testground );
}

int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target) {
	return syscall( BOTLIB_AI_MOVEMENT_VIEW_TARGET, movestate, goal, travelflags, PASSFLOAT(lookahead), target );
}

int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target) {
	return syscall( BOTLIB_AI_PREDICT_VISIBLE_POSITION, origin, areanum, goal, travelflags, target );
}

int trap_BotAllocMoveState(void) {
	return syscall( BOTLIB_AI_ALLOC_MOVE_STATE );
}

void trap_BotFreeMoveState(int handle) {
	syscall( BOTLIB_AI_FREE_MOVE_STATE, handle );
}

void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove) {
	syscall( BOTLIB_AI_INIT_MOVE_STATE, handle, initmove );
}

int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory) {
	return syscall( BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON, weaponstate, inventory );
}

void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo) {
	syscall( BOTLIB_AI_GET_WEAPON_INFO, weaponstate, weapon, weaponinfo );
}

int trap_BotLoadWeaponWeights(int weaponstate, char *filename) {
	return syscall( BOTLIB_AI_LOAD_WEAPON_WEIGHTS, weaponstate, filename );
}

int trap_BotAllocWeaponState(void) {
	return syscall( BOTLIB_AI_ALLOC_WEAPON_STATE );
}

void trap_BotFreeWeaponState(int weaponstate) {
	syscall( BOTLIB_AI_FREE_WEAPON_STATE, weaponstate );
}

void trap_BotResetWeaponState(int weaponstate) {
	syscall( BOTLIB_AI_RESET_WEAPON_STATE, weaponstate );
}

int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child) {
	return syscall( BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION, numranks, ranks, parent1, parent2, child );
}

int trap_PC_LoadSource( const char *filename ) {
	return syscall( BOTLIB_PC_LOAD_SOURCE, filename );
}

int trap_PC_FreeSource( int handle ) {
	return syscall( BOTLIB_PC_FREE_SOURCE, handle );
}

int trap_PC_ReadToken( int handle, pc_token_t *pc_token ) {
	return syscall( BOTLIB_PC_READ_TOKEN, handle, pc_token );
}

int trap_PC_SourceFileAndLine( int handle, char *filename, int *line ) {
	return syscall( BOTLIB_PC_SOURCE_FILE_AND_LINE, handle, filename, line );
}

/*
Ghoul2 Insert Start
*/
qhandle_t trap_R_RegisterSkin( const char *name )
{
	return syscall( G_R_REGISTERSKIN, name );
}

// CG Specific API calls
void trap_G2_ListModelBones(void *ghlInfo, int frame)
{
	syscall( G_G2_LISTBONES, ghlInfo, frame);
}

void trap_G2_ListModelSurfaces(void *ghlInfo)
{
	syscall( G_G2_LISTSURFACES, ghlInfo);
}

qboolean trap_G2_HaveWeGhoul2Models(	void *ghoul2)
{
	return (qboolean)(syscall(G_G2_HAVEWEGHOULMODELS, ghoul2));
}

void trap_G2_SetGhoul2ModelIndexes(void *ghoul2, qhandle_t *modelList, qhandle_t *skinList)
{
	syscall( G_G2_SETMODELS, ghoul2, modelList, skinList);
}

qboolean trap_G2API_GetBoltMatrix(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
								const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale)
{
	return (qboolean)(syscall(G_G2_GETBOLT, ghoul2, modelIndex, boltIndex, matrix, angles, position, frameNum, modelList, scale));
}

qboolean trap_G2API_GetBoltMatrix_NoReconstruct(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
								const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale)
{ //Same as above but force it to not reconstruct the skeleton before getting the bolt position
	return (qboolean)(syscall(G_G2_GETBOLT_NOREC, ghoul2, modelIndex, boltIndex, matrix, angles, position, frameNum, modelList, scale));
}

qboolean trap_G2API_GetBoltMatrix_NoRecNoRot(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
								const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale)
{ //Same as above but force it to not reconstruct the skeleton before getting the bolt position
	return (qboolean)(syscall(G_G2_GETBOLT_NOREC_NOROT, ghoul2, modelIndex, boltIndex, matrix, angles, position, frameNum, modelList, scale));
}

int trap_G2API_InitGhoul2Model(void **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin,
						  qhandle_t customShader, int modelFlags, int lodBias)
{
	return syscall(G_G2_INITGHOUL2MODEL, ghoul2Ptr, fileName, modelIndex, customSkin, customShader, modelFlags, lodBias);
}

qboolean trap_G2API_SetSkin(void *ghoul2, int modelIndex, qhandle_t customSkin, qhandle_t renderSkin)
{
	return syscall(G_G2_SETSKIN, ghoul2, modelIndex, customSkin, renderSkin);
}

int trap_G2API_Ghoul2Size ( void* ghlInfo )
{
	return syscall(G_G2_SIZE, ghlInfo );
}

int trap_G2API_AddBolt(void *ghoul2, int modelIndex, const char *boneName)
{
	return syscall(G_G2_ADDBOLT, ghoul2, modelIndex, boneName);
}

void trap_G2API_SetBoltInfo(void *ghoul2, int modelIndex, int boltInfo)
{
	syscall(G_G2_SETBOLTINFO, ghoul2, modelIndex, boltInfo);
}

qboolean trap_G2API_SetBoneAngles(void *ghoul2, int modelIndex, const char *boneName, const vec3_t angles, const int flags,
								const int up, const int right, const int forward, qhandle_t *modelList,
								int blendTime , int currentTime )
{
	return (syscall(G_G2_ANGLEOVERRIDE, ghoul2, modelIndex, boneName, angles, flags, up, right, forward, modelList, blendTime, currentTime));
}

qboolean trap_G2API_SetBoneAnim(void *ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame,
							  const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime )
{
	return syscall(G_G2_PLAYANIM, ghoul2, modelIndex, boneName, startFrame, endFrame, flags, PASSFLOAT(animSpeed), currentTime, PASSFLOAT(setFrame), blendTime);
}

qboolean trap_G2API_GetBoneAnim(void *ghoul2, const char *boneName, const int currentTime, float *currentFrame,
						   int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList, const int modelIndex)
{
	return syscall(G_G2_GETBONEANIM, ghoul2, boneName, currentTime, currentFrame, startFrame, endFrame, flags, animSpeed, modelList, modelIndex);
}

void trap_G2API_GetGLAName(void *ghoul2, int modelIndex, char *fillBuf)
{
	syscall(G_G2_GETGLANAME, ghoul2, modelIndex, fillBuf);
}

int trap_G2API_CopyGhoul2Instance(void *g2From, void *g2To, int modelIndex)
{
	return syscall(G_G2_COPYGHOUL2INSTANCE, g2From, g2To, modelIndex);
}

void trap_G2API_CopySpecificGhoul2Model(void *g2From, int modelFrom, void *g2To, int modelTo)
{
	syscall(G_G2_COPYSPECIFICGHOUL2MODEL, g2From, modelFrom, g2To, modelTo);
}

void trap_G2API_DuplicateGhoul2Instance(void *g2From, void **g2To)
{
	syscall(G_G2_DUPLICATEGHOUL2INSTANCE, g2From, g2To);
}

qboolean trap_G2API_HasGhoul2ModelOnIndex(void *ghlInfo, int modelIndex)
{
	return syscall(G_G2_HASGHOUL2MODELONINDEX, ghlInfo, modelIndex);
}

qboolean trap_G2API_RemoveGhoul2Model(void *ghlInfo, int modelIndex)
{
	return syscall(G_G2_REMOVEGHOUL2MODEL, ghlInfo, modelIndex);
}

qboolean trap_G2API_RemoveGhoul2Models(void *ghlInfo)
{
	return syscall(G_G2_REMOVEGHOUL2MODELS, ghlInfo);
}

void trap_G2API_CleanGhoul2Models(void **ghoul2Ptr)
{
	syscall(G_G2_CLEANMODELS, ghoul2Ptr);
}

void trap_G2API_CollisionDetect (
	CollisionRecord_t *collRecMap,
	void* ghoul2,
	const vec3_t angles,
	const vec3_t position,
	int frameNumber,
	int entNum,
	vec3_t rayStart,
	vec3_t rayEnd,
	vec3_t scale,
	int traceFlags,
	int useLod,
	float fRadius
	)
{
	syscall ( G_G2_COLLISIONDETECT, collRecMap, ghoul2, angles, position, frameNumber, entNum, rayStart, rayEnd, scale, traceFlags, useLod, PASSFLOAT(fRadius) );
}

void trap_G2API_CollisionDetectCache (
	CollisionRecord_t *collRecMap,
	void* ghoul2,
	const vec3_t angles,
	const vec3_t position,
	int frameNumber,
	int entNum,
	vec3_t rayStart,
	vec3_t rayEnd,
	vec3_t scale,
	int traceFlags,
	int useLod,
	float fRadius
	)
{
	syscall ( G_G2_COLLISIONDETECTCACHE, collRecMap, ghoul2, angles, position, frameNumber, entNum, rayStart, rayEnd, scale, traceFlags, useLod, PASSFLOAT(fRadius) );
}

void trap_G2API_GetSurfaceName(void *ghoul2, int surfNumber, int modelIndex, char *fillBuf)
{
	syscall(G_G2_GETSURFACENAME, ghoul2, surfNumber, modelIndex, fillBuf);
}

qboolean trap_G2API_SetRootSurface(void *ghoul2, const int modelIndex, const char *surfaceName)
{
	return syscall(G_G2_SETROOTSURFACE, ghoul2, modelIndex, surfaceName);
}

qboolean trap_G2API_SetSurfaceOnOff(void *ghoul2, const char *surfaceName, const int flags)
{
	return syscall(G_G2_SETSURFACEONOFF, ghoul2, surfaceName, flags);
}

qboolean trap_G2API_SetNewOrigin(void *ghoul2, const int boltIndex)
{
	return syscall(G_G2_SETNEWORIGIN, ghoul2, boltIndex);
}

//check if a bone exists on skeleton without actually adding to the bone list -rww
qboolean trap_G2API_DoesBoneExist(void *ghoul2, int modelIndex, const char *boneName)
{
	return syscall(G_G2_DOESBONEEXIST, ghoul2, modelIndex, boneName);
}

int trap_G2API_GetSurfaceRenderStatus(void *ghoul2, const int modelIndex, const char *surfaceName)
{
	return syscall(G_G2_GETSURFACERENDERSTATUS, ghoul2, modelIndex, surfaceName);
}

//hack for smoothing during ugly situations. forgive me.
void trap_G2API_AbsurdSmoothing(void *ghoul2, qboolean status)
{
	syscall(G_G2_ABSURDSMOOTHING, ghoul2, status);
}

//rww - RAGDOLL_BEGIN
void trap_G2API_SetRagDoll(void *ghoul2, sharedRagDollParams_t *params)
{
	syscall(G_G2_SETRAGDOLL, ghoul2, params);
}

void trap_G2API_AnimateG2Models(void *ghoul2, int time, sharedRagDollUpdateParams_t *params)
{
	syscall(G_G2_ANIMATEG2MODELS, ghoul2, time, params);
}
//rww - RAGDOLL_END

//additional ragdoll options -rww
qboolean trap_G2API_RagPCJConstraint(void *ghoul2, const char *boneName, vec3_t min, vec3_t max) //override default pcj bonee constraints
{
	return syscall(G_G2_RAGPCJCONSTRAINT, ghoul2, boneName, min, max);
}

qboolean trap_G2API_RagPCJGradientSpeed(void *ghoul2, const char *boneName, const float speed) //override the default gradient movespeed for a pcj bone
{
	return syscall(G_G2_RAGPCJGRADIENTSPEED, ghoul2, boneName, PASSFLOAT(speed));
}

qboolean trap_G2API_RagEffectorGoal(void *ghoul2, const char *boneName, vec3_t pos) //override an effector bone's goal position (world coordinates)
{
	return syscall(G_G2_RAGEFFECTORGOAL, ghoul2, boneName, pos);
}

qboolean trap_G2API_GetRagBonePos(void *ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale) //current position of said bone is put into pos (world coordinates)
{
	return syscall(G_G2_GETRAGBONEPOS, ghoul2, boneName, pos, entAngles, entPos, entScale);
}

qboolean trap_G2API_RagEffectorKick(void *ghoul2, const char *boneName, vec3_t velocity) //add velocity to a rag bone
{
	return syscall(G_G2_RAGEFFECTORKICK, ghoul2, boneName, velocity);
}

qboolean trap_G2API_RagForceSolve(void *ghoul2, qboolean force) //make sure we are actively performing solve/settle routines, if desired
{
	return syscall(G_G2_RAGFORCESOLVE, ghoul2, force);
}

qboolean trap_G2API_SetBoneIKState(void *ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params)
{
	return syscall(G_G2_SETBONEIKSTATE, ghoul2, time, boneName, ikState, params);
}

qboolean trap_G2API_IKMove(void *ghoul2, int time, sharedIKMoveParams_t *params)
{
	return syscall(G_G2_IKMOVE, ghoul2, time, params);
}

qboolean trap_G2API_RemoveBone(void *ghoul2, const char *boneName, int modelIndex)
{
	return syscall(G_G2_REMOVEBONE, ghoul2, boneName, modelIndex);
}

//rww - Stuff to allow association of ghoul2 instances to entity numbers.
//This way, on listen servers when both the client and server are doing
//ghoul2 operations, we can copy relevant data off the client instance
//directly onto the server instance and slash the transforms and whatnot
//right in half.
void trap_G2API_AttachInstanceToEntNum(void *ghoul2, int entityNum, qboolean server)
{
	syscall(G_G2_ATTACHINSTANCETOENTNUM, ghoul2, entityNum, server);
}

void trap_G2API_ClearAttachedInstance(int entityNum)
{
	syscall(G_G2_CLEARATTACHEDINSTANCE, entityNum);
}

void trap_G2API_CleanEntAttachments(void)
{
	syscall(G_G2_CLEANENTATTACHMENTS);
}

qboolean trap_G2API_OverrideServer(void *serverInstance)
{
	return syscall(G_G2_OVERRIDESERVER, serverInstance);
}

/*
Ghoul2 Insert End
*/

void trap_SetActiveSubBSP(int index)
{ //rwwRMG - added [NEWTRAP]
	syscall( G_SET_ACTIVE_SUBBSP, index );
}

int	trap_CM_RegisterTerrain(const char *config)
{ //rwwRMG - added [NEWTRAP]
	return syscall(G_CM_REGISTER_TERRAIN, config);
}

void trap_RMG_Init(int terrainID)
{ //rwwRMG - added [NEWTRAP]
	syscall(G_RMG_INIT, terrainID);
}

void trap_Bot_UpdateWaypoints(int wpnum, wpobject_t **wps)
{
	syscall(G_BOT_UPDATEWAYPOINTS, wpnum, wps);
}

void trap_Bot_CalculatePaths(int rmg)
{
	syscall(G_BOT_CALCULATEPATHS, rmg);
}

#include "../namespace_end.h"

redpajama_set_name: RedPajamaGithub


text:
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Always one step ahead, Bennett pits his creditor against the operator of a gambling ring and leaves his dysfunctional relationship with his wealthy mother in his wake. He plays both sides, immersing himself in an illicit, underground world while garnering the attention of Frank, a loan shark with a paternal interest in Bennett's future. As his relationship with a student deepens, Bennett must take the ultimate risk for a second chance. Written by Paramount Pictures Plot Summary Plot Synopsis Taglines: The Only way out is All in. Details Release Date: 25 December 2014 (USA) See more » Box Office Budget: 25, 000, 000 (estimated) Opening Weekend USA: 9, 129, 999, 28 December 2014 Cumulative Worldwide Gross: 39, 280, 992 See more on IMDbPro » Company Credits Technical Specs See full technical specs » Did You Know? Trivia Mark Wahlberg said that he would prepare his whole life for a role like this. However, he said he would never lose that much weight again for a role. See more » Goofs At around 30 mins) When Jim Bennett is waiting for Big Ernie to pick him up, the crew is reflected in the side of a large black SUV which drives through the frame from left to right. See more » Quotes Jim Bennett: There was a student. just the other day. who said that my problem, if one's nature is a problem, rather than just problematic, is that I see things in terms of victory or death, and not just victory but total victory. And it's true: I always have. It's either victory, or don't bother. The only thing worth doing is the impossible. Everything else is gray. You're born. as a man. with the nerves of a soldier, the apprehension of an angel, to lift a phrase, but there is no use for it. Here. See more » Crazy Credits During the opening titles, as the classic Paramount logo appears onscreen, we hear the sound of a roulette as the stars are aligning over the Paramount mountain. See more » Connections References The Wire (2002) Soundtracks Another Wave From You Written by Anthony Gonzalez & Justin Meldal-Johnsen Performed by M83 Courtesy of Mute By arrangement with Bank Robber Music See more » Frequently Asked Questions See more ».
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Noomi Rapace is one awesome actress. Love all her stuff. Wait you don't have atleast a million subs. The Gambler is a series of American western television films starring Kenny Rogers as Brady Hawkes, a fictional old-west gambler. The character was inspired by Rogers' hit single " The Gambler. 1] Overview [ edit] There are five movies in the series. The first four are directed by Dick Lowry while the last was directed by Jack Bender. The movies are: Kenny Rogers as The Gambler (1980) TV) Kenny Rogers as The Gambler: The Adventure Continues (1983) TV) Kenny Rogers as The Gambler, Part III: The Legend Continues (1987) TV) The Gambler Returns: The Luck of the Draw (1991) TV) Gambler V: Playing for Keeps (1994) TV) Cast [ edit] Films Character Kenny Rogers as The Gambler Kenny Rogers as The Gambler: The Adventure Continues Kenny Rogers as The Gambler, Part III: The Legend Continues The Gambler Returns: The Luck of the Draw Gambler V: Playing for Keeps 1980 1983 1987 1991 1994 Brady Hawkes Kenny Rogers Billy Montana Bruce Boxleitner Jeremiah Hawkes Ronnie Scribner Charles Fields Kris Kamm Arthur Stobridge Harold Gould Eliza Christine Belford Rufe Bennett Clu Gulager Doc Palmer Lance LeGault Kate Muldoon Linda Evans Masket Johnny Crawford Carson David Hedison Pvt. Bob Butler Marc Alaimo Sen. Henry Colton Charles Durning Chief Sitting Bull George American Horse Bat Masterson Gene Barry Kwai Chang Caine David Carradine Lucas McCain Chuck Connors Mark McCain The Westerner Brian Keith Bart Maverick Jack Kelly Marshal Wyatt Earp Hugh O'Brian Cheyenne Clint Walker Butch Cassidy Scott Paulin Sundance Kid Brett Cullen Etta Place Mariska Hargitay Films [ edit] Kenny Rogers as The Gambler (1980. edit] Kenny Rogers as The Gambler Genre Western Created by Ken Kragen & Cort Casady Written by Jim Byrnes Cort Casady Screenplay by Jim Byrnes Directed by Dick Lowry Starring Kenny Rogers Theme music composer Larry Cansler Country of origin United States Original language(s) English Production Executive producer(s) Ken Kragen Producer(s) Ken Kragen Jim Byrnes Terence A. Donnelly (associate producer) John Marias (associate producer) Production location(s) Old Tucson - 201 S. Kinney Road, Tucson, Arizona Sonoran Desert Sonoran Desert Ironwood Forest National Monument Tucson Mountains Tucson, Arizona Cinematography Joseph F. Biroc Editor(s) Jerrold L. Ludwig Running time 95 min. Production company(s) Ken Kragen Productions Distributor CBS Release Original network CBS Picture format Color Audio format Mono Original release April 8, 1980 Kenny Rogers as The Gambler debuted on CBS on April 8, 1980. [2] 2] 3] It was a ratings and critical success that has spawned four sequels. [3] The show won a Best Edited Television Special Eddie Award and garnered two Emmy Award nominations (for cinematography and editing of a limited series. 4] Kenny Rogers stars as Brady Hawkes, the titular gambler, who embarks on a journey to meet Jeremiah ( Ronnie Scribner) the young son he never knew after Jeremiah sends him a letter. Along the way, Brady meets Billy Montana ( Bruce Boxleitner) and the two become friends. Billy (while trying to help Brady in his quest) fancies himself as a professional poker player on his own. Although Billy makes mistakes along the way (some of these include trying to find a way to cheat or do some smooth talking) Brady makes sure that he stays on good behavior during a train ride to Yuma. The duo help Jennie Reed ( Lee Purcell) a prostitute who has trouble with a train baron. At the end, Brady's son's stepfather ( Clu Gulager) is confronted. Production [ edit] The movie was produced by the fledgling Kragen & Co. production company. [5] The ranch headquarters at Valle Grande in Valles Caldera, New Mexico was used as a filming location. [6] Christine Belford as Eliza Ronnie Scribner as Jeremiah Lee Purcell as Jennie Reed Clu Gulager as Rufe Bennett Harold Gould as Arthur Stobridge Kenny Rogers as The Gambler: The Adventure Continues (1983. edit] Kenny Rogers as The Gambler: The Adventure Continues Genre Western Screenplay by Jim Byrnes Directed by Dick Lowry Starring Kenny Rogers Theme music composer Larry Cansler Country of origin United States Original language(s) English Production Producer(s) Ken Kragen Jim Byrnes Neil T. Maffeo (supervising producer) Production location(s) Superstition Mountains Apache Junction Sonoran Desert Apacheland Studios Cinematography James Pergola Editor(s) Bernard Balmuth Byron Brandt Running time 200 min Production company(s) Lion Share Distributor CBS Release Original network CBS Picture format Color Audio format Mono Original release November 28, 1983 This section needs expansion. You can help by adding to it. February 2010) Kenny Rogers again stars as Brady Hawkes in the miniseries Kenny Rogers as The Gambler: The Adventure Continues which premiered on November 28 and 29, 1983. [2] The show was an even bigger ratings success than the first and was nominated for two Emmy Awards (sound editing and sound mixing of a limited series. 7] Billy Montana, Brady, and his son Jeremiah (now played by Charles Fields) are traveling to a gambling event in San Francisco when they encounter the vicious McCourt gang. The McCourt gang force the train to stop and they take Jeremiah hostage and demand a 1 million ransom. Brady and Billy are determined to get Jeremiah back as well as the 1 million ransom which belonged to the train boss. Brady and Billy find help in their mission and meet a female bounty hunter Kate Muldoon played by Linda Evans. Kate is the fastest female gun in the west. They form a posse together in a race to save Jeremiah. Linda Evans as Kate Muldoon Johnny Crawford as Masket Charles Fields as Jeremiah David Hedison as Carson Bob Hoy as Juno Brion James as Reece Paul Koslo as Holt Cameron Mitchell as Col. Greeley Mitchell Ryan as Charlie McCourt Gregory Sierra as Silvera Kenny Rogers as The Gambler, Part III: The Legend Continues (1987. edit] Kenny Rogers as The Gambler, Part III: The Legend Continues Genre Western Written by Jeb Rosebrook Roderick Taylor Directed by Dick Lowry Starring Kenny Rogers Theme music composer Larry Cansler Country of origin United States Original language(s) English Production Producer(s) Peter Burrell Production location(s) Cook Ranch Eaves Movie Ranch Rancho de las Golondrinas Cinematography Robert M. Baldwin Running time 240 min Distributor CBS Release Original network CBS Picture format Color Audio format Mono Original release November 22, 1987 Kenny Rogers as The Gambler, Part III: The Legend Continues was broadcast on November 22, 1987. [8] In this installment, Brady Hawkes and Billy Montana help protect some Sioux Indians from the government and some cattle thieves. [9] Marc Alaimo as Pvt. Bob Butler Jeff Allin as Homesteader George American Horse as Chief Sitting Bull Michael Berryman as Cpl. Catlett Sam Boxleitner as Boy with Hat Jeffrey Alan Chandler as Plow Salesman Melanie Chartoff as Deborah Richard Chaves as Iron Dog Matt Clark as Sgt. Grinder Charles Durning as Sen. Henry Colton The Gambler Returns: The Luck of the Draw (1991. edit] The Gambler Returns: The Luck of the Draw is a 1991 television film starring Kenny Rogers and Reba McEntire. [10] Rogers reprises Hawkes in the fourth installment of the series. The film originally aired on NBC on November 3, 1991. It was nominated for a Costume Design Emmy. [11] The Gambler Returns: The Luck of the Draw Genre Western Written by Joe Byrne Jeb Rosebrook Directed by Dick Lowry Starring Kenny Rogers Rick Rossovich Reba McEntire Theme music composer Mark Snow Country of origin United States Original language(s) English Production Producer(s) Ann Kindberg Production location(s) Big Sky Ranch Culver Studios Golden Oak Ranch Editor(s) Anita Brandt-Burgoyne Running time 240 min [10] Production company(s) Kenny Rogers Productions Viacom Distributor NBC Release Original network NBC [10] Picture format Color Audio format Mono Original release November 3, 1991 Plot [ edit] It's 1906 and professional gambling will be outlawed in just three weeks. Therefore, Burgundy Jones (McEntire) has just that long to get Brady Hawkes safely to San Francisco for the last poker tournament, with a very special mystery player. This is made more difficult, as Hawkes is still smarting after a hard fought loss to another professional poker player in England, who will also be at the tournament. The film features Rogers' character running across a galaxy of old TV western characters played by the original actors, including Gene Barry as Bat Masterson, Hugh O'Brian as Wyatt Earp, Jack Kelly as Bart Maverick, Clint Walker as Cheyenne Bodie, David Carradine as Kung Fu ' s Caine, Chuck Connors and Johnny Crawford from The Rifleman, Brian Keith as The Westerner, James Drury and Doug McClure from The Virginian, Paul Brinegar from Rawhide, and Reba McEntire as Burgundy Jones. The characters are attending a poker game said to be in honor of "the late Mr. Paladin" from Have Gun — Will Travel (the actor who played him, Richard Boone, had died in 1981. The game was played at the hotel at which Paladin lived. The game's dealer is "Hey Girl" Paladin's friend. As each veteran character appears, a few bars from his original series' theme momentarily plays in the background, reminiscent of a doorbell. Everyone in the film, including President Theodore Roosevelt ( Claude Akins) seems openly thrilled to encounter Brady Hawkes. The Gambler Returns was directed by Dick Lowry. Gambler V: Playing for Keeps (1994. edit] Gambler V: Playing for Keeps Genre Western Screenplay by Frank Q. Dobbs Caleb Pirtle III Story by Frank Q. Dobbs David S. Cass, Sr. Kelly Junkerman Directed by Jack Bender Starring Kenny Rogers Theme music composer Larry Brown Edgar Struble Country of origin United States Original language(s) English Production Executive producer(s) Kelly Junkerman Producer(s) Kelly Junkerman Ken Kragen Production location(s) Terlingua, Texas Texas State Railroad Alamo Village Big Bend National Park Brackettville, Texas Galveston, Texas Cinematography Edward J. Pei Editor(s) William B. Stich Running time 91 min Production company(s) CBS Ken Kragen Productions Kenny Rogers Productions RHI Entertainment World International Network Distributor CBS Release Original network CBS Picture format Color Audio format Stereo Original release October 2, 1994 Gambler V: Playing for Keeps is the fifth installment of The Gambler series and the first not directed by Dick Lowry, with Jack Bender taking the helm. The movie premiered on October 2, 1994. Brady Hawkes' son, Jeremiah (with Kris Kamm as the third actor in the role) gets involved with outlaws Butch Cassidy ( Scott Paulin) and the Sundance Kid ( Brett Cullen. 12] Brady tries to save him before he winds up in jail or dead. Scott Paulin as Butch Cassidy Brett Cullen as Sundance Kid Mariska Hargitay as Etta Place Kris Kamm as Jeremiah Hawkes Stephen Bridgewater as Flatnose Bill Curry Richard Riehle as Frank Dimaio Ned Vaughn as Ford Hayes Martin Kove as Black Jack Future films [ edit] On March 15, 2011 Kenny Rogers told Jimmy Fallon on his television show, Late Night with Jimmy Fallon, that he was asked if he would want to be in another Gambler movie. He began by saying that he had a bad knee and thought it would be hard for him, but continued and said that the first scene in the movie would be a shootout. Supposedly he would get shot in the shoulder and knee to cover his physical disabilities. [13] This looks unlikely, however, as in the years that followed Rogers announced his retirement from show business and stated that his 2016 tour would be his last and after this he would be spending his time with family. In other media [ edit] Books [ edit] Pirtle, Caleb, III; Dobbs, Frank Q. (1996. Jokers Are Wild. Kenny Rogers' The Gambler. 1. Penguin Group. ISBN 9781572970533. Pirtle, Caleb, III; Dobbs, Frank Q. Dead Man's Hand. 2. Boulevard Books. ISBN 9781572970939. Pirtle, Caleb, III; Dobbs, Frank Q. (1998. Dying Man's Bluff. Berkley Publishing Group. ISBN 9781572971813. Slot machine [ edit] A video slot machine based on The Gambler can be found in most Las Vegas casinos. It was manufactured by now-defunct International Game Technology. [14] References [ edit] Drew, Bernard A. (2013. Motion Picture Series and Sequels: A Reference Guide. Routledge. p. 131. ISBN 9781317928942. These Western adventures, based on the leading actor's best-selling song, are about gambler Brady Hawkes. ^ a b c Pitts, Michael R. Western Movies: A Guide to 5, 105 Feature Films (2nd ed. Jefferson, N. C. McFarland & Co. p. 171. ISBN 9780786463725. ^ a b Stambler, Irwin; Landon, Grelun (2000. Country Music: The Encyclopedia. Macmillan. p. 219. ISBN 9780312264871. Telecast on the CBS network, it achieved the highest rating of any TV movie shown over the previous two years. ^ Awards for The Gambler at IMDB ^ Sundance Firm Goes To Ken Kragen. Billboard. 92 (38) 57. September 20, 1980. ISSN 0006-2510. The 18-month-old Kragen & Co. now employs 24 people on both coasts working on management and television production projects. The company has produced two Kenny Rogers network tv specials and the 'Kenny Rogers As The Gambler' made-for-tv movie. ^ Archived copy. Archived from the original on 2012-07-15. Retrieved 2017-04-22. CS1 maint: archived copy as title ( link) Awards for Kenny Rogers as The Gambler: The Adventure Continues at IMDB ^ TV Guide cover story for the November 21–27, 1987 issue ^ The Gambler, Part III review at ^ a b c Pitts, Michael R. p. 121. ISBN 9780786463725. ^ Awards for The Gambler Returns: The Luck of the Draw at IMDB ^ Brode, Douglas (2010. Shooting Stars of the Small Screen: Encyclopedia of TV Western Actors, 1946–Present. Contributions by Fess Parker. University of Texas Press. p. 280. ISBN 9780292783317. The Gambler V: Playing for Keeps (10/2/94) featured Brady and Billy again rescuing Jeremiah (now Kris Kamm) from outlaws Butch Cassidy (Scott Paulin) and the Sundance Kid (Brett Cullen. ^ Late Night with Jimmy fallon - Kenny Rogers 3/15/11. Late Night with Jimmy Fallon. Retrieved 2011-03-29. ^ IGT Kenny Rogers - The Gambler I-Game Video Slot External links [ edit] IMDB Kenny Rogers as The Gambler (1980) on IMDb Kenny Rogers as The Gambler: The Adventure Continues (1983) on IMDb Kenny Rogers as The Gambler, Part III: The Legend Continues (1987) on IMDb The Gambler Returns: The Luck of the Draw (1991) on IMDb Gambler V: Playing for Keeps (1994) on IMDb AllMovie Kenny Rogers as The Gambler (1980) at AllMovie Kenny Rogers as The Gambler: The Adventure Continues (1983) at AllMovie Kenny Rogers as The Gambler, Part III: The Legend Continues (1987) at AllMovie The Gambler Returns: The Luck of the Draw (1991) at AllMovie Gambler V: Playing for Keeps (1994) at AllMovie.
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Alzheimer's disease preventative nasal vaccine to be tested at Boston hospital
By Julia Musto
5 healthy lifestyle habits identified as lowering Alzheimer's risk
A combination of physical activity, not smoking, light alcohol consumption, a good diet and cognitive activities may help lower the risk of the disease by as much as 60 percent, a study found.
Boston's Brigham and Women's Hospital announced Tuesday that it would test a nasal vaccine for Alzheimer's disease.
The move, the hospital said in a press release, represents the culmination of 20 years of research at the institution.
"The launch of the first human trial of a nasal vaccine for Alzheimer's is a remarkable milestone," Dr. Howard Weiner, co-director of the Ann Romney Center for Neurologic Diseases at Brigham and Women's Hospital, said in a statement. "If clinical trials in humans show that the vaccine is safe and effective, this could represent a nontoxic treatment for people with Alzheimer's, and it could also be given early to help prevent Alzheimer's in people at risk."
The first human clinical trial for the intranasal vaccine is intended to prevent and slow the progression of the disease.
In an interview with FOX News, Weiner discussed the mechanism of Alzheimer's disease, pointing out that people in their 50s and 60s with no symptoms of Alzheimer's are developing it.
"Understanding the mechanism of Alzheimer's … you have these toxic substances in the brain: amyloid, tau, other things like that. Also, as we get older, and the immune system usually acts to fight these things off. As we get older, the immune system isn't as strong in doing that. And through a whole series of experiments, we discovered that we could give a nasal vaccine – which is actually a type of bacteria that's used in other vaccines – and it stimulates the immune system and then the cells go into the brain and fight against the disease," he explained. "So, we've been working on this [for] a long time. A lot of challenges – understanding the mechanism, how to manufacture it, working with the FDA – and we finally made it."
RELATED: US to invest billions in COVID-19 vaccine manufacturing to boost world supply
The vaccine uses the immune modulator Protollin, an investigational intranasal agent that stimulates the immune system.
Protollin is made up of proteins derived from bacteria and has been used safely in humans. It is designed to activate white blood cells found in the lymph nodes on the sides and back of the neck to migrate to the brain and trigger clearance of beta-amyloid plaques, which the hospital noted is one of the hallmarks of Alzheimer's disease.
The study is funded by I-Mab Biopharma (I-Mab) and Jiangsu Nhwa Pharmaceutical (NHWA), which are responsible for the development, manufacturing and commercialization of Protollin.
The trial will study 16 people between the ages of 60 and 85 with early, symptomatic Alzheimer's, and all participants will be enrolled from the Ann Romney Center.
The patients must have had an amyloid-positive PET scan and be in good general health.
"We'll be doing blood testing to see which dose stimulates the immune system the best," Weiner said. "This will last about six months, after which there'll be a trial of 150 patients that will be treated for years. So, right now, we're just getting two doses, two a week apart. And then, the next trial when we treat 150 patients, they'll be treated for a year probably getting it once a month … That's what we're aiming toward."
The Phase I trial's objective will be to determine the safety and tolerability of the nasal vaccine, in addition to measuring the effect of nasal Protollin on participants' immune response, including its effects on white blood cells.
"The immune system plays a very important role in all neurologic diseases," wrote Weiner. "And it's exciting that after 20 years of preclinical work, we can finally take a key step forward toward clinical translation and conduct this landmark first human trial."
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The UK investment manager raised an £845m secondaries fund in 2013 and incorporates the strategy into its growing SMA business.
US-based investment manager Federated Investors has bought a 60 percent stake in Hermes Investment Management worth £246 million ($351.3 million; €284.8 million).
The BT Pension Scheme will retain a 29.5 percent share in the group it first established in 1983, but which has since grown to manage investments for over 500 clients. Senior Hermes management staff will hold a 10.5 percent stake under the new structure.
The deal represents a £410 million valuation for the group and a multiple of 12.8 times Hermes's 2017 EBITDA. A put/call agreement has been established by Federated and BT, allowing for the respective duo to purchase or sell the remainder of the interest three years after the transaction and every year afterwards through to the sixth anniversary.
J. Christopher Donahue, chief executive of Federated, said the deal would "significantly broaden Federated's distribution capabilities", where 96 percent of its $132 billion in assets under management – excluding money market assets – is based in the US, with a 51:49 split between equities and fixed income.
The acquisition of Hermes adds a weighty alternatives division to the portfolio, with 22 percent of Hermes's $45 billion under management in real estate, 9 percent in infrastructure and 8 percent in private equity.
In September 2013 the firm reached final close on an £845 million global secondaries fund, which counted Finnish Local Government Pensions Institution (KEVA) among its investors.
Hermes manages around $5 billion in private equity assets. Last year Private Equity International reported that Hermes was tilting towards more separately manged accounts through its co-investment programmes due to demand from several LPs.
The impact on Hermes's fundraising activities is as yet unclear.