	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_initDeathmatchStats         ## -- Begin function WI_initDeathmatchStats
	.p2align	4, 0x90
_WI_initDeathmatchStats:                ## @WI_initDeathmatchStats
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	movq	_StatCount@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_state@GOTPCREL(%rip), %rcx
	movl	%eax, (%rcx)
	movq	_acceleratestage@GOTPCREL(%rip), %rax
	movq	$0, (%rax)
	movq	_dm_state@GOTPCREL(%rip), %rax
	movl	$1, (%rax)
	movq	_TICRATE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_cnt_pause@GOTPCREL(%rip), %rcx
	movl	%eax, (%rcx)
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	movl	(%rax), %r10d
	testl	%r10d, %r10d
	jle	LBB0_14
## %bb.1:
	movq	_playeringame@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
	movq	_dm_totals@GOTPCREL(%rip), %rax
	movq	(%rax), %r9
	movl	%r10d, %r11d
	andl	$-2, %r11d
	xorl	%edi, %edi
	movq	_dm_frags@GOTPCREL(%rip), %r8
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_12:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	$0, (%r9,%rdi,8)
LBB0_13:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%rdi
	cmpq	%r10, %rdi
	je	LBB0_14
LBB0_2:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_4 Depth 2
	cmpq	$0, (%rcx,%rdi,8)
	je	LBB0_13
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	(%r8), %rdx
	xorl	%eax, %eax
	cmpl	$1, %r10d
	jne	LBB0_4
LBB0_9:                                 ##   in Loop: Header=BB0_2 Depth=1
	testb	$1, %r10b
	je	LBB0_12
## %bb.10:                              ##   in Loop: Header=BB0_2 Depth=1
	cmpq	$0, (%rcx,%rax,8)
	je	LBB0_12
## %bb.11:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	(%rdx,%rdi,8), %rdx
	movq	$0, (%rdx,%rax,8)
	jmp	LBB0_12
	.p2align	4, 0x90
LBB0_8:                                 ##   in Loop: Header=BB0_4 Depth=2
	addq	$2, %rax
	cmpq	%rax, %r11
	je	LBB0_9
LBB0_4:                                 ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	cmpq	$0, (%rcx,%rax,8)
	je	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=2
	movq	(%rdx,%rdi,8), %rsi
	movq	$0, (%rsi,%rax,8)
LBB0_6:                                 ##   in Loop: Header=BB0_4 Depth=2
	cmpq	$0, 8(%rcx,%rax,8)
	je	LBB0_8
## %bb.7:                               ##   in Loop: Header=BB0_4 Depth=2
	movq	(%rdx,%rdi,8), %rsi
	movq	$0, 8(%rsi,%rax,8)
	jmp	LBB0_8
LBB0_14:
	xorl	%eax, %eax
	popq	%rbp
	jmp	_WI_initAnimatedBack            ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_StatCount,4,2                  ## @StatCount
	.comm	_state,4,2                      ## @state
	.comm	_acceleratestage,8,3            ## @acceleratestage
	.comm	_dm_state,4,2                   ## @dm_state
	.comm	_TICRATE,4,2                    ## @TICRATE
	.comm	_cnt_pause,4,2                  ## @cnt_pause
	.comm	_MAXPLAYERS,4,2                 ## @MAXPLAYERS
	.comm	_playeringame,8,3               ## @playeringame
	.comm	_dm_frags,8,3                   ## @dm_frags
	.comm	_dm_totals,8,3                  ## @dm_totals
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_initDeathmatchStats         ; -- Begin function WI_initDeathmatchStats
	.p2align	2
_WI_initDeathmatchStats:                ; @WI_initDeathmatchStats
	.cfi_startproc
; %bb.0:
Lloh0:
	adrp	x8, _StatCount@GOTPAGE
Lloh1:
	ldr	x8, [x8, _StatCount@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
Lloh3:
	adrp	x9, _state@GOTPAGE
Lloh4:
	ldr	x9, [x9, _state@GOTPAGEOFF]
Lloh5:
	str	w8, [x9]
Lloh6:
	adrp	x8, _acceleratestage@GOTPAGE
Lloh7:
	ldr	x8, [x8, _acceleratestage@GOTPAGEOFF]
Lloh8:
	str	xzr, [x8]
Lloh9:
	adrp	x8, _dm_state@GOTPAGE
Lloh10:
	ldr	x8, [x8, _dm_state@GOTPAGEOFF]
	mov	w9, #1
Lloh11:
	str	w9, [x8]
Lloh12:
	adrp	x8, _TICRATE@GOTPAGE
Lloh13:
	ldr	x8, [x8, _TICRATE@GOTPAGEOFF]
Lloh14:
	adrp	x9, _cnt_pause@GOTPAGE
Lloh15:
	ldr	x9, [x9, _cnt_pause@GOTPAGEOFF]
Lloh16:
	ldr	w8, [x8]
Lloh17:
	str	w8, [x9]
Lloh18:
	adrp	x8, _MAXPLAYERS@GOTPAGE
Lloh19:
	ldr	x8, [x8, _MAXPLAYERS@GOTPAGEOFF]
Lloh20:
	ldr	w8, [x8]
	cmp	w8, #1
	b.lt	LBB0_9
; %bb.1:
	mov	x9, #0
Lloh21:
	adrp	x10, _playeringame@GOTPAGE
Lloh22:
	ldr	x10, [x10, _playeringame@GOTPAGEOFF]
Lloh23:
	ldr	x10, [x10]
Lloh24:
	adrp	x11, _dm_totals@GOTPAGE
Lloh25:
	ldr	x11, [x11, _dm_totals@GOTPAGEOFF]
Lloh26:
	ldr	x11, [x11]
	lsl	x12, x8, #3
Lloh27:
	adrp	x13, _dm_frags@GOTPAGE
Lloh28:
	ldr	x13, [x13, _dm_frags@GOTPAGEOFF]
	b	LBB0_4
LBB0_2:                                 ;   in Loop: Header=BB0_4 Depth=1
	str	xzr, [x11, x9, lsl #3]
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x9, x9, #1
	cmp	x9, x8
	b.eq	LBB0_9
LBB0_4:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_7 Depth 2
	ldr	x14, [x10, x9, lsl #3]
	cbz	x14, LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x14, #0
	ldr	x15, [x13]
	b	LBB0_7
LBB0_6:                                 ;   in Loop: Header=BB0_7 Depth=2
	add	x14, x14, #8
	cmp	x12, x14
	b.eq	LBB0_2
LBB0_7:                                 ;   Parent Loop BB0_4 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x16, [x10, x14]
	cbz	x16, LBB0_6
; %bb.8:                                ;   in Loop: Header=BB0_7 Depth=2
	ldr	x16, [x15, x9, lsl #3]
	str	xzr, [x16, x14]
	b	LBB0_6
LBB0_9:
	b	_WI_initAnimatedBack
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpLdrGotStr	Lloh14, Lloh15, Lloh17
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh16
	.loh AdrpLdrGotStr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGotStr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotStr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh27, Lloh28
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.cfi_endproc
                                        ; -- End function
	.comm	_StatCount,4,2                  ; @StatCount
	.comm	_state,4,2                      ; @state
	.comm	_acceleratestage,8,3            ; @acceleratestage
	.comm	_dm_state,4,2                   ; @dm_state
	.comm	_TICRATE,4,2                    ; @TICRATE
	.comm	_cnt_pause,4,2                  ; @cnt_pause
	.comm	_MAXPLAYERS,4,2                 ; @MAXPLAYERS
	.comm	_playeringame,8,3               ; @playeringame
	.comm	_dm_frags,8,3                   ; @dm_frags
	.comm	_dm_totals,8,3                  ; @dm_totals
.subsections_via_symbols
