	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function SelectNearestDeathmatchSpawnPoint
LCPI0_0:
	.long	0x497423f0                      ## float 999999
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_SelectNearestDeathmatchSpawnPoint
	.p2align	4, 0x90
_SelectNearestDeathmatchSpawnPoint:     ## @SelectNearestDeathmatchSpawnPoint
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r15
	pushq	%r14
	pushq	%r13
	pushq	%r12
	pushq	%rbx
	pushq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%edi, %r14d
	movq	_classname@GOTPCREL(%rip), %r13
	movl	(%r13), %edi
	callq	_FOFS
	leaq	L_.str(%rip), %rdx
	xorl	%r15d, %r15d
	xorl	%edi, %edi
	movl	%eax, %esi
	callq	_G_Find
	testq	%rax, %rax
	je	LBB0_3
## %bb.1:
	movq	%rax, %rbx
	movss	LCPI0_0(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	xorl	%r15d, %r15d
	leaq	L_.str(%rip), %r12
	.p2align	4, 0x90
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	movl	(%rbx), %edi
	movl	%r14d, %esi
	callq	_VectorSubtract
	callq	_VectorLength
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	ucomiss	%xmm0, %xmm1
	minss	%xmm1, %xmm0
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	cmovaq	%rbx, %r15
	movl	(%r13), %edi
	callq	_FOFS
	movq	%rbx, %rdi
	movl	%eax, %esi
	movq	%r12, %rdx
	callq	_G_Find
	movq	%rax, %rbx
	movss	-44(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	testq	%rax, %rax
	jne	LBB0_2
LBB0_3:
	movq	%r15, %rax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_classname,4,2                  ## @classname
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"info_player_deathmatch"

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_SelectNearestDeathmatchSpawnPoint ; -- Begin function SelectNearestDeathmatchSpawnPoint
	.p2align	2
_SelectNearestDeathmatchSpawnPoint:     ; @SelectNearestDeathmatchSpawnPoint
	.cfi_startproc
; %bb.0:
	stp	d9, d8, [sp, #-80]!             ; 16-byte Folded Spill
	.cfi_def_cfa_offset 80
	stp	x24, x23, [sp, #16]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	.cfi_offset w21, -40
	.cfi_offset w22, -48
	.cfi_offset w23, -56
	.cfi_offset w24, -64
	.cfi_offset b8, -72
	.cfi_offset b9, -80
	mov	x19, x0
Lloh0:
	adrp	x23, _classname@GOTPAGE
Lloh1:
	ldr	x23, [x23, _classname@GOTPAGEOFF]
	ldr	w0, [x23]
	bl	_FOFS
	mov	x1, x0
Lloh2:
	adrp	x2, l_.str@PAGE
Lloh3:
	add	x2, x2, l_.str@PAGEOFF
	mov	x0, #0
	bl	_G_Find
	cbz	x0, LBB0_3
; %bb.1:
	mov	x21, x0
	mov	x20, #0
	mov	w8, #9200
	movk	w8, #18804, lsl #16
	fmov	s8, w8
Lloh4:
	adrp	x22, l_.str@PAGE
Lloh5:
	add	x22, x22, l_.str@PAGEOFF
LBB0_2:                                 ; =>This Inner Loop Header: Depth=1
	ldr	w0, [x21]
	mov	x1, x19
	bl	_VectorSubtract
	bl	_VectorLength
	fcmp	s0, s8
	fcsel	s8, s0, s8, mi
	csel	x20, x21, x20, mi
	ldr	w0, [x23]
	bl	_FOFS
	mov	x1, x0
	mov	x0, x21
	mov	x2, x22
	bl	_G_Find
	mov	x21, x0
	cbnz	x0, LBB0_2
	b	LBB0_4
LBB0_3:
	mov	x20, #0
LBB0_4:
	mov	x0, x20
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp], #80               ; 16-byte Folded Reload
	ret
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpAdd	Lloh4, Lloh5
	.cfi_endproc
                                        ; -- End function
	.comm	_classname,4,2                  ; @classname
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"info_player_deathmatch"

.subsections_via_symbols
