	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_CheckAlmostScored              ## -- Begin function CheckAlmostScored
	.p2align	4, 0x90
_CheckAlmostScored:                     ## @CheckAlmostScored
	.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	%rbx
	pushq	%rax
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	(%rdi), %rax
	cmpq	$0, 16(%rax)
	je	LBB0_5
## %bb.1:
	movq	%rsi, %r14
	movq	%rdi, %r15
	movq	24(%rax), %rax
	movq	_TEAM_BLUE@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	leaq	L_.str(%rip), %rax
	leaq	L_.str.1(%rip), %rbx
	cmoveq	%rax, %rbx
	movq	%rbx, %rdi
	callq	_FOFS
	xorl	%edi, %edi
	movl	%eax, %esi
	movq	%rbx, %rdx
	callq	_G_Find
	testq	%rax, %rax
	je	LBB0_5
## %bb.2:
	movq	(%r15), %rcx
	movl	8(%rcx), %edi
	movl	8(%rax), %esi
	callq	_VectorSubtract
	callq	_VectorLength
	cmpl	$199, %eax
	jg	LBB0_5
## %bb.3:
	movq	_PLAYEREVENT_HOLYSHIT@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movq	(%r15), %rcx
	movq	(%rcx), %rsi
	movq	_PERS_PLAYEREVENTS@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	xorl	%edx, (%rsi,%rcx,4)
	movq	(%r14), %rdx
	testq	%rdx, %rdx
	je	LBB0_5
## %bb.4:
	movl	(%rax), %eax
	movq	(%rdx), %rdx
	xorl	%eax, (%rdx,%rcx,4)
LBB0_5:
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_TEAM_BLUE,8,3                  ## @TEAM_BLUE
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"team_redobelisk"

L_.str.1:                               ## @.str.1
	.asciz	"team_blueobelisk"

	.comm	_PLAYEREVENT_HOLYSHIT,4,2       ## @PLAYEREVENT_HOLYSHIT
	.comm	_PERS_PLAYEREVENTS,8,3          ## @PERS_PLAYEREVENTS
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_CheckAlmostScored              ; -- Begin function CheckAlmostScored
	.p2align	2
_CheckAlmostScored:                     ; @CheckAlmostScored
	.cfi_startproc
; %bb.0:
	stp	x22, x21, [sp, #-48]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 48
	stp	x20, x19, [sp, #16]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #32]             ; 16-byte Folded Spill
	add	x29, sp, #32
	.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
	ldr	x8, [x0]
	ldr	x9, [x8, #16]
	cbz	x9, LBB0_5
; %bb.1:
	mov	x19, x1
	mov	x20, x0
	ldr	x8, [x8, #24]
Lloh0:
	adrp	x9, _TEAM_BLUE@GOTPAGE
Lloh1:
	ldr	x9, [x9, _TEAM_BLUE@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
Lloh3:
	adrp	x10, l_.str.1@PAGE
Lloh4:
	add	x10, x10, l_.str.1@PAGEOFF
Lloh5:
	adrp	x11, l_.str@PAGE
Lloh6:
	add	x11, x11, l_.str@PAGEOFF
	cmp	x8, x9
	csel	x21, x11, x10, eq
	mov	x0, x21
	bl	_FOFS
	mov	x1, x0
	mov	x0, #0
	mov	x2, x21
	bl	_G_Find
	cbz	x0, LBB0_5
; %bb.2:
	ldr	x8, [x20]
	ldr	w8, [x8, #8]
	ldr	w1, [x0, #8]
	mov	x0, x8
	bl	_VectorSubtract
	bl	_VectorLength
	cmp	w0, #199
	b.gt	LBB0_5
; %bb.3:
Lloh7:
	adrp	x8, _PLAYEREVENT_HOLYSHIT@GOTPAGE
Lloh8:
	ldr	x8, [x8, _PLAYEREVENT_HOLYSHIT@GOTPAGEOFF]
	ldr	w10, [x8]
	ldr	x9, [x20]
	ldr	x11, [x9]
Lloh9:
	adrp	x9, _PERS_PLAYEREVENTS@GOTPAGE
Lloh10:
	ldr	x9, [x9, _PERS_PLAYEREVENTS@GOTPAGEOFF]
Lloh11:
	ldr	x9, [x9]
	lsl	x9, x9, #2
	ldr	w12, [x11, x9]
	eor	w10, w12, w10
	str	w10, [x11, x9]
	ldr	x10, [x19]
	cbz	x10, LBB0_5
; %bb.4:
	ldr	w8, [x8]
	ldr	x10, [x10]
	ldr	w11, [x10, x9]
	eor	w8, w11, w8
	str	w8, [x10, x9]
LBB0_5:
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #48             ; 16-byte Folded Reload
	ret
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh7, Lloh8
	.cfi_endproc
                                        ; -- End function
	.comm	_TEAM_BLUE,8,3                  ; @TEAM_BLUE
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"team_redobelisk"

l_.str.1:                               ; @.str.1
	.asciz	"team_blueobelisk"

	.comm	_PLAYEREVENT_HOLYSHIT,4,2       ; @PLAYEREVENT_HOLYSHIT
	.comm	_PERS_PLAYEREVENTS,8,3          ; @PERS_PLAYEREVENTS
.subsections_via_symbols
