	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_updateDeathmatchStats       ## -- Begin function WI_updateDeathmatchStats
	.p2align	4, 0x90
_WI_updateDeathmatchStats:              ## @WI_updateDeathmatchStats
	.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
	xorl	%eax, %eax
	callq	_WI_updateAnimatedBack
	movq	_acceleratestage@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rcx
	movq	_dm_state@GOTPCREL(%rip), %rbx
	movl	(%rbx), %eax
	testq	%rcx, %rcx
	je	LBB0_16
## %bb.1:
	cmpl	$4, %eax
	je	LBB0_16
## %bb.2:
	movq	$0, (%rdx)
	movq	_MAXPLAYERS@GOTPCREL(%rip), %r15
	movl	(%r15), %eax
	testl	%eax, %eax
	jle	LBB0_12
## %bb.3:
	xorl	%ebx, %ebx
	movq	_playeringame@GOTPCREL(%rip), %r12
	movq	_dm_frags@GOTPCREL(%rip), %r14
	movq	_dm_totals@GOTPCREL(%rip), %r13
	jmp	LBB0_4
	.p2align	4, 0x90
LBB0_10:                                ##   in Loop: Header=BB0_4 Depth=1
	movl	%ebx, %edi
	callq	_WI_fragSum
	movq	(%r13), %rcx
	movl	%eax, (%rcx,%rbx,4)
	movl	(%r15), %eax
LBB0_11:                                ##   in Loop: Header=BB0_4 Depth=1
	incq	%rbx
	movslq	%eax, %rcx
	cmpq	%rcx, %rbx
	jge	LBB0_12
LBB0_4:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_7 Depth 2
	movq	(%r12), %rcx
	cmpq	$0, (%rcx,%rbx,8)
	je	LBB0_11
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=1
	testl	%eax, %eax
	jle	LBB0_10
## %bb.6:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	_plrs@GOTPCREL(%rip), %rdx
	movq	(%rdx), %r8
	movq	(%r14), %rsi
	xorl	%edi, %edi
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_9:                                 ##   in Loop: Header=BB0_7 Depth=2
	incq	%rdi
	movslq	%eax, %rdx
	cmpq	%rdx, %rdi
	jge	LBB0_10
LBB0_7:                                 ##   Parent Loop BB0_4 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	cmpq	$0, (%rcx,%rdi,8)
	je	LBB0_9
## %bb.8:                               ##   in Loop: Header=BB0_7 Depth=2
	movq	(%r8,%rbx,8), %rax
	movl	(%rax,%rdi,4), %eax
	movq	(%rsi,%rbx,8), %rdx
	movl	%eax, (%rdx,%rdi,4)
	movl	(%r15), %eax
	jmp	LBB0_9
LBB0_16:
	cmpl	$4, %eax
	je	LBB0_13
## %bb.17:
	cmpl	$2, %eax
	jne	LBB0_38
## %bb.18:
	movq	_bcnt@GOTPCREL(%rip), %rax
	testb	$3, (%rax)
	jne	LBB0_20
## %bb.19:
	movq	_sfx_pistol@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
LBB0_20:
	movq	_MAXPLAYERS@GOTPCREL(%rip), %r15
	movl	(%r15), %ecx
	testl	%ecx, %ecx
	jle	LBB0_36
## %bb.21:
	xorl	%ebx, %ebx
	movq	_playeringame@GOTPCREL(%rip), %r12
	movq	_dm_totals@GOTPCREL(%rip), %r13
	xorl	%r14d, %r14d
	jmp	LBB0_22
	.p2align	4, 0x90
LBB0_33:                                ##   in Loop: Header=BB0_22 Depth=1
	movl	%edx, (%rcx,%rbx,4)
LBB0_34:                                ##   in Loop: Header=BB0_22 Depth=1
	incq	%rbx
	movslq	(%r15), %rcx
	cmpq	%rcx, %rbx
	jge	LBB0_35
LBB0_22:                                ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_25 Depth 2
	movq	(%r12), %rax
	cmpq	$0, (%rax,%rbx,8)
	je	LBB0_34
## %bb.23:                              ##   in Loop: Header=BB0_22 Depth=1
	testl	%ecx, %ecx
	jle	LBB0_31
## %bb.24:                              ##   in Loop: Header=BB0_22 Depth=1
	movq	_dm_frags@GOTPCREL(%rip), %rcx
	movq	(%rcx), %r8
	movq	_plrs@GOTPCREL(%rip), %rcx
	movq	(%rcx), %r9
	xorl	%esi, %esi
	jmp	LBB0_25
	.p2align	4, 0x90
LBB0_29:                                ##   in Loop: Header=BB0_25 Depth=2
	movl	%edx, (%rdi,%rsi,4)
	movl	$1, %r14d
LBB0_30:                                ##   in Loop: Header=BB0_25 Depth=2
	incq	%rsi
	movslq	(%r15), %rcx
	cmpq	%rcx, %rsi
	jge	LBB0_31
LBB0_25:                                ##   Parent Loop BB0_22 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	cmpq	$0, (%rax,%rsi,8)
	je	LBB0_30
## %bb.26:                              ##   in Loop: Header=BB0_25 Depth=2
	movq	(%r8,%rbx,8), %rdi
	movl	(%rdi,%rsi,4), %edx
	movq	(%r9,%rbx,8), %rcx
	movl	(%rcx,%rsi,4), %ecx
	cmpl	%ecx, %edx
	je	LBB0_30
## %bb.27:                              ##   in Loop: Header=BB0_25 Depth=2
	sarl	$31, %ecx
	orl	$1, %ecx
	addl	%edx, %ecx
	movl	%ecx, (%rdi,%rsi,4)
	movl	$99, %edx
	cmpl	$99, %ecx
	jg	LBB0_29
## %bb.28:                              ##   in Loop: Header=BB0_25 Depth=2
	movl	$1, %r14d
	movl	$-99, %edx
	cmpl	$-100, %ecx
	jle	LBB0_29
	jmp	LBB0_30
	.p2align	4, 0x90
LBB0_31:                                ##   in Loop: Header=BB0_22 Depth=1
	movl	%ebx, %edi
	callq	_WI_fragSum
	movq	(%r13), %rcx
	movl	%eax, (%rcx,%rbx,4)
	movl	$99, %edx
	cmpl	$99, %eax
	jg	LBB0_33
## %bb.32:                              ##   in Loop: Header=BB0_22 Depth=1
	movl	$-99, %edx
	cmpl	$-100, %eax
	jle	LBB0_33
	jmp	LBB0_34
LBB0_12:
	movq	_sfx_barexp@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
	movq	_dm_state@GOTPCREL(%rip), %rax
	movl	$4, (%rax)
	movq	_acceleratestage@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
LBB0_13:
	testq	%rcx, %rcx
	je	LBB0_41
## %bb.14:
	movq	_sfx_slop@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
	movq	_gamemode@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	_commercial@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_37
## %bb.15:
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_WI_initNoState                 ## TAILCALL
LBB0_37:
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_WI_initShowNextLoc             ## TAILCALL
LBB0_38:
	testb	$1, %al
	je	LBB0_41
## %bb.39:
	movq	_cnt_pause@GOTPCREL(%rip), %rcx
	decq	(%rcx)
	jne	LBB0_41
## %bb.40:
	incl	%eax
	movl	%eax, (%rbx)
	movq	_TICRATE@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, (%rcx)
	jmp	LBB0_41
LBB0_35:
	testl	%r14d, %r14d
	movq	_dm_state@GOTPCREL(%rip), %rbx
	jne	LBB0_41
LBB0_36:
	movq	_sfx_barexp@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
	incl	(%rbx)
LBB0_41:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_acceleratestage,8,3            ## @acceleratestage
	.comm	_dm_state,4,2                   ## @dm_state
	.comm	_MAXPLAYERS,4,2                 ## @MAXPLAYERS
	.comm	_playeringame,8,3               ## @playeringame
	.comm	_plrs,8,3                       ## @plrs
	.comm	_dm_frags,8,3                   ## @dm_frags
	.comm	_dm_totals,8,3                  ## @dm_totals
	.comm	_sfx_barexp,4,2                 ## @sfx_barexp
	.comm	_bcnt,4,2                       ## @bcnt
	.comm	_sfx_pistol,4,2                 ## @sfx_pistol
	.comm	_sfx_slop,4,2                   ## @sfx_slop
	.comm	_gamemode,8,3                   ## @gamemode
	.comm	_commercial,8,3                 ## @commercial
	.comm	_cnt_pause,8,3                  ## @cnt_pause
	.comm	_TICRATE,8,3                    ## @TICRATE
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_updateDeathmatchStats       ; -- Begin function WI_updateDeathmatchStats
	.p2align	2
_WI_updateDeathmatchStats:              ; @WI_updateDeathmatchStats
	.cfi_startproc
; %bb.0:
	stp	x26, x25, [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 w25, -72
	.cfi_offset w26, -80
	bl	_WI_updateAnimatedBack
Lloh0:
	adrp	x21, _acceleratestage@GOTPAGE
Lloh1:
	ldr	x21, [x21, _acceleratestage@GOTPAGEOFF]
	ldr	x9, [x21]
Lloh2:
	adrp	x20, _dm_state@GOTPAGE
Lloh3:
	ldr	x20, [x20, _dm_state@GOTPAGEOFF]
	ldr	w8, [x20]
	cmp	x9, #0
	ccmp	w8, #4, #4, ne
	b.ne	LBB0_25
; %bb.1:
	cmp	w8, #4
	b.eq	LBB0_36
; %bb.2:
	cmp	w8, #2
	b.ne	LBB0_40
; %bb.3:
Lloh4:
	adrp	x8, _bcnt@GOTPAGE
Lloh5:
	ldr	x8, [x8, _bcnt@GOTPAGEOFF]
	ldrb	w8, [x8]
	tst	w8, #0x3
	b.ne	LBB0_5
; %bb.4:
Lloh6:
	adrp	x8, _sfx_pistol@GOTPAGE
Lloh7:
	ldr	x8, [x8, _sfx_pistol@GOTPAGEOFF]
Lloh8:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
LBB0_5:
Lloh9:
	adrp	x21, _MAXPLAYERS@GOTPAGE
Lloh10:
	ldr	x21, [x21, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w9, [x21]
	cmp	w9, #1
	b.lt	LBB0_44
; %bb.6:
	mov	x19, #0
	mov	w26, #0
Lloh11:
	adrp	x22, _playeringame@GOTPAGE
Lloh12:
	ldr	x22, [x22, _playeringame@GOTPAGEOFF]
Lloh13:
	adrp	x23, _dm_frags@GOTPAGE
Lloh14:
	ldr	x23, [x23, _dm_frags@GOTPAGEOFF]
Lloh15:
	adrp	x24, _plrs@GOTPAGE
Lloh16:
	ldr	x24, [x24, _plrs@GOTPAGEOFF]
Lloh17:
	adrp	x25, _dm_totals@GOTPAGE
Lloh18:
	ldr	x25, [x25, _dm_totals@GOTPAGEOFF]
	b	LBB0_10
LBB0_7:                                 ;   in Loop: Header=BB0_10 Depth=1
	mov	w9, #99
LBB0_8:                                 ;   in Loop: Header=BB0_10 Depth=1
	str	w9, [x8, x19, lsl #2]
LBB0_9:                                 ;   in Loop: Header=BB0_10 Depth=1
	add	x19, x19, #1
	ldrsw	x9, [x21]
	cmp	x19, x9
	b.ge	LBB0_43
LBB0_10:                                ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_17 Depth 2
	ldr	x8, [x22]
	ldr	x10, [x8, x19, lsl #3]
	cbz	x10, LBB0_9
; %bb.11:                               ;   in Loop: Header=BB0_10 Depth=1
	cmp	w9, #1
	b.lt	LBB0_22
; %bb.12:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x9, #0
	ldr	x10, [x23]
	ldr	x11, [x24]
	b	LBB0_17
LBB0_13:                                ;   in Loop: Header=BB0_17 Depth=2
	mov	w13, #99
LBB0_14:                                ;   in Loop: Header=BB0_17 Depth=2
	str	w13, [x12, x9, lsl #2]
LBB0_15:                                ;   in Loop: Header=BB0_17 Depth=2
	mov	w26, #1
LBB0_16:                                ;   in Loop: Header=BB0_17 Depth=2
	add	x9, x9, #1
	ldrsw	x12, [x21]
	cmp	x9, x12
	b.ge	LBB0_22
LBB0_17:                                ;   Parent Loop BB0_10 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x12, [x8, x9, lsl #3]
	cbz	x12, LBB0_16
; %bb.18:                               ;   in Loop: Header=BB0_17 Depth=2
	lsl	x14, x19, #3
	ldr	x12, [x10, x14]
	lsl	x15, x9, #2
	ldr	w13, [x12, x15]
	ldr	x14, [x11, x14]
	ldr	w14, [x14, x15]
	cmp	w13, w14
	b.eq	LBB0_16
; %bb.19:                               ;   in Loop: Header=BB0_17 Depth=2
	asr	w14, w14, #31
	orr	w14, w14, #0x1
	add	w13, w14, w13
	str	w13, [x12, x9, lsl #2]
	cmp	w13, #99
	b.gt	LBB0_13
; %bb.20:                               ;   in Loop: Header=BB0_17 Depth=2
	cmn	w13, #100
	b.gt	LBB0_15
; %bb.21:                               ;   in Loop: Header=BB0_17 Depth=2
	mov	w13, #-99
	b	LBB0_14
LBB0_22:                                ;   in Loop: Header=BB0_10 Depth=1
	mov	x0, x19
	bl	_WI_fragSum
	ldr	x8, [x25]
	str	w0, [x8, x19, lsl #2]
	cmp	w0, #99
	b.gt	LBB0_7
; %bb.23:                               ;   in Loop: Header=BB0_10 Depth=1
	cmn	w0, #100
	b.gt	LBB0_9
; %bb.24:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	w9, #-99
	b	LBB0_8
LBB0_25:
	str	xzr, [x21]
Lloh19:
	adrp	x22, _MAXPLAYERS@GOTPAGE
Lloh20:
	ldr	x22, [x22, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w8, [x22]
	cmp	w8, #1
	b.lt	LBB0_35
; %bb.26:
	mov	x19, #0
Lloh21:
	adrp	x23, _playeringame@GOTPAGE
Lloh22:
	ldr	x23, [x23, _playeringame@GOTPAGEOFF]
Lloh23:
	adrp	x24, _plrs@GOTPAGE
Lloh24:
	ldr	x24, [x24, _plrs@GOTPAGEOFF]
Lloh25:
	adrp	x25, _dm_frags@GOTPAGE
Lloh26:
	ldr	x25, [x25, _dm_frags@GOTPAGEOFF]
Lloh27:
	adrp	x26, _dm_totals@GOTPAGE
Lloh28:
	ldr	x26, [x26, _dm_totals@GOTPAGEOFF]
	b	LBB0_29
LBB0_27:                                ;   in Loop: Header=BB0_29 Depth=1
	mov	x0, x19
	bl	_WI_fragSum
	ldr	x8, [x26]
	str	w0, [x8, x19, lsl #2]
	ldr	w8, [x22]
LBB0_28:                                ;   in Loop: Header=BB0_29 Depth=1
	add	x19, x19, #1
	cmp	x19, w8, sxtw
	b.ge	LBB0_35
LBB0_29:                                ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_33 Depth 2
	ldr	x9, [x23]
	ldr	x10, [x9, x19, lsl #3]
	cbz	x10, LBB0_28
; %bb.30:                               ;   in Loop: Header=BB0_29 Depth=1
	cmp	w8, #1
	b.lt	LBB0_27
; %bb.31:                               ;   in Loop: Header=BB0_29 Depth=1
	mov	x10, #0
	ldr	x11, [x24]
	ldr	x12, [x25]
	b	LBB0_33
LBB0_32:                                ;   in Loop: Header=BB0_33 Depth=2
	add	x10, x10, #1
	cmp	x10, w8, sxtw
	b.ge	LBB0_27
LBB0_33:                                ;   Parent Loop BB0_29 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x13, [x9, x10, lsl #3]
	cbz	x13, LBB0_32
; %bb.34:                               ;   in Loop: Header=BB0_33 Depth=2
	lsl	x8, x19, #3
	ldr	x13, [x11, x8]
	lsl	x14, x10, #2
	ldr	w13, [x13, x14]
	ldr	x8, [x12, x8]
	str	w13, [x8, x14]
	ldr	w8, [x22]
	b	LBB0_32
LBB0_35:
Lloh29:
	adrp	x8, _sfx_barexp@GOTPAGE
Lloh30:
	ldr	x8, [x8, _sfx_barexp@GOTPAGEOFF]
Lloh31:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
	mov	w8, #4
	str	w8, [x20]
	ldr	x9, [x21]
LBB0_36:
	cbz	x9, LBB0_45
; %bb.37:
Lloh32:
	adrp	x8, _sfx_slop@GOTPAGE
Lloh33:
	ldr	x8, [x8, _sfx_slop@GOTPAGEOFF]
Lloh34:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
Lloh35:
	adrp	x8, _gamemode@GOTPAGE
Lloh36:
	ldr	x8, [x8, _gamemode@GOTPAGEOFF]
Lloh37:
	ldr	x8, [x8]
Lloh38:
	adrp	x9, _commercial@GOTPAGE
Lloh39:
	ldr	x9, [x9, _commercial@GOTPAGEOFF]
Lloh40:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_39
; %bb.38:
	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	x26, x25, [sp], #80             ; 16-byte Folded Reload
	b	_WI_initNoState
LBB0_39:
	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	x26, x25, [sp], #80             ; 16-byte Folded Reload
	b	_WI_initShowNextLoc
LBB0_40:
	tbz	w8, #0, LBB0_45
; %bb.41:
Lloh41:
	adrp	x9, _cnt_pause@GOTPAGE
Lloh42:
	ldr	x9, [x9, _cnt_pause@GOTPAGEOFF]
	ldr	x10, [x9]
	subs	x10, x10, #1
	str	x10, [x9]
	b.ne	LBB0_45
; %bb.42:
	add	w8, w8, #1
	str	w8, [x20]
Lloh43:
	adrp	x8, _TICRATE@GOTPAGE
Lloh44:
	ldr	x8, [x8, _TICRATE@GOTPAGEOFF]
Lloh45:
	ldr	x8, [x8]
	str	x8, [x9]
	b	LBB0_45
LBB0_43:
	cbnz	w26, LBB0_45
LBB0_44:
Lloh46:
	adrp	x8, _sfx_barexp@GOTPAGE
Lloh47:
	ldr	x8, [x8, _sfx_barexp@GOTPAGEOFF]
Lloh48:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
	ldr	w8, [x20]
	add	w8, w8, #1
	str	w8, [x20]
LBB0_45:
	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	x26, x25, [sp], #80             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh17, Lloh18
	.loh AdrpLdrGot	Lloh15, Lloh16
	.loh AdrpLdrGot	Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh19, Lloh20
	.loh AdrpLdrGot	Lloh27, Lloh28
	.loh AdrpLdrGot	Lloh25, Lloh26
	.loh AdrpLdrGot	Lloh23, Lloh24
	.loh AdrpLdrGot	Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh29, Lloh30, Lloh31
	.loh AdrpLdrGotLdr	Lloh38, Lloh39, Lloh40
	.loh AdrpLdrGotLdr	Lloh35, Lloh36, Lloh37
	.loh AdrpLdrGotLdr	Lloh32, Lloh33, Lloh34
	.loh AdrpLdrGot	Lloh41, Lloh42
	.loh AdrpLdrGotLdr	Lloh43, Lloh44, Lloh45
	.loh AdrpLdrGotLdr	Lloh46, Lloh47, Lloh48
	.cfi_endproc
                                        ; -- End function
	.comm	_acceleratestage,8,3            ; @acceleratestage
	.comm	_dm_state,4,2                   ; @dm_state
	.comm	_MAXPLAYERS,4,2                 ; @MAXPLAYERS
	.comm	_playeringame,8,3               ; @playeringame
	.comm	_plrs,8,3                       ; @plrs
	.comm	_dm_frags,8,3                   ; @dm_frags
	.comm	_dm_totals,8,3                  ; @dm_totals
	.comm	_sfx_barexp,4,2                 ; @sfx_barexp
	.comm	_bcnt,4,2                       ; @bcnt
	.comm	_sfx_pistol,4,2                 ; @sfx_pistol
	.comm	_sfx_slop,4,2                   ; @sfx_slop
	.comm	_gamemode,8,3                   ; @gamemode
	.comm	_commercial,8,3                 ; @commercial
	.comm	_cnt_pause,8,3                  ; @cnt_pause
	.comm	_TICRATE,8,3                    ; @TICRATE
.subsections_via_symbols
