	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function AINode_Battle_Chase
LCPI0_0:
	.long	0x43160000                      ## float 150
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3
LCPI0_1:
	.quad	0x402e000000000000              ## double 15
LCPI0_2:
	.quad	0x3ff0000000000000              ## double 1
LCPI0_3:
	.quad	0x3fe0000000000000              ## double 0.5
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_AINode_Battle_Chase
	.p2align	4, 0x90
_AINode_Battle_Chase:                   ## @AINode_Battle_Chase
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r14
	pushq	%rbx
	subq	$64, %rsp
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	movq	%rdi, %r14
	callq	_BotIsObserver
	testq	%rax, %rax
	je	LBB0_2
## %bb.1:
	leaq	L_.str(%rip), %rsi
	movq	%r14, %rdi
	callq	_AIEnter_Observer
	jmp	LBB0_14
LBB0_2:
	movq	%r14, %rdi
	callq	_BotIntermission
	testq	%rax, %rax
	je	LBB0_4
## %bb.3:
	leaq	L_.str.1(%rip), %rsi
	movq	%r14, %rdi
	callq	_AIEnter_Intermission
	jmp	LBB0_14
LBB0_4:
	movq	%r14, %rdi
	callq	_BotIsDead
	testq	%rax, %rax
	je	LBB0_6
## %bb.5:
	leaq	L_.str.2(%rip), %rsi
	movq	%r14, %rdi
	callq	_AIEnter_Respawn
	jmp	LBB0_14
LBB0_6:
	movq	(%r14), %r8
	testq	%r8, %r8
	js	LBB0_9
## %bb.7:
	movl	100(%r14), %edi
	movl	92(%r14), %edx
	movl	96(%r14), %esi
	movl	$360, %ecx                      ## imm = 0x168
	callq	_BotEntityVisible
	testq	%rax, %rax
	je	LBB0_11
## %bb.8:
	leaq	L_.str.4(%rip), %rsi
	jmp	LBB0_13
LBB0_9:
	leaq	L_.str.3(%rip), %rsi
LBB0_10:
	movq	%r14, %rdi
	callq	_AIEnter_Seek_LTG
	jmp	LBB0_14
LBB0_11:
	movq	%r14, %rdi
	movl	$-1, %esi
	callq	_BotFindEnemy
	testq	%rax, %rax
	je	LBB0_16
## %bb.12:
	leaq	L_.str.5(%rip), %rsi
LBB0_13:
	movq	%r14, %rdi
	callq	_AIEnter_Battle_Fight
LBB0_14:
	movq	_qfalse@GOTPCREL(%rip), %rbx
LBB0_15:
	movl	(%rbx), %eax
	addq	$64, %rsp
	popq	%rbx
	popq	%r14
	popq	%rbp
	retq
LBB0_16:
	cmpq	$0, 8(%r14)
	je	LBB0_25
## %bb.17:
	movq	_TFL_DEFAULT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 16(%r14)
	movq	_bot_grapple@GOTPCREL(%rip), %rcx
	cmpq	$0, (%rcx)
	je	LBB0_19
## %bb.18:
	movq	_TFL_GRAPPLEHOOK@GOTPCREL(%rip), %rcx
	orl	(%rcx), %eax
	movl	%eax, 16(%r14)
LBB0_19:
	movq	%r14, %rdi
	callq	_BotInLavaOrSlime
	testq	%rax, %rax
	je	LBB0_21
## %bb.20:
	movq	_TFL_LAVA@GOTPCREL(%rip), %rax
	movq	_TFL_SLIME@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	orl	(%rax), %ecx
	orl	%ecx, 16(%r14)
LBB0_21:
	movq	%r14, %rdi
	callq	_BotCanAndWantsToRocketJump
	testq	%rax, %rax
	je	LBB0_23
## %bb.22:
	movq	_TFL_ROCKETJUMP@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	orl	%eax, 16(%r14)
LBB0_23:
	movq	%r14, %rdi
	callq	_BotMapScripts
	movupd	(%r14), %xmm0
	movapd	%xmm0, -80(%rbp)
	movl	88(%r14), %edi
	callq	_VectorCopy
	movl	$-8, %esi
	movl	$-8, %edx
	movl	$-8, %ecx
	callq	_VectorSet
	movl	$8, %esi
	movl	$8, %edx
	movl	$8, %ecx
	callq	_VectorSet
	movl	68(%r14), %edi
	leaq	-80(%rbp), %rsi
	callq	_trap_BotTouchingGoal
	testq	%rax, %rax
	je	LBB0_26
## %bb.24:
	movl	$0, 20(%r14)
	leaq	L_.str.7(%rip), %rsi
	jmp	LBB0_10
LBB0_25:
	leaq	L_.str.6(%rip), %rsi
	jmp	LBB0_10
LBB0_26:
	movl	20(%r14), %ebx
	testl	%ebx, %ebx
	je	LBB0_28
## %bb.27:
	xorl	%eax, %eax
	callq	_FloatTime
	addl	$-10, %eax
	cmpl	%eax, %ebx
	jge	LBB0_29
LBB0_28:
	leaq	L_.str.7(%rip), %rsi
	jmp	LBB0_10
LBB0_29:
	movl	24(%r14), %ebx
	xorl	%eax, %eax
	callq	_FloatTime
	cmpl	%eax, %ebx
	jge	LBB0_32
## %bb.30:
	xorl	%eax, %eax
	callq	_FloatTime
	incl	%eax
	movl	%eax, 24(%r14)
	movl	16(%r14), %esi
	leaq	-80(%rbp), %rdx
	movss	LCPI0_0(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	movq	%r14, %rdi
	callq	_BotNearbyGoal
	testq	%rax, %rax
	je	LBB0_32
## %bb.31:
	xorl	%eax, %eax
	callq	_FloatTime
	xorps	%xmm0, %xmm0
	cvtsi2sd	%eax, %xmm0
	addsd	LCPI0_1(%rip), %xmm0
	addsd	LCPI0_2(%rip), %xmm0
	movsd	%xmm0, 32(%r14)
	movl	72(%r14), %edi
	callq	_trap_BotResetLastAvoidReach
	leaq	L_.str.8(%rip), %rsi
	movq	%r14, %rdi
	callq	_AIEnter_Battle_NBG
	jmp	LBB0_14
LBB0_32:
	movq	(%r14), %rsi
	movq	%r14, %rdi
	callq	_BotUpdateBattleInventory
	movq	%r14, %rdi
	callq	_BotSetupForMovement
	movl	16(%r14), %ecx
	movl	72(%r14), %esi
	leaq	-40(%rbp), %rdi
	leaq	-80(%rbp), %rdx
	callq	_trap_BotMoveToGoal
	cmpq	$0, -24(%rbp)
	je	LBB0_34
## %bb.33:
	movl	72(%r14), %edi
	callq	_trap_BotResetAvoidReach
	movq	$0, 80(%r14)
LBB0_34:
	movq	_qfalse@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	-40(%rbp), %rsi
	movq	%r14, %rdi
	callq	_BotAIBlocked
	movq	_MOVERESULT_MOVEMENTVIEWSET@GOTPCREL(%rip), %rax
	movq	_MOVERESULT_MOVEMENTVIEW@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	orl	(%rax), %ecx
	movq	_MOVERESULT_SWIMVIEW@GOTPCREL(%rip), %rax
	orl	(%rax), %ecx
	testl	%ecx, -40(%rbp)
	je	LBB0_36
## %bb.35:
	movl	-28(%rbp), %edi
	movq	40(%r14), %rsi
	callq	_VectorCopy
	jmp	LBB0_44
LBB0_36:
	movq	_BFL_IDEALVIEWSET@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, 48(%r14)
	jne	LBB0_44
## %bb.37:
	movl	20(%r14), %ebx
	xorl	%eax, %eax
	callq	_FloatTime
	addl	$-2, %eax
	cmpl	%eax, %ebx
	jle	LBB0_39
## %bb.38:
	movq	%r14, %rdi
	callq	_BotAimAtEnemy
	jmp	LBB0_43
LBB0_39:
	movl	16(%r14), %edx
	movl	72(%r14), %edi
	leaq	-80(%rbp), %rsi
	movl	$300, %ecx                      ## imm = 0x12C
	callq	_trap_BotMovementViewTarget
	testq	%rax, %rax
	je	LBB0_41
## %bb.40:
	movl	68(%r14), %esi
	callq	_VectorSubtract
                                        ## implicit-def: $edi
	jmp	LBB0_42
LBB0_41:
	movl	-32(%rbp), %edi
LBB0_42:
	movq	40(%r14), %rsi
	callq	_vectoangles
LBB0_43:
	movq	40(%r14), %rax
	movsd	16(%rax), %xmm0                 ## xmm0 = mem[0],zero
	mulsd	LCPI0_3(%rip), %xmm0
	movsd	%xmm0, 16(%rax)
LBB0_44:
	movq	_MOVERESULT_MOVEMENTWEAPON@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, -40(%rbp)
	je	LBB0_46
## %bb.45:
	movl	-36(%rbp), %eax
	movl	%eax, 64(%r14)
LBB0_46:
	movq	56(%r14), %rax
	cmpq	8(%r14), %rax
	jne	LBB0_48
## %bb.47:
	movl	$0, 20(%r14)
LBB0_48:
	movq	%r14, %rdi
	callq	_BotWantsToRetreat
	movq	_qtrue@GOTPCREL(%rip), %rbx
	testq	%rax, %rax
	je	LBB0_15
## %bb.49:
	leaq	L_.str.9(%rip), %rsi
	movq	%r14, %rdi
	callq	_AIEnter_Battle_Retreat
	jmp	LBB0_15
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"battle chase: observer"

	.comm	_qfalse,4,2                     ## @qfalse
L_.str.1:                               ## @.str.1
	.asciz	"battle chase: intermission"

L_.str.2:                               ## @.str.2
	.asciz	"battle chase: bot dead"

L_.str.3:                               ## @.str.3
	.asciz	"battle chase: no enemy"

L_.str.4:                               ## @.str.4
	.asciz	"battle chase"

L_.str.5:                               ## @.str.5
	.asciz	"battle chase: better enemy"

L_.str.6:                               ## @.str.6
	.asciz	"battle chase: no enemy area"

	.comm	_TFL_DEFAULT,4,2                ## @TFL_DEFAULT
	.comm	_bot_grapple,8,3                ## @bot_grapple
	.comm	_TFL_GRAPPLEHOOK,4,2            ## @TFL_GRAPPLEHOOK
	.comm	_TFL_LAVA,4,2                   ## @TFL_LAVA
	.comm	_TFL_SLIME,4,2                  ## @TFL_SLIME
	.comm	_TFL_ROCKETJUMP,4,2             ## @TFL_ROCKETJUMP
L_.str.7:                               ## @.str.7
	.asciz	"battle chase: time out"

L_.str.8:                               ## @.str.8
	.asciz	"battle chase: nbg"

	.comm	_MOVERESULT_MOVEMENTVIEWSET,4,2 ## @MOVERESULT_MOVEMENTVIEWSET
	.comm	_MOVERESULT_MOVEMENTVIEW,4,2    ## @MOVERESULT_MOVEMENTVIEW
	.comm	_MOVERESULT_SWIMVIEW,4,2        ## @MOVERESULT_SWIMVIEW
	.comm	_BFL_IDEALVIEWSET,4,2           ## @BFL_IDEALVIEWSET
	.comm	_MOVERESULT_MOVEMENTWEAPON,4,2  ## @MOVERESULT_MOVEMENTWEAPON
L_.str.9:                               ## @.str.9
	.asciz	"battle chase: wants to retreat"

	.comm	_qtrue,4,2                      ## @qtrue
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_AINode_Battle_Chase            ; -- Begin function AINode_Battle_Chase
	.p2align	2
_AINode_Battle_Chase:                   ; @AINode_Battle_Chase
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #96
	.cfi_def_cfa_offset 96
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x19, x0
	bl	_BotIsObserver
	cbz	x0, LBB0_2
; %bb.1:
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_AIEnter_Observer
	b	LBB0_14
LBB0_2:
	mov	x0, x19
	bl	_BotIntermission
	cbz	x0, LBB0_4
; %bb.3:
Lloh2:
	adrp	x1, l_.str.1@PAGE
Lloh3:
	add	x1, x1, l_.str.1@PAGEOFF
	mov	x0, x19
	bl	_AIEnter_Intermission
	b	LBB0_14
LBB0_4:
	mov	x0, x19
	bl	_BotIsDead
	cbz	x0, LBB0_6
; %bb.5:
Lloh4:
	adrp	x1, l_.str.2@PAGE
Lloh5:
	add	x1, x1, l_.str.2@PAGEOFF
	mov	x0, x19
	bl	_AIEnter_Respawn
	b	LBB0_14
LBB0_6:
	ldr	x4, [x19]
	tbnz	x4, #63, LBB0_9
; %bb.7:
	ldp	w1, w0, [x19, #96]
	ldr	w2, [x19, #92]
	mov	w3, #360
	bl	_BotEntityVisible
	cbz	x0, LBB0_11
; %bb.8:
Lloh6:
	adrp	x1, l_.str.4@PAGE
Lloh7:
	add	x1, x1, l_.str.4@PAGEOFF
	b	LBB0_13
LBB0_9:
Lloh8:
	adrp	x1, l_.str.3@PAGE
Lloh9:
	add	x1, x1, l_.str.3@PAGEOFF
LBB0_10:
	mov	x0, x19
	bl	_AIEnter_Seek_LTG
	b	LBB0_14
LBB0_11:
	mov	x0, x19
	mov	w1, #-1
	bl	_BotFindEnemy
	cbz	x0, LBB0_16
; %bb.12:
Lloh10:
	adrp	x1, l_.str.5@PAGE
Lloh11:
	add	x1, x1, l_.str.5@PAGEOFF
LBB0_13:
	mov	x0, x19
	bl	_AIEnter_Battle_Fight
LBB0_14:
Lloh12:
	adrp	x8, _qfalse@GOTPAGE
Lloh13:
	ldr	x8, [x8, _qfalse@GOTPAGEOFF]
LBB0_15:
	ldr	w0, [x8]
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	add	sp, sp, #96
	ret
LBB0_16:
	ldr	x8, [x19, #8]
	cbz	x8, LBB0_26
; %bb.17:
Lloh14:
	adrp	x8, _TFL_DEFAULT@GOTPAGE
Lloh15:
	ldr	x8, [x8, _TFL_DEFAULT@GOTPAGEOFF]
Lloh16:
	ldr	w8, [x8]
	str	w8, [x19, #16]
Lloh17:
	adrp	x9, _bot_grapple@GOTPAGE
Lloh18:
	ldr	x9, [x9, _bot_grapple@GOTPAGEOFF]
Lloh19:
	ldr	x9, [x9]
	cbz	x9, LBB0_19
; %bb.18:
Lloh20:
	adrp	x9, _TFL_GRAPPLEHOOK@GOTPAGE
Lloh21:
	ldr	x9, [x9, _TFL_GRAPPLEHOOK@GOTPAGEOFF]
Lloh22:
	ldr	w9, [x9]
	orr	w8, w9, w8
	str	w8, [x19, #16]
LBB0_19:
	mov	x0, x19
	bl	_BotInLavaOrSlime
	cbz	x0, LBB0_21
; %bb.20:
Lloh23:
	adrp	x8, _TFL_LAVA@GOTPAGE
Lloh24:
	ldr	x8, [x8, _TFL_LAVA@GOTPAGEOFF]
Lloh25:
	adrp	x9, _TFL_SLIME@GOTPAGE
Lloh26:
	ldr	x9, [x9, _TFL_SLIME@GOTPAGEOFF]
Lloh27:
	ldr	w8, [x8]
Lloh28:
	ldr	w9, [x9]
	orr	w8, w9, w8
	ldr	w9, [x19, #16]
	orr	w8, w8, w9
	str	w8, [x19, #16]
LBB0_21:
	mov	x0, x19
	bl	_BotCanAndWantsToRocketJump
	cbz	x0, LBB0_23
; %bb.22:
Lloh29:
	adrp	x8, _TFL_ROCKETJUMP@GOTPAGE
Lloh30:
	ldr	x8, [x8, _TFL_ROCKETJUMP@GOTPAGEOFF]
Lloh31:
	ldr	w8, [x8]
	ldr	w9, [x19, #16]
	orr	w8, w9, w8
	str	w8, [x19, #16]
LBB0_23:
	mov	x0, x19
	bl	_BotMapScripts
	ldr	q0, [x19]
	str	q0, [sp, #32]
	ldr	w0, [x19, #88]
	bl	_VectorCopy
	mov	w1, #-8
	mov	w2, #-8
	mov	w3, #-8
	bl	_VectorSet
	mov	w1, #8
	mov	w2, #8
	mov	w3, #8
	bl	_VectorSet
	ldr	w0, [x19, #68]
	add	x1, sp, #32
	bl	_trap_BotTouchingGoal
	cbz	x0, LBB0_27
; %bb.24:
	str	wzr, [x19, #20]
LBB0_25:
Lloh32:
	adrp	x1, l_.str.7@PAGE
Lloh33:
	add	x1, x1, l_.str.7@PAGEOFF
	b	LBB0_10
LBB0_26:
Lloh34:
	adrp	x1, l_.str.6@PAGE
Lloh35:
	add	x1, x1, l_.str.6@PAGEOFF
	b	LBB0_10
LBB0_27:
	ldr	w20, [x19, #20]
	cbz	w20, LBB0_25
; %bb.28:
	bl	_FloatTime
	sub	w8, w0, #10
	cmp	w20, w8
	b.lt	LBB0_25
; %bb.29:
	ldr	w20, [x19, #24]
	bl	_FloatTime
	cmp	w20, w0
	b.ge	LBB0_32
; %bb.30:
	bl	_FloatTime
	add	w8, w0, #1
	str	w8, [x19, #24]
	ldr	w1, [x19, #16]
	mov	w8, #1125515264
	fmov	s0, w8
	add	x2, sp, #32
	mov	x0, x19
	bl	_BotNearbyGoal
	cbz	x0, LBB0_32
; %bb.31:
	bl	_FloatTime
	scvtf	d0, w0
	fmov	d1, #15.00000000
	fadd	d0, d0, d1
	fmov	d1, #1.00000000
	fadd	d0, d0, d1
	str	d0, [x19, #32]
	ldr	w0, [x19, #72]
	bl	_trap_BotResetLastAvoidReach
Lloh36:
	adrp	x1, l_.str.8@PAGE
Lloh37:
	add	x1, x1, l_.str.8@PAGEOFF
	mov	x0, x19
	bl	_AIEnter_Battle_NBG
	b	LBB0_14
LBB0_32:
	ldr	x1, [x19]
	mov	x0, x19
	bl	_BotUpdateBattleInventory
	mov	x0, x19
	bl	_BotSetupForMovement
	ldr	w1, [x19, #72]
	ldr	w3, [x19, #16]
	add	x0, sp, #8
	add	x2, sp, #32
	bl	_trap_BotMoveToGoal
	ldr	x8, [sp, #24]
	cbz	x8, LBB0_34
; %bb.33:
	ldr	w0, [x19, #72]
	bl	_trap_BotResetAvoidReach
	str	xzr, [x19, #80]
LBB0_34:
Lloh38:
	adrp	x8, _qfalse@GOTPAGE
Lloh39:
	ldr	x8, [x8, _qfalse@GOTPAGEOFF]
Lloh40:
	ldr	w2, [x8]
	add	x1, sp, #8
	mov	x0, x19
	bl	_BotAIBlocked
	ldr	w8, [sp, #8]
Lloh41:
	adrp	x9, _MOVERESULT_MOVEMENTVIEWSET@GOTPAGE
Lloh42:
	ldr	x9, [x9, _MOVERESULT_MOVEMENTVIEWSET@GOTPAGEOFF]
Lloh43:
	ldr	w9, [x9]
Lloh44:
	adrp	x10, _MOVERESULT_MOVEMENTVIEW@GOTPAGE
Lloh45:
	ldr	x10, [x10, _MOVERESULT_MOVEMENTVIEW@GOTPAGEOFF]
Lloh46:
	ldr	w10, [x10]
	orr	w9, w10, w9
Lloh47:
	adrp	x10, _MOVERESULT_SWIMVIEW@GOTPAGE
Lloh48:
	ldr	x10, [x10, _MOVERESULT_SWIMVIEW@GOTPAGEOFF]
Lloh49:
	ldr	w10, [x10]
	orr	w9, w9, w10
	tst	w9, w8
	b.eq	LBB0_36
; %bb.35:
	ldr	w0, [sp, #20]
	ldr	x1, [x19, #40]
	bl	_VectorCopy
	b	LBB0_44
LBB0_36:
	ldr	w8, [x19, #48]
Lloh50:
	adrp	x9, _BFL_IDEALVIEWSET@GOTPAGE
Lloh51:
	ldr	x9, [x9, _BFL_IDEALVIEWSET@GOTPAGEOFF]
Lloh52:
	ldr	w9, [x9]
	tst	w9, w8
	b.ne	LBB0_44
; %bb.37:
	ldr	w20, [x19, #20]
	bl	_FloatTime
	sub	w8, w0, #2
	cmp	w20, w8
	b.le	LBB0_39
; %bb.38:
	mov	x0, x19
	bl	_BotAimAtEnemy
	b	LBB0_43
LBB0_39:
	ldr	w0, [x19, #72]
	ldr	w2, [x19, #16]
	add	x1, sp, #32
	mov	w3, #300
	bl	_trap_BotMovementViewTarget
	cbz	x0, LBB0_41
; %bb.40:
	ldr	w1, [x19, #68]
	bl	_VectorSubtract
                                        ; implicit-def: $w0
	b	LBB0_42
LBB0_41:
	ldr	w0, [sp, #16]
LBB0_42:
	ldr	x1, [x19, #40]
	bl	_vectoangles
LBB0_43:
	ldr	x8, [x19, #40]
	ldr	d0, [x8, #16]
	fmov	d1, #0.50000000
	fmul	d0, d0, d1
	str	d0, [x8, #16]
LBB0_44:
	ldr	w8, [sp, #8]
Lloh53:
	adrp	x9, _MOVERESULT_MOVEMENTWEAPON@GOTPAGE
Lloh54:
	ldr	x9, [x9, _MOVERESULT_MOVEMENTWEAPON@GOTPAGEOFF]
Lloh55:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_46
; %bb.45:
	ldr	w8, [sp, #12]
	str	w8, [x19, #64]
LBB0_46:
	ldr	x8, [x19, #56]
	ldr	x9, [x19, #8]
	cmp	x8, x9
	b.ne	LBB0_48
; %bb.47:
	str	wzr, [x19, #20]
LBB0_48:
	mov	x0, x19
	bl	_BotWantsToRetreat
	cbz	x0, LBB0_50
; %bb.49:
Lloh56:
	adrp	x1, l_.str.9@PAGE
Lloh57:
	add	x1, x1, l_.str.9@PAGEOFF
	mov	x0, x19
	bl	_AIEnter_Battle_Retreat
LBB0_50:
Lloh58:
	adrp	x8, _qtrue@GOTPAGE
Lloh59:
	ldr	x8, [x8, _qtrue@GOTPAGEOFF]
	b	LBB0_15
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh16
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh25, Lloh26, Lloh28
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh27
	.loh AdrpLdrGotLdr	Lloh29, Lloh30, Lloh31
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpAdd	Lloh34, Lloh35
	.loh AdrpAdd	Lloh36, Lloh37
	.loh AdrpLdrGotLdr	Lloh47, Lloh48, Lloh49
	.loh AdrpLdrGotLdr	Lloh44, Lloh45, Lloh46
	.loh AdrpLdrGotLdr	Lloh41, Lloh42, Lloh43
	.loh AdrpLdrGotLdr	Lloh38, Lloh39, Lloh40
	.loh AdrpLdrGotLdr	Lloh50, Lloh51, Lloh52
	.loh AdrpLdrGotLdr	Lloh53, Lloh54, Lloh55
	.loh AdrpAdd	Lloh56, Lloh57
	.loh AdrpLdrGot	Lloh58, Lloh59
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"battle chase: observer"

	.comm	_qfalse,4,2                     ; @qfalse
l_.str.1:                               ; @.str.1
	.asciz	"battle chase: intermission"

l_.str.2:                               ; @.str.2
	.asciz	"battle chase: bot dead"

l_.str.3:                               ; @.str.3
	.asciz	"battle chase: no enemy"

l_.str.4:                               ; @.str.4
	.asciz	"battle chase"

l_.str.5:                               ; @.str.5
	.asciz	"battle chase: better enemy"

l_.str.6:                               ; @.str.6
	.asciz	"battle chase: no enemy area"

	.comm	_TFL_DEFAULT,4,2                ; @TFL_DEFAULT
	.comm	_bot_grapple,8,3                ; @bot_grapple
	.comm	_TFL_GRAPPLEHOOK,4,2            ; @TFL_GRAPPLEHOOK
	.comm	_TFL_LAVA,4,2                   ; @TFL_LAVA
	.comm	_TFL_SLIME,4,2                  ; @TFL_SLIME
	.comm	_TFL_ROCKETJUMP,4,2             ; @TFL_ROCKETJUMP
l_.str.7:                               ; @.str.7
	.asciz	"battle chase: time out"

l_.str.8:                               ; @.str.8
	.asciz	"battle chase: nbg"

	.comm	_MOVERESULT_MOVEMENTVIEWSET,4,2 ; @MOVERESULT_MOVEMENTVIEWSET
	.comm	_MOVERESULT_MOVEMENTVIEW,4,2    ; @MOVERESULT_MOVEMENTVIEW
	.comm	_MOVERESULT_SWIMVIEW,4,2        ; @MOVERESULT_SWIMVIEW
	.comm	_BFL_IDEALVIEWSET,4,2           ; @BFL_IDEALVIEWSET
	.comm	_MOVERESULT_MOVEMENTWEAPON,4,2  ; @MOVERESULT_MOVEMENTWEAPON
l_.str.9:                               ; @.str.9
	.asciz	"battle chase: wants to retreat"

	.comm	_qtrue,4,2                      ; @qtrue
.subsections_via_symbols
