	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_R_LoadMD3                      ## -- Begin function R_LoadMD3
	.p2align	4, 0x90
_R_LoadMD3:                             ## @R_LoadMD3
	.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
	subq	$1048, %rsp                     ## imm = 0x418
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %r12
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	movq	_gamedir@GOTPCREL(%rip), %rax
	movq	(%rax), %rdx
	leaq	L_.str(%rip), %rsi
	leaq	-1072(%rbp), %rbx
	movq	%rbx, %rdi
	movq	%r12, %rcx
	callq	_sprintf
	leaq	-1080(%rbp), %rsi
	movq	%rbx, %rdi
	callq	_TryLoadFile
	testl	%eax, %eax
	jle	LBB0_1
## %bb.2:
	movq	-1080(%rbp), %rax
	movl	(%rax), %edi
	callq	_LittleLong
	movq	_MD3_VERSION@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	cmpl	%ecx, %eax
	jne	LBB0_3
## %bb.4:
	movq	-1080(%rbp), %rax
	movl	4(%rax), %edi
	callq	_LL
	movq	-1080(%rbp), %rax
	movl	(%rax), %edi
	callq	_LL
	movq	-1080(%rbp), %rax
	movl	8(%rax), %edi
	callq	_LL
	movq	-1080(%rbp), %rax
	movl	12(%rax), %edi
	callq	_LL
	movq	-1080(%rbp), %rax
	movl	16(%rax), %edi
	callq	_LL
	movq	-1080(%rbp), %rax
	movl	20(%rax), %edi
	callq	_LL
	movq	-1080(%rbp), %rax
	movl	24(%rax), %edi
	callq	_LL
	movq	-1080(%rbp), %rax
	movl	28(%rax), %edi
	callq	_LL
	movq	-1080(%rbp), %rax
	movl	32(%rax), %edi
	callq	_LL
	movq	-1080(%rbp), %rax
	movl	36(%rax), %edi
	callq	_LL
	movq	-1080(%rbp), %rax
	cmpl	$0, 8(%rax)
	jle	LBB0_5
## %bb.6:
	movslq	24(%rax), %rcx
	leaq	(%rax,%rcx,4), %rbx
	xorl	%r14d, %r14d
	.p2align	4, 0x90
LBB0_7:                                 ## =>This Inner Loop Header: Depth=1
	movq	16(%rbx), %rdi
	callq	_LittleFloat
	movq	%rax, 16(%rbx)
	movq	8(%rbx), %rax
	movq	(%rax), %rax
	movq	(%rax), %rdi
	callq	_LittleFloat
	movq	8(%rbx), %rcx
	movq	(%rcx), %rcx
	movq	%rax, (%rcx)
	movq	8(%rbx), %rax
	movq	8(%rax), %rax
	movq	(%rax), %rdi
	callq	_LittleFloat
	movq	8(%rbx), %rcx
	movq	8(%rcx), %rcx
	movq	%rax, (%rcx)
	movq	(%rbx), %rax
	movq	(%rax), %rdi
	callq	_LittleFloat
	movq	(%rbx), %rcx
	movq	%rax, (%rcx)
	movq	8(%rbx), %rax
	movq	(%rax), %rax
	movq	8(%rax), %rdi
	callq	_LittleFloat
	movq	8(%rbx), %rcx
	movq	(%rcx), %rcx
	movq	%rax, 8(%rcx)
	movq	8(%rbx), %rax
	movq	8(%rax), %rax
	movq	8(%rax), %rdi
	callq	_LittleFloat
	movq	8(%rbx), %rcx
	movq	8(%rcx), %rcx
	movq	%rax, 8(%rcx)
	movq	(%rbx), %rax
	movq	8(%rax), %rdi
	callq	_LittleFloat
	movq	(%rbx), %rcx
	movq	%rax, 8(%rcx)
	movq	8(%rbx), %rax
	movq	(%rax), %rax
	movq	16(%rax), %rdi
	callq	_LittleFloat
	movq	8(%rbx), %rcx
	movq	(%rcx), %rcx
	movq	%rax, 16(%rcx)
	movq	8(%rbx), %rax
	movq	8(%rax), %rax
	movq	16(%rax), %rdi
	callq	_LittleFloat
	movq	8(%rbx), %rcx
	movq	8(%rcx), %rcx
	movq	%rax, 16(%rcx)
	movq	(%rbx), %rax
	movq	16(%rax), %rdi
	callq	_LittleFloat
	movq	(%rbx), %rcx
	movq	%rax, 16(%rcx)
	incl	%r14d
	addq	$24, %rbx
	movq	-1080(%rbp), %r13
	cmpl	8(%r13), %r14d
	jl	LBB0_7
## %bb.8:
	cmpl	$0, 16(%r13)
	jle	LBB0_24
## %bb.9:
	movslq	32(%r13), %rax
	leaq	(,%rax,4), %r15
	addq	%r13, %r15
	xorl	%r14d, %r14d
	jmp	LBB0_10
	.p2align	4, 0x90
LBB0_23:                                ##   in Loop: Header=BB0_10 Depth=1
	movslq	40(%r15), %rax
	leaq	(%r15,%rax,4), %r15
	incl	%r14d
	movq	-1080(%rbp), %r13
	cmpl	16(%r13), %r14d
	jge	LBB0_24
LBB0_10:                                ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_16 Depth 2
                                        ##     Child Loop BB0_19 Depth 2
                                        ##     Child Loop BB0_22 Depth 2
	movl	(%r15), %edi
	callq	_LL
	movl	4(%r15), %edi
	callq	_LL
	movl	8(%r15), %edi
	callq	_LL
	movl	12(%r15), %edi
	callq	_LL
	movl	16(%r15), %edi
	callq	_LL
	movl	20(%r15), %edi
	callq	_LL
	movl	24(%r15), %edi
	callq	_LL
	movl	28(%r15), %edi
	callq	_LL
	movl	32(%r15), %edi
	callq	_LL
	movl	36(%r15), %edi
	callq	_LL
	movl	40(%r15), %edi
	callq	_LL
	movl	24(%r15), %ecx
	movq	_SHADER_MAX_VERTEXES@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	cmpl	%edx, %ecx
	jle	LBB0_12
## %bb.11:                              ##   in Loop: Header=BB0_10 Depth=1
	leaq	L_.str.3(%rip), %rdi
	movq	%r12, %rsi
	callq	_Error
LBB0_12:                                ##   in Loop: Header=BB0_10 Depth=1
	movl	16(%r15), %ecx
	leal	(%rcx,%rcx,2), %edx
	movq	_SHADER_MAX_INDEXES@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	cmpl	%eax, %edx
	jle	LBB0_14
## %bb.13:                              ##   in Loop: Header=BB0_10 Depth=1
	cltq
	imulq	$1431655766, %rax, %rdx         ## imm = 0x55555556
	movq	%rdx, %rax
	shrq	$63, %rax
	shrq	$32, %rdx
	addl	%eax, %edx
	leaq	L_.str.4(%rip), %rdi
	movq	%r12, %rsi
                                        ## kill: def $edx killed $edx killed $rdx
                                        ## kill: def $ecx killed $ecx killed $rcx
	callq	_Error
	movl	16(%r15), %ecx
LBB0_14:                                ##   in Loop: Header=BB0_10 Depth=1
	testl	%ecx, %ecx
	jle	LBB0_17
## %bb.15:                              ##   in Loop: Header=BB0_10 Depth=1
	movslq	20(%r15), %rax
	leaq	(%r15,%rax,4), %r13
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_16:                                ##   Parent Loop BB0_10 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	(%r13,%rbx,8), %rax
	movl	(%rax), %edi
	callq	_LL
	movq	(%r13,%rbx,8), %rax
	movl	4(%rax), %edi
	callq	_LL
	movq	(%r13,%rbx,8), %rax
	movl	8(%rax), %edi
	callq	_LL
	incq	%rbx
	cmpl	16(%r15), %ebx
	jl	LBB0_16
LBB0_17:                                ##   in Loop: Header=BB0_10 Depth=1
	movl	24(%r15), %eax
	testl	%eax, %eax
	jle	LBB0_20
## %bb.18:                              ##   in Loop: Header=BB0_10 Depth=1
	movslq	32(%r15), %rax
	leaq	(%r15,%rax,4), %r13
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_19:                                ##   Parent Loop BB0_10 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	(%r13,%rbx,8), %rax
	movq	(%rax), %rdi
	callq	_LittleFloat
	movq	(%r13,%rbx,8), %rcx
	movq	%rax, (%rcx)
	movq	(%r13,%rbx,8), %rax
	movq	8(%rax), %rdi
	callq	_LittleFloat
	movq	(%r13,%rbx,8), %rcx
	movq	%rax, 8(%rcx)
	movl	24(%r15), %eax
	incq	%rbx
	cmpl	%eax, %ebx
	jl	LBB0_19
LBB0_20:                                ##   in Loop: Header=BB0_10 Depth=1
	imull	8(%r15), %eax
	testl	%eax, %eax
	jle	LBB0_23
## %bb.21:                              ##   in Loop: Header=BB0_10 Depth=1
	movslq	36(%r15), %rax
	leaq	(%r15,%rax,4), %rbx
	addq	$8, %rbx
	xorl	%r13d, %r13d
	.p2align	4, 0x90
LBB0_22:                                ##   Parent Loop BB0_10 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	(%rbx), %rax
	movq	(%rax), %rdi
	callq	_LittleShort
	movq	(%rbx), %rcx
	movq	%rax, (%rcx)
	movq	(%rbx), %rax
	movq	8(%rax), %rdi
	callq	_LittleShort
	movq	(%rbx), %rcx
	movq	%rax, 8(%rcx)
	movq	(%rbx), %rax
	movq	16(%rax), %rdi
	callq	_LittleShort
	movq	(%rbx), %rcx
	movq	%rax, 16(%rcx)
	movq	-8(%rbx), %rdi
	callq	_LittleShort
	movq	%rax, -8(%rbx)
	incl	%r13d
	movl	8(%r15), %eax
	imull	24(%r15), %eax
	addq	$16, %rbx
	cmpl	%eax, %r13d
	jl	LBB0_22
	jmp	LBB0_23
LBB0_1:
	xorl	%r13d, %r13d
	jmp	LBB0_24
LBB0_3:
	leaq	L_.str.1(%rip), %rdi
	xorl	%r13d, %r13d
	movq	%r12, %rsi
	movl	%eax, %edx
	xorl	%eax, %eax
	callq	__printf
	jmp	LBB0_24
LBB0_5:
	leaq	L_.str.2(%rip), %rdi
	xorl	%r13d, %r13d
	movq	%r12, %rsi
	xorl	%eax, %eax
	callq	__printf
LBB0_24:
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_26
## %bb.25:
	movq	%r13, %rax
	addq	$1048, %rsp                     ## imm = 0x418
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_26:
	callq	___stack_chk_fail
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"%s%s"

	.comm	_gamedir,8,3                    ## @gamedir
	.comm	_MD3_VERSION,4,2                ## @MD3_VERSION
L_.str.1:                               ## @.str.1
	.asciz	"R_LoadMD3: %s has wrong version (%i should be %i)\n"

L_.str.2:                               ## @.str.2
	.asciz	"R_LoadMD3: %s has no frames\n"

	.comm	_SHADER_MAX_VERTEXES,4,2        ## @SHADER_MAX_VERTEXES
L_.str.3:                               ## @.str.3
	.asciz	"R_LoadMD3: %s has more than %i verts on a surface (%i)"

	.comm	_SHADER_MAX_INDEXES,4,2         ## @SHADER_MAX_INDEXES
L_.str.4:                               ## @.str.4
	.asciz	"R_LoadMD3: %s has more than %i triangles on a surface (%i)"

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_R_LoadMD3                      ; -- Begin function R_LoadMD3
	.p2align	2
_R_LoadMD3:                             ; @R_LoadMD3
	.cfi_startproc
; %bb.0:
	stp	x28, x27, [sp, #-96]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	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
	.cfi_offset w21, -40
	.cfi_offset w22, -48
	.cfi_offset w23, -56
	.cfi_offset w24, -64
	.cfi_offset w25, -72
	.cfi_offset w26, -80
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	sub	sp, sp, #1072
	mov	x19, x0
Lloh0:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh1:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	stur	x8, [x29, #-96]
Lloh3:
	adrp	x8, _gamedir@GOTPAGE
Lloh4:
	ldr	x8, [x8, _gamedir@GOTPAGEOFF]
Lloh5:
	ldr	x2, [x8]
Lloh6:
	adrp	x1, l_.str@PAGE
Lloh7:
	add	x1, x1, l_.str@PAGEOFF
	add	x0, sp, #32
	mov	x3, x19
	bl	_sprintf
	add	x0, sp, #32
	add	x1, sp, #24
	bl	_TryLoadFile
	cmp	w0, #1
	b.lt	LBB0_24
; %bb.1:
	ldr	x8, [sp, #24]
	ldr	w0, [x8]
	bl	_LittleLong
                                        ; kill: def $w0 killed $w0 def $x0
Lloh8:
	adrp	x8, _MD3_VERSION@GOTPAGE
Lloh9:
	ldr	x8, [x8, _MD3_VERSION@GOTPAGEOFF]
Lloh10:
	ldr	w8, [x8]
	cmp	w0, w8
	b.ne	LBB0_21
; %bb.2:
	ldr	x8, [sp, #24]
	ldr	w0, [x8, #4]
	bl	_LL
	ldr	x8, [sp, #24]
	ldr	w0, [x8]
	bl	_LL
	ldr	x8, [sp, #24]
	ldr	w0, [x8, #8]
	bl	_LL
	ldr	x8, [sp, #24]
	ldr	w0, [x8, #12]
	bl	_LL
	ldr	x8, [sp, #24]
	ldr	w0, [x8, #16]
	bl	_LL
	ldr	x8, [sp, #24]
	ldr	w0, [x8, #20]
	bl	_LL
	ldr	x8, [sp, #24]
	ldr	w0, [x8, #24]
	bl	_LL
	ldr	x8, [sp, #24]
	ldr	w0, [x8, #28]
	bl	_LL
	ldr	x8, [sp, #24]
	ldr	w0, [x8, #32]
	bl	_LL
	ldr	x8, [sp, #24]
	ldr	w0, [x8, #36]
	bl	_LL
	ldr	x8, [sp, #24]
	ldr	w9, [x8, #8]
	cmp	w9, #0
	b.le	LBB0_22
; %bb.3:
	mov	w20, #0
	ldrsw	x9, [x8, #24]
	add	x8, x8, x9, lsl #2
	add	x21, x8, #8
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x0, [x21, #8]
	bl	_LittleFloat
	str	x0, [x21, #8]
	ldr	x8, [x21]
	ldr	x8, [x8]
	ldr	x0, [x8]
	bl	_LittleFloat
	ldr	x8, [x21]
	ldr	x8, [x8]
	str	x0, [x8]
	ldr	x8, [x21]
	ldr	x8, [x8, #8]
	ldr	x0, [x8]
	bl	_LittleFloat
	ldr	x8, [x21]
	ldr	x8, [x8, #8]
	str	x0, [x8]
	ldur	x8, [x21, #-8]
	ldr	x0, [x8]
	bl	_LittleFloat
	ldur	x8, [x21, #-8]
	str	x0, [x8]
	ldr	x8, [x21]
	ldr	x8, [x8]
	ldr	x0, [x8, #8]
	bl	_LittleFloat
	ldr	x8, [x21]
	ldr	x8, [x8]
	str	x0, [x8, #8]
	ldr	x8, [x21]
	ldr	x8, [x8, #8]
	ldr	x0, [x8, #8]
	bl	_LittleFloat
	ldr	x8, [x21]
	ldr	x8, [x8, #8]
	str	x0, [x8, #8]
	ldur	x8, [x21, #-8]
	ldr	x0, [x8, #8]
	bl	_LittleFloat
	ldur	x8, [x21, #-8]
	str	x0, [x8, #8]
	ldr	x8, [x21]
	ldr	x8, [x8]
	ldr	x0, [x8, #16]
	bl	_LittleFloat
	ldr	x8, [x21]
	ldr	x8, [x8]
	str	x0, [x8, #16]
	ldr	x8, [x21]
	ldr	x8, [x8, #8]
	ldr	x0, [x8, #16]
	bl	_LittleFloat
	ldr	x8, [x21]
	ldr	x8, [x8, #8]
	str	x0, [x8, #16]
	ldur	x8, [x21, #-8]
	ldr	x0, [x8, #16]
	bl	_LittleFloat
	ldur	x8, [x21, #-8]
	str	x0, [x8, #16]
	add	w20, w20, #1
	ldr	x0, [sp, #24]
	ldr	w8, [x0, #8]
	add	x21, x21, #24
	cmp	w20, w8
	b.lt	LBB0_4
; %bb.5:
	ldr	w8, [x0, #16]
	cmp	w8, #1
	b.lt	LBB0_25
; %bb.6:
	mov	w22, #0
	ldrsw	x8, [x0, #32]
Lloh11:
	adrp	x23, _SHADER_MAX_VERTEXES@GOTPAGE
Lloh12:
	ldr	x23, [x23, _SHADER_MAX_VERTEXES@GOTPAGEOFF]
Lloh13:
	adrp	x20, l_.str.3@PAGE
Lloh14:
	add	x20, x20, l_.str.3@PAGEOFF
	add	x24, x0, x8, lsl #2
Lloh15:
	adrp	x25, _SHADER_MAX_INDEXES@GOTPAGE
Lloh16:
	ldr	x25, [x25, _SHADER_MAX_INDEXES@GOTPAGEOFF]
Lloh17:
	adrp	x21, l_.str.4@PAGE
Lloh18:
	add	x21, x21, l_.str.4@PAGEOFF
	b	LBB0_8
LBB0_7:                                 ;   in Loop: Header=BB0_8 Depth=1
	ldrsw	x8, [x24, #40]
	add	x24, x24, x8, lsl #2
	add	w22, w22, #1
	ldr	x0, [sp, #24]
	ldr	w8, [x0, #16]
	cmp	w22, w8
	b.ge	LBB0_25
LBB0_8:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_14 Depth 2
                                        ;     Child Loop BB0_17 Depth 2
                                        ;     Child Loop BB0_20 Depth 2
	ldr	w0, [x24]
	bl	_LL
	ldr	w0, [x24, #4]
	bl	_LL
	ldr	w0, [x24, #8]
	bl	_LL
	ldr	w0, [x24, #12]
	bl	_LL
	ldr	w0, [x24, #16]
	bl	_LL
	ldr	w0, [x24, #20]
	bl	_LL
	ldr	w0, [x24, #24]
	bl	_LL
	ldr	w0, [x24, #28]
	bl	_LL
	ldr	w0, [x24, #32]
	bl	_LL
	ldr	w0, [x24, #36]
	bl	_LL
	ldr	w0, [x24, #40]
	bl	_LL
	ldr	w3, [x24, #24]
	ldr	w2, [x23]
	cmp	w3, w2
	b.le	LBB0_10
; %bb.9:                                ;   in Loop: Header=BB0_8 Depth=1
	mov	x0, x20
	mov	x1, x19
	bl	_Error
LBB0_10:                                ;   in Loop: Header=BB0_8 Depth=1
	ldr	w3, [x24, #16]
	add	w9, w3, w3, lsl #1
	ldr	w8, [x25]
	cmp	w9, w8
	b.le	LBB0_12
; %bb.11:                               ;   in Loop: Header=BB0_8 Depth=1
	mov	w9, #21846
	movk	w9, #21845, lsl #16
	smull	x8, w8, w9
	lsr	x9, x8, #63
	lsr	x8, x8, #32
	add	w2, w8, w9
	mov	x0, x21
	mov	x1, x19
	bl	_Error
	ldr	w3, [x24, #16]
LBB0_12:                                ;   in Loop: Header=BB0_8 Depth=1
	cmp	w3, #1
	b.lt	LBB0_15
; %bb.13:                               ;   in Loop: Header=BB0_8 Depth=1
	mov	x27, #0
	ldrsw	x8, [x24, #20]
	add	x28, x24, x8, lsl #2
LBB0_14:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	lsl	x26, x27, #3
	ldr	x8, [x28, x26]
	ldr	w0, [x8]
	bl	_LL
	ldr	x8, [x28, x26]
	ldr	w0, [x8, #4]
	bl	_LL
	ldr	x8, [x28, x26]
	ldr	w0, [x8, #8]
	bl	_LL
	ldr	w8, [x24, #16]
	add	x27, x27, #1
	cmp	w27, w8
	b.lt	LBB0_14
LBB0_15:                                ;   in Loop: Header=BB0_8 Depth=1
	ldr	w8, [x24, #24]
	cmp	w8, #1
	b.lt	LBB0_18
; %bb.16:                               ;   in Loop: Header=BB0_8 Depth=1
	mov	x27, #0
	ldrsw	x8, [x24, #32]
	add	x28, x24, x8, lsl #2
LBB0_17:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	lsl	x26, x27, #3
	ldr	x8, [x28, x26]
	ldr	x0, [x8]
	bl	_LittleFloat
	ldr	x8, [x28, x26]
	str	x0, [x8]
	ldr	x8, [x28, x26]
	ldr	x0, [x8, #8]
	bl	_LittleFloat
	ldr	x8, [x28, x26]
	str	x0, [x8, #8]
	ldr	w8, [x24, #24]
	add	x27, x27, #1
	cmp	w27, w8
	b.lt	LBB0_17
LBB0_18:                                ;   in Loop: Header=BB0_8 Depth=1
	ldr	w9, [x24, #8]
	mul	w8, w9, w8
	cmp	w8, #1
	b.lt	LBB0_7
; %bb.19:                               ;   in Loop: Header=BB0_8 Depth=1
	mov	w27, #0
	ldrsw	x8, [x24, #36]
	add	x8, x24, x8, lsl #2
	add	x28, x8, #8
LBB0_20:                                ;   Parent Loop BB0_8 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x8, [x28]
	ldr	x0, [x8]
	bl	_LittleShort
	ldr	x8, [x28]
	str	x0, [x8]
	ldr	x8, [x28]
	ldr	x0, [x8, #8]
	bl	_LittleShort
	ldr	x8, [x28]
	str	x0, [x8, #8]
	ldr	x8, [x28]
	ldr	x0, [x8, #16]
	bl	_LittleShort
	ldr	x8, [x28]
	str	x0, [x8, #16]
	ldur	x0, [x28, #-8]
	bl	_LittleShort
	stur	x0, [x28, #-8]
	add	w27, w27, #1
	ldr	w8, [x24, #24]
	ldr	w9, [x24, #8]
	mul	w8, w9, w8
	add	x28, x28, #16
	cmp	w27, w8
	b.lt	LBB0_20
	b	LBB0_7
LBB0_21:
	stp	x0, x8, [sp]
Lloh19:
	adrp	x0, l_.str.1@PAGE
Lloh20:
	add	x0, x0, l_.str.1@PAGEOFF
	b	LBB0_23
LBB0_22:
Lloh21:
	adrp	x0, l_.str.2@PAGE
Lloh22:
	add	x0, x0, l_.str.2@PAGEOFF
LBB0_23:
	mov	x1, x19
	bl	__printf
LBB0_24:
	mov	x0, #0
LBB0_25:
	ldur	x8, [x29, #-96]
Lloh23:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh24:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh25:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_27
; %bb.26:
	add	sp, sp, #1072
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	ret
LBB0_27:
	bl	___stack_chk_fail
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpAdd	Lloh17, Lloh18
	.loh AdrpLdrGot	Lloh15, Lloh16
	.loh AdrpAdd	Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh11, Lloh12
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh25
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"%s%s"

	.comm	_gamedir,8,3                    ; @gamedir
	.comm	_MD3_VERSION,4,2                ; @MD3_VERSION
l_.str.1:                               ; @.str.1
	.asciz	"R_LoadMD3: %s has wrong version (%i should be %i)\n"

l_.str.2:                               ; @.str.2
	.asciz	"R_LoadMD3: %s has no frames\n"

	.comm	_SHADER_MAX_VERTEXES,4,2        ; @SHADER_MAX_VERTEXES
l_.str.3:                               ; @.str.3
	.asciz	"R_LoadMD3: %s has more than %i verts on a surface (%i)"

	.comm	_SHADER_MAX_INDEXES,4,2         ; @SHADER_MAX_INDEXES
l_.str.4:                               ; @.str.4
	.asciz	"R_LoadMD3: %s has more than %i triangles on a surface (%i)"

.subsections_via_symbols
