	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function player_crosshair
LCPI0_0:
	.long	0x42c00000                      ## float 96
LCPI0_1:
	.long	0x00000000                      ## float 0
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_player_crosshair
	.p2align	4, 0x90
_player_crosshair:                      ## @player_crosshair
	.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	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %r15
	movl	$5, %edi
	callq	_RADIANS
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	movq	_g@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpl	$0, (%rax)
	jle	LBB0_11
## %bb.1:
	xorl	%r13d, %r13d
	xorl	%r12d, %r12d
	xorl	%r14d, %r14d
	xorps	%xmm0, %xmm0
	jmp	LBB0_4
	.p2align	4, 0x90
LBB0_2:                                 ##   in Loop: Header=BB0_4 Depth=1
	cmovneq	%rbx, %r14
LBB0_3:                                 ##   in Loop: Header=BB0_4 Depth=1
	incq	%r12
	movq	_g@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movslq	(%rax), %rcx
	addq	$4, %r13
	cmpq	%rcx, %r12
	jge	LBB0_12
LBB0_4:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%rax), %rbx
	addq	%r13, %rbx
	cmpq	%r15, %rbx
	je	LBB0_3
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=1
	movaps	%xmm0, -64(%rbp)                ## 16-byte Spill
	movq	%r15, %rdi
	movq	%rbx, %rsi
	callq	_player_crosshair_distance
	movss	%xmm0, -48(%rbp)                ## 4-byte Spill
	movq	%r15, %rdi
	movq	%rbx, %rsi
	callq	_player_player_distance
	movss	LCPI0_0(%rip), %xmm1            ## xmm1 = mem[0],zero,zero,zero
	ucomiss	%xmm0, %xmm1
	jbe	LBB0_10
## %bb.6:                               ##   in Loop: Header=BB0_4 Depth=1
	movss	-48(%rbp), %xmm2                ## 4-byte Reload
                                        ## xmm2 = mem[0],zero,zero,zero
	divss	%xmm0, %xmm2
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	ucomiss	%xmm2, %xmm1
	jbe	LBB0_10
## %bb.7:                               ##   in Loop: Header=BB0_4 Depth=1
	movaps	%xmm0, %xmm1
	movaps	-64(%rbp), %xmm4                ## 16-byte Reload
	cmpltps	%xmm4, %xmm1
	movaps	%xmm4, %xmm2
	xorps	%xmm3, %xmm3
	cmpeqps	%xmm3, %xmm2
	orps	%xmm1, %xmm2
	movd	%xmm2, %eax
	testb	$1, %al
	jne	LBB0_2
## %bb.8:                               ##   in Loop: Header=BB0_4 Depth=1
	movaps	%xmm4, %xmm0
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_10:                                ##   in Loop: Header=BB0_4 Depth=1
	movaps	-64(%rbp), %xmm0                ## 16-byte Reload
	jmp	LBB0_3
LBB0_11:
	xorl	%r14d, %r14d
LBB0_12:
	movq	%r14, %rax
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_g,8,3                          ## @g
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_player_crosshair               ; -- Begin function player_crosshair
	.p2align	2
_player_crosshair:                      ; @player_crosshair
	.cfi_startproc
; %bb.0:
	stp	d11, d10, [sp, #-112]!          ; 16-byte Folded Spill
	.cfi_def_cfa_offset 112
	stp	d9, d8, [sp, #16]               ; 16-byte Folded Spill
	stp	x26, x25, [sp, #32]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #48]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #64]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #80]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #96]             ; 16-byte Folded Spill
	add	x29, sp, #96
	.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 b8, -88
	.cfi_offset b9, -96
	.cfi_offset b10, -104
	.cfi_offset b11, -112
	mov	x19, x0
	mov	w0, #5
	bl	_RADIANS
Lloh0:
	adrp	x22, _g@GOTPAGE
Lloh1:
	ldr	x22, [x22, _g@GOTPAGEOFF]
	ldr	x8, [x22]
	ldr	w9, [x8]
	cmp	w9, #1
	b.lt	LBB0_7
; %bb.1:
	fmov	s8, s0
	mov	x23, #0
	mov	x24, #0
	mov	x20, #0
	movi	d10, #0000000000000000
	mov	w25, #1119879168
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x24, x24, #1
	ldr	x8, [x22]
	ldrsw	x9, [x8]
	add	x23, x23, #4
	cmp	x24, x9
	b.ge	LBB0_8
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x8, #8]
	add	x21, x8, x23
	cmp	x21, x19
	b.eq	LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x0, x19
	mov	x1, x21
	bl	_player_crosshair_distance
	fmov	s9, s0
	mov	x0, x19
	mov	x1, x21
	bl	_player_player_distance
	fmov	s1, w25
	fcmp	s0, s1
	b.pl	LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	fdiv	s1, s9, s0
	fcmp	s1, s8
	b.pl	LBB0_2
; %bb.6:                                ;   in Loop: Header=BB0_3 Depth=1
	fcmp	s10, #0.0
	cset	w8, eq
	fcmp	s0, s10
	cset	w9, mi
	orr	w8, w8, w9
	cmp	w8, #0
	fcsel	s10, s0, s10, ne
	csel	x20, x21, x20, ne
	b	LBB0_2
LBB0_7:
	mov	x20, #0
LBB0_8:
	mov	x0, x20
	ldp	x29, x30, [sp, #96]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #80]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #64]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #48]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #32]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #16]               ; 16-byte Folded Reload
	ldp	d11, d10, [sp], #112            ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_g,8,3                          ; @g
.subsections_via_symbols
