	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_LookForPlayers               ## -- Begin function P_LookForPlayers
	.p2align	4, 0x90
_P_LookForPlayers:                      ## @P_LookForPlayers
	.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
	movl	%esi, -44(%rbp)                 ## 4-byte Spill
	movq	%rdi, %r13
	movl	(%rdi), %ecx
	leal	-1(%rcx), %r15d
	andl	$3, %r15d
	xorl	%r12d, %r12d
	jmp	LBB0_1
	.p2align	4, 0x90
LBB0_12:                                ##   in Loop: Header=BB0_1 Depth=1
	movl	(%r13), %ecx
	incl	%ecx
	andl	$3, %ecx
	movl	%ecx, (%r13)
LBB0_1:                                 ## =>This Inner Loop Header: Depth=1
	movq	_playeringame@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movslq	%ecx, %rbx
	cmpl	$0, (%rax,%rbx,4)
	je	LBB0_12
## %bb.2:                               ##   in Loop: Header=BB0_1 Depth=1
	xorl	%eax, %eax
	cmpl	$2, %r12d
	je	LBB0_11
## %bb.3:                               ##   in Loop: Header=BB0_1 Depth=1
	cmpl	%r15d, %ecx
	je	LBB0_11
## %bb.4:                               ##   in Loop: Header=BB0_1 Depth=1
	incl	%r12d
	movq	_players@GOTPCREL(%rip), %rax
	movq	(%rax), %r14
	shlq	$4, %rbx
	cmpq	$0, (%r14,%rbx)
	jle	LBB0_12
## %bb.5:                               ##   in Loop: Header=BB0_1 Depth=1
	movq	8(%r14,%rbx), %rsi
	movq	%r13, %rdi
	callq	_P_CheckSight
	testl	%eax, %eax
	je	LBB0_12
## %bb.6:                               ##   in Loop: Header=BB0_1 Depth=1
	addq	%rbx, %r14
	addq	$8, %r14
	cmpl	$0, -44(%rbp)                   ## 4-byte Folded Reload
	jne	LBB0_10
## %bb.7:                               ##   in Loop: Header=BB0_1 Depth=1
	movq	24(%r13), %rsi
	movq	32(%r13), %rdi
	movq	(%r14), %rax
	movq	(%rax), %rcx
	movq	8(%rax), %rdx
	callq	_R_PointToAngle2
	subq	8(%r13), %rax
	movq	_ANG90@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jle	LBB0_10
## %bb.8:                               ##   in Loop: Header=BB0_1 Depth=1
	movq	_ANG270@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jge	LBB0_10
## %bb.9:                               ##   in Loop: Header=BB0_1 Depth=1
	movq	(%r14), %rax
	movq	(%rax), %rsi
	movq	8(%rax), %rdi
	subq	32(%r13), %rdi
	subq	24(%r13), %rsi
	callq	_P_AproxDistance
	movq	_MELEERANGE@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jg	LBB0_12
LBB0_10:
	movq	(%r14), %rax
	movq	%rax, 16(%r13)
	movl	$1, %eax
LBB0_11:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_playeringame,8,3               ## @playeringame
	.comm	_players,8,3                    ## @players
	.comm	_ANG90,8,3                      ## @ANG90
	.comm	_ANG270,8,3                     ## @ANG270
	.comm	_MELEERANGE,8,3                 ## @MELEERANGE
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_P_LookForPlayers               ; -- Begin function P_LookForPlayers
	.p2align	2
_P_LookForPlayers:                      ; @P_LookForPlayers
	.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
	mov	x20, x1
	mov	x19, x0
	mov	w21, #0
	ldr	w8, [x0]
	sub	w9, w8, #1
	and	w22, w9, #0x3
Lloh0:
	adrp	x23, _playeringame@GOTPAGE
Lloh1:
	ldr	x23, [x23, _playeringame@GOTPAGEOFF]
Lloh2:
	adrp	x24, _players@GOTPAGE
Lloh3:
	ldr	x24, [x24, _players@GOTPAGEOFF]
Lloh4:
	adrp	x25, _ANG90@GOTPAGE
Lloh5:
	ldr	x25, [x25, _ANG90@GOTPAGEOFF]
Lloh6:
	adrp	x26, _ANG270@GOTPAGE
Lloh7:
	ldr	x26, [x26, _ANG270@GOTPAGEOFF]
Lloh8:
	adrp	x27, _MELEERANGE@GOTPAGE
Lloh9:
	ldr	x27, [x27, _MELEERANGE@GOTPAGEOFF]
	b	LBB0_2
LBB0_1:                                 ;   in Loop: Header=BB0_2 Depth=1
	ldr	w8, [x19]
	add	w8, w8, #1
	and	w8, w8, #0x3
	str	w8, [x19]
LBB0_2:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x23]
	ldr	w9, [x9, w8, sxtw #2]
	cbz	w9, LBB0_1
; %bb.3:                                ;   in Loop: Header=BB0_2 Depth=1
	mov	w0, #0
	cmp	w21, #2
	b.eq	LBB0_11
; %bb.4:                                ;   in Loop: Header=BB0_2 Depth=1
	sxtw	x8, w8
	cmp	w8, w22
	b.eq	LBB0_11
; %bb.5:                                ;   in Loop: Header=BB0_2 Depth=1
	add	w21, w21, #1
	ldr	x9, [x24]
	lsl	x10, x8, #4
	ldr	x10, [x9, x10]
	cmp	x10, #1
	b.lt	LBB0_1
; %bb.6:                                ;   in Loop: Header=BB0_2 Depth=1
	add	x28, x9, x8, lsl #4
	ldr	x1, [x28, #8]!
	mov	x0, x19
	bl	_P_CheckSight
	cbz	w0, LBB0_1
; %bb.7:                                ;   in Loop: Header=BB0_2 Depth=1
	cbnz	w20, LBB0_10
; %bb.8:                                ;   in Loop: Header=BB0_2 Depth=1
	ldp	x1, x0, [x19, #24]
	ldr	x8, [x28]
	ldp	x3, x2, [x8]
	bl	_R_PointToAngle2
	ldr	x8, [x19, #8]
	ldr	x9, [x25]
	ldr	x10, [x26]
	sub	x8, x0, x8
	cmp	x8, x9
	ccmp	x8, x10, #0, gt
	b.ge	LBB0_10
; %bb.9:                                ;   in Loop: Header=BB0_2 Depth=1
	ldr	x8, [x28]
	ldp	x8, x9, [x8]
	ldp	x11, x10, [x19, #24]
	sub	x0, x9, x10
	sub	x1, x8, x11
	bl	_P_AproxDistance
	ldr	x8, [x27]
	cmp	x0, x8
	b.gt	LBB0_1
LBB0_10:
	ldr	x8, [x28]
	str	x8, [x19, #16]
	mov	w0, #1
LBB0_11:
	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
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_playeringame,8,3               ; @playeringame
	.comm	_players,8,3                    ; @players
	.comm	_ANG90,8,3                      ; @ANG90
	.comm	_ANG270,8,3                     ; @ANG270
	.comm	_MELEERANGE,8,3                 ; @MELEERANGE
.subsections_via_symbols
