	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function CG_DrawNewTeamInfo
LCPI0_0:
	.long	0x40000000                      ## float 2
LCPI0_1:
	.long	0x3f800000                      ## float 1
LCPI0_2:
	.long	0x40400000                      ## float 3
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_CG_DrawNewTeamInfo
	.p2align	4, 0x90
_CG_DrawNewTeamInfo:                    ## @CG_DrawNewTeamInfo
	.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	$104, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rsi, -136(%rbp)                ## 8-byte Spill
	movss	%xmm2, -44(%rbp)                ## 4-byte Spill
	movss	%xmm1, -60(%rbp)                ## 4-byte Spill
	movq	%rdi, -96(%rbp)                 ## 8-byte Spill
	movq	_numSortedTeamPlayers@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	cmpl	$8, %ecx
	movl	$8, %eax
	cmovll	%ecx, %eax
	movl	%eax, -72(%rbp)                 ## 4-byte Spill
	movl	%ecx, -88(%rbp)                 ## 4-byte Spill
	testl	%ecx, %ecx
	jle	LBB0_6
## %bb.1:
	movl	-72(%rbp), %eax                 ## 4-byte Reload
	cmpl	$2, %eax
	movl	$1, %r14d
	cmovgel	%eax, %r14d
	xorl	%ebx, %ebx
	movq	_cgs@GOTPCREL(%rip), %r10
	movq	_sortedTeamPlayers@GOTPCREL(%rip), %r12
	movq	_cg@GOTPCREL(%rip), %r15
	movq	_PERS_TEAM@GOTPCREL(%rip), %r13
	movq	%r14, -56(%rbp)                 ## 8-byte Spill
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	incq	%rbx
	cmpq	%rbx, %r14
	je	LBB0_6
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	32(%r10), %rax
	movq	(%r12), %rcx
	movslq	(%rcx,%rbx,4), %rcx
	shlq	$6, %rcx
	cmpq	$0, 56(%rax,%rcx)
	je	LBB0_5
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	(%rax,%rcx), %rdx
	movq	8(%r15), %rsi
	movq	(%rsi), %rsi
	movq	(%r13), %rdi
	cmpq	(%rsi,%rdi,8), %rdx
	jne	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	8(%rax,%rcx), %rdi
	movss	-44(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	xorl	%esi, %esi
	movq	%r10, %r14
	callq	_CG_Text_Width
	movq	%r14, %r10
	movq	-56(%rbp), %r14                 ## 8-byte Reload
	jmp	LBB0_5
LBB0_6:
	movq	_MAX_LOCATIONS@GOTPCREL(%rip), %r14
	cmpl	$2, (%r14)
	jl	LBB0_12
## %bb.7:
	movl	$1, %ebx
	movq	_CS_LOCATIONS@GOTPCREL(%rip), %r15
	jmp	LBB0_8
	.p2align	4, 0x90
LBB0_11:                                ##   in Loop: Header=BB0_8 Depth=1
	incq	%rbx
	movslq	(%r14), %rax
	cmpq	%rax, %rbx
	jge	LBB0_12
LBB0_8:                                 ## =>This Inner Loop Header: Depth=1
	movq	(%r15), %rdi
	addq	%rbx, %rdi
	callq	_CG_ConfigString
	testq	%rax, %rax
	je	LBB0_11
## %bb.9:                               ##   in Loop: Header=BB0_8 Depth=1
	cmpb	$0, (%rax)
	je	LBB0_11
## %bb.10:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	%rax, %rdi
	movss	-44(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	xorl	%esi, %esi
	callq	_CG_Text_Width
	jmp	LBB0_11
LBB0_12:
	cmpl	$0, -88(%rbp)                   ## 4-byte Folded Reload
	movq	-96(%rbp), %rax                 ## 8-byte Reload
	jle	LBB0_34
## %bb.13:
	movss	(%rax), %xmm0                   ## xmm0 = mem[0],zero,zero,zero
	movss	%xmm0, -56(%rbp)                ## 4-byte Spill
	movss	LCPI0_0(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	addss	-60(%rbp), %xmm0                ## 4-byte Folded Reload
	movss	%xmm0, -116(%rbp)               ## 4-byte Spill
	movl	-72(%rbp), %eax                 ## 4-byte Reload
	cmpl	$2, %eax
	movl	$1, %r13d
	cmovgel	%eax, %r13d
	xorl	%ebx, %ebx
	movq	_cgs@GOTPCREL(%rip), %r9
	movq	_sortedTeamPlayers@GOTPCREL(%rip), %r10
	movq	_PERS_TEAM@GOTPCREL(%rip), %r8
	movq	_PW_NUM_POWERUPS@GOTPCREL(%rip), %r15
	movq	%r13, -112(%rbp)                ## 8-byte Spill
	jmp	LBB0_14
LBB0_31:                                ##   in Loop: Header=BB0_14 Depth=1
	leaq	L_.str(%rip), %rax
LBB0_32:                                ##   in Loop: Header=BB0_14 Depth=1
	movss	LCPI0_0(%rip), %xmm1            ## xmm1 = mem[0],zero,zero,zero
	movss	-124(%rbp), %xmm0               ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	addss	%xmm1, %xmm0
	addss	-120(%rbp), %xmm0               ## 4-byte Folded Reload
	cvttss2si	%xmm0, %esi
	movq	-96(%rbp), %r15                 ## 8-byte Reload
	movl	8(%r15), %ecx
	addl	$-4, %ecx
	xorps	%xmm0, %xmm0
	cvtsi2ss	%ecx, %xmm0
	movss	%xmm0, -100(%rbp)
	movq	%r14, %rdi
	movss	-80(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	movq	-136(%rbp), %rdx                ## 8-byte Reload
	movq	%rax, %rcx
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	callq	_CG_Text_Paint_Limit
	movss	-56(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	addss	-116(%rbp), %xmm0               ## 4-byte Folded Reload
	movss	%xmm0, -56(%rbp)                ## 4-byte Spill
	addss	-60(%rbp), %xmm0                ## 4-byte Folded Reload
	addss	LCPI0_0(%rip), %xmm0
	movss	(%r15), %xmm1                   ## xmm1 = mem[0],zero,zero,zero
	addss	12(%r15), %xmm1
	ucomiss	%xmm1, %xmm0
	movq	_cgs@GOTPCREL(%rip), %r9
	movq	_sortedTeamPlayers@GOTPCREL(%rip), %r10
	movq	_PERS_TEAM@GOTPCREL(%rip), %r8
	movq	_PW_NUM_POWERUPS@GOTPCREL(%rip), %r15
	ja	LBB0_34
LBB0_33:                                ##   in Loop: Header=BB0_14 Depth=1
	incq	%rbx
	cmpq	%r13, %rbx
	je	LBB0_34
LBB0_14:                                ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_18 Depth 2
	movq	32(%r9), %rsi
	movq	(%r10), %rax
	movslq	(%rax,%rbx,4), %rdi
	shlq	$6, %rdi
	cmpq	$0, 56(%rsi,%rdi)
	je	LBB0_33
## %bb.15:                              ##   in Loop: Header=BB0_14 Depth=1
	movq	(%rsi,%rdi), %rax
	movq	_cg@GOTPCREL(%rip), %rcx
	movq	8(%rcx), %rcx
	movq	(%rcx), %rcx
	movq	(%r8), %rdx
	cmpq	(%rcx,%rdx,8), %rax
	jne	LBB0_33
## %bb.16:                              ##   in Loop: Header=BB0_14 Depth=1
	movq	%rdi, -88(%rbp)                 ## 8-byte Spill
	movq	%rsi, -72(%rbp)                 ## 8-byte Spill
	movq	%rbx, -80(%rbp)                 ## 8-byte Spill
	cmpl	$0, (%r15)
	js	LBB0_22
## %bb.17:                              ##   in Loop: Header=BB0_14 Depth=1
	movq	-96(%rbp), %rax                 ## 8-byte Reload
	movl	4(%rax), %r13d
	incl	%r13d
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	movq	-88(%rbp), %rcx                 ## 8-byte Reload
	leaq	(%rax,%rcx), %r14
	addq	$16, %r14
	movl	$-1, %ebx
	jmp	LBB0_18
	.p2align	4, 0x90
LBB0_21:                                ##   in Loop: Header=BB0_18 Depth=2
	cmpl	(%r15), %ebx
	jge	LBB0_22
LBB0_18:                                ##   Parent Loop BB0_14 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	incl	%ebx
	movl	(%r14), %eax
	btl	%ebx, %eax
	jae	LBB0_21
## %bb.19:                              ##   in Loop: Header=BB0_18 Depth=2
	movl	%ebx, %edi
	callq	_BG_FindItemForPowerup
	testq	%rax, %rax
	je	LBB0_21
## %bb.20:                              ##   in Loop: Header=BB0_18 Depth=2
	movq	_PIC_WIDTH@GOTPCREL(%rip), %r12
	movl	(%r12), %r15d
	movl	(%rax), %edi
	callq	_trap_R_RegisterShader
	movl	%r13d, %edi
	movss	-56(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	movl	%r15d, %esi
	movl	%r15d, %edx
	movq	_PW_NUM_POWERUPS@GOTPCREL(%rip), %r15
	movq	%rax, %rcx
	callq	_CG_DrawPic
	addl	(%r12), %r13d
	jmp	LBB0_21
	.p2align	4, 0x90
LBB0_22:                                ##   in Loop: Header=BB0_14 Depth=1
	movq	-96(%rbp), %rax                 ## 8-byte Reload
	movl	4(%rax), %eax
	movq	_PIC_WIDTH@GOTPCREL(%rip), %r15
	movl	(%r15), %ecx
	movq	%r15, %r13
	leal	(%rcx,%rcx,2), %ecx
	leal	(%rax,%rcx), %r14d
	addl	$2, %r14d
	movl	%eax, %ebx
	addl	%ecx, %ebx
	movq	-72(%rbp), %r12                 ## 8-byte Reload
	movq	-88(%rbp), %r15                 ## 8-byte Reload
	movl	44(%r12,%r15), %esi
	movl	48(%r12,%r15), %edi
	callq	_CG_GetColorForHealth
	callq	_trap_R_SetColor
	movss	-56(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	addss	LCPI0_1(%rip), %xmm0
	movl	(%r13), %edx
	addl	$-2, %edx
	movq	_cgs@GOTPCREL(%rip), %r13
	movq	24(%r13), %rcx
	movl	%r14d, %edi
	movl	%edx, %esi
	callq	_CG_DrawPic
	movq	_PIC_WIDTH@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	leal	(%rax,%rbx), %r14d
	addl	$3, %r14d
	xorl	%edi, %edi
	callq	_trap_R_SetColor
	cmpq	$0, 8(%r13)
	je	LBB0_25
## %bb.23:                              ##   in Loop: Header=BB0_14 Depth=1
	movq	_cg@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	leaq	4(%r13), %rax
	testl	$512, %ecx                      ## imm = 0x200
	je	LBB0_26
## %bb.24:                              ##   in Loop: Header=BB0_14 Depth=1
	movl	(%r13), %edx
	movl	$-2500, %esi                    ## imm = 0xF63C
	addl	%esi, %edx
	cmpl	%edx, %ecx
	movq	-112(%rbp), %r13                ## 8-byte Reload
	movq	-80(%rbp), %rbx                 ## 8-byte Reload
	jg	LBB0_29
	jmp	LBB0_27
LBB0_25:                                ##   in Loop: Header=BB0_14 Depth=1
	leaq	(%r12,%r15), %rax
	addq	$40, %rax
LBB0_26:                                ##   in Loop: Header=BB0_14 Depth=1
	movq	-112(%rbp), %r13                ## 8-byte Reload
	movq	-80(%rbp), %rbx                 ## 8-byte Reload
LBB0_27:                                ##   in Loop: Header=BB0_14 Depth=1
	movl	(%rax), %edi
	callq	_CG_StatusHandle
	testq	%rax, %rax
	je	LBB0_29
## %bb.28:                              ##   in Loop: Header=BB0_14 Depth=1
	movq	_PIC_WIDTH@GOTPCREL(%rip), %rcx
	movl	(%rcx), %edx
	movl	%r14d, %edi
	movss	-56(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	movl	%edx, %esi
	movq	%rax, %rcx
	callq	_CG_DrawPic
LBB0_29:                                ##   in Loop: Header=BB0_14 Depth=1
	movq	_PIC_WIDTH@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	leal	(%r14,%rax), %esi
	incl	%esi
	movq	-96(%rbp), %rax                 ## 8-byte Reload
	movl	8(%rax), %eax
	subl	%esi, %eax
	xorps	%xmm0, %xmm0
	cvtsi2ss	%eax, %xmm0
	cvtsi2ss	%esi, %xmm1
	divss	LCPI0_2(%rip), %xmm0
	movss	%xmm0, -124(%rbp)               ## 4-byte Spill
	movss	%xmm1, -120(%rbp)               ## 4-byte Spill
	addss	%xmm1, %xmm0
	movss	%xmm0, -100(%rbp)
	movss	-56(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	addss	-60(%rbp), %xmm0                ## 4-byte Folded Reload
	movq	-72(%rbp), %r15                 ## 8-byte Reload
	movq	-88(%rbp), %r12                 ## 8-byte Reload
	movq	8(%r15,%r12), %rcx
	leaq	-100(%rbp), %r14
	movq	%r14, %rdi
	movss	%xmm0, -80(%rbp)                ## 4-byte Spill
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	movq	-136(%rbp), %rdx                ## 8-byte Reload
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	callq	_CG_Text_Paint_Limit
	movq	32(%r15,%r12), %rdi
	movq	_CS_LOCATIONS@GOTPCREL(%rip), %rax
	addq	(%rax), %rdi
	callq	_CG_ConfigString
	testq	%rax, %rax
	je	LBB0_31
## %bb.30:                              ##   in Loop: Header=BB0_14 Depth=1
	cmpb	$0, (%rax)
	jne	LBB0_32
	jmp	LBB0_31
LBB0_34:
	addq	$104, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_numSortedTeamPlayers,4,2       ## @numSortedTeamPlayers
	.comm	_cgs,40,3                       ## @cgs
	.comm	_sortedTeamPlayers,8,3          ## @sortedTeamPlayers
	.comm	_cg,16,3                        ## @cg
	.comm	_PERS_TEAM,8,3                  ## @PERS_TEAM
	.comm	_MAX_LOCATIONS,4,2              ## @MAX_LOCATIONS
	.comm	_CS_LOCATIONS,8,3               ## @CS_LOCATIONS
	.comm	_PW_NUM_POWERUPS,4,2            ## @PW_NUM_POWERUPS
	.comm	_PIC_WIDTH,4,2                  ## @PIC_WIDTH
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"unknown"

	.comm	_cg_weapons,8,3                 ## @cg_weapons
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_CG_DrawNewTeamInfo             ; -- Begin function CG_DrawNewTeamInfo
	.p2align	2
_CG_DrawNewTeamInfo:                    ; @CG_DrawNewTeamInfo
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #192
	.cfi_def_cfa_offset 192
	stp	d15, d14, [sp, #32]             ; 16-byte Folded Spill
	stp	d13, d12, [sp, #48]             ; 16-byte Folded Spill
	stp	d11, d10, [sp, #64]             ; 16-byte Folded Spill
	stp	d9, d8, [sp, #80]               ; 16-byte Folded Spill
	stp	x28, x27, [sp, #96]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #112]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #128]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #144]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #160]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #176]            ; 16-byte Folded Spill
	add	x29, sp, #176
	.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
	.cfi_offset b8, -104
	.cfi_offset b9, -112
	.cfi_offset b10, -120
	.cfi_offset b11, -128
	.cfi_offset b12, -136
	.cfi_offset b13, -144
	.cfi_offset b14, -152
	.cfi_offset b15, -160
	mov	x24, x1
	fmov	s8, s2
	fmov	s9, s1
	str	x0, [sp, #16]                   ; 8-byte Folded Spill
Lloh0:
	adrp	x8, _numSortedTeamPlayers@GOTPAGE
Lloh1:
	ldr	x8, [x8, _numSortedTeamPlayers@GOTPAGEOFF]
Lloh2:
	ldr	w19, [x8]
	mov	w8, #8
Lloh3:
	adrp	x13, _cgs@GOTPAGE
Lloh4:
	ldr	x13, [x13, _cgs@GOTPAGEOFF]
Lloh5:
	adrp	x27, _sortedTeamPlayers@GOTPAGE
Lloh6:
	ldr	x27, [x27, _sortedTeamPlayers@GOTPAGEOFF]
	cmp	w19, #8
	csel	w21, w19, w8, lt
Lloh7:
	adrp	x20, _PERS_TEAM@GOTPAGE
Lloh8:
	ldr	x20, [x20, _PERS_TEAM@GOTPAGEOFF]
	cmp	w19, #1
	b.lt	LBB0_6
; %bb.1:
	mov	x22, #0
	cmp	w21, #1
	csinc	w8, w21, wzr, gt
	lsl	x23, x8, #2
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x22, x22, #4
	cmp	x23, x22
	b.eq	LBB0_6
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x13, #32]
	ldr	x9, [x27]
	ldrsw	x9, [x9, x22]
	add	x10, x8, x9, lsl #6
	ldr	x10, [x10, #56]
	cbz	x10, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	lsl	x10, x9, #6
	ldr	x10, [x8, x10]
Lloh9:
	adrp	x11, _cg@GOTPAGE
Lloh10:
	ldr	x11, [x11, _cg@GOTPAGEOFF]
Lloh11:
	ldr	x11, [x11, #8]
	ldr	x11, [x11]
	ldr	x12, [x20]
	ldr	x11, [x11, x12, lsl #3]
	cmp	x10, x11
	b.ne	LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	add	x8, x8, x9, lsl #6
	ldr	x0, [x8, #8]
	fmov	s0, s8
	mov	w1, #0
	bl	_CG_Text_Width
Lloh12:
	adrp	x13, _cgs@GOTPAGE
Lloh13:
	ldr	x13, [x13, _cgs@GOTPAGEOFF]
	b	LBB0_2
LBB0_6:
Lloh14:
	adrp	x22, _MAX_LOCATIONS@GOTPAGE
Lloh15:
	ldr	x22, [x22, _MAX_LOCATIONS@GOTPAGEOFF]
	ldr	w8, [x22]
Lloh16:
	adrp	x20, _CS_LOCATIONS@GOTPAGE
Lloh17:
	ldr	x20, [x20, _CS_LOCATIONS@GOTPAGEOFF]
	cmp	w8, #1
	b.le	LBB0_12
; %bb.7:
	mov	w23, #1
	b	LBB0_9
LBB0_8:                                 ;   in Loop: Header=BB0_9 Depth=1
	add	x23, x23, #1
	ldrsw	x8, [x22]
	cmp	x23, x8
	b.ge	LBB0_12
LBB0_9:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x20]
	add	x0, x23, x8
	bl	_CG_ConfigString
	cbz	x0, LBB0_8
; %bb.10:                               ;   in Loop: Header=BB0_9 Depth=1
	ldrb	w8, [x0]
	cbz	w8, LBB0_8
; %bb.11:                               ;   in Loop: Header=BB0_9 Depth=1
	fmov	s0, s8
	mov	w1, #0
	bl	_CG_Text_Width
	b	LBB0_8
LBB0_12:
	cmp	w19, #1
Lloh18:
	adrp	x11, _cgs@GOTPAGE
Lloh19:
	ldr	x11, [x11, _cgs@GOTPAGEOFF]
	b.lt	LBB0_35
; %bb.13:
	mov	x19, #0
	ldr	x8, [sp, #16]                   ; 8-byte Folded Reload
	ldr	s10, [x8]
	fmov	s12, #2.00000000
	fadd	s13, s9, s12
	cmp	w21, #1
	csinc	w22, w21, wzr, gt
Lloh20:
	adrp	x28, _PW_NUM_POWERUPS@GOTPAGE
Lloh21:
	ldr	x28, [x28, _PW_NUM_POWERUPS@GOTPAGEOFF]
Lloh22:
	adrp	x26, _PIC_WIDTH@GOTPAGE
Lloh23:
	ldr	x26, [x26, _PIC_WIDTH@GOTPAGEOFF]
	stp	x22, x24, [sp]                  ; 16-byte Folded Spill
	b	LBB0_16
LBB0_14:                                ;   in Loop: Header=BB0_16 Depth=1
	mov	x27, x20
LBB0_15:                                ;   in Loop: Header=BB0_16 Depth=1
	add	x19, x19, #1
	cmp	x19, x22
	b.eq	LBB0_35
LBB0_16:                                ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_21 Depth 2
	ldr	x25, [x11, #32]
	mov	x20, x27
	ldr	x8, [x27]
	ldrsw	x27, [x8, x19, lsl #2]
	add	x8, x25, x27, lsl #6
	ldr	x8, [x8, #56]
	cbz	x8, LBB0_14
; %bb.17:                               ;   in Loop: Header=BB0_16 Depth=1
	lsl	x8, x27, #6
	ldr	x8, [x25, x8]
Lloh24:
	adrp	x9, _cg@GOTPAGE
Lloh25:
	ldr	x9, [x9, _cg@GOTPAGEOFF]
Lloh26:
	ldr	x9, [x9, #8]
	ldr	x9, [x9]
Lloh27:
	adrp	x10, _PERS_TEAM@GOTPAGE
Lloh28:
	ldr	x10, [x10, _PERS_TEAM@GOTPAGEOFF]
Lloh29:
	ldr	x10, [x10]
	ldr	x9, [x9, x10, lsl #3]
	cmp	x8, x9
	b.ne	LBB0_14
; %bb.18:                               ;   in Loop: Header=BB0_16 Depth=1
	ldr	w8, [x28]
	tbnz	w8, #31, LBB0_24
; %bb.19:                               ;   in Loop: Header=BB0_16 Depth=1
	ldr	x8, [sp, #16]                   ; 8-byte Folded Reload
	ldr	w8, [x8, #4]
	add	w21, w8, #1
	add	x8, x25, x27, lsl #6
	add	x24, x8, #16
	mov	w22, #-1
	b	LBB0_21
LBB0_20:                                ;   in Loop: Header=BB0_21 Depth=2
	ldr	w8, [x28]
	cmp	w22, w8
	b.ge	LBB0_24
LBB0_21:                                ;   Parent Loop BB0_16 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	add	w22, w22, #1
	ldr	w8, [x24]
	lsr	w8, w8, w22
	tbz	w8, #0, LBB0_20
; %bb.22:                               ;   in Loop: Header=BB0_21 Depth=2
	mov	x0, x22
	bl	_BG_FindItemForPowerup
	cbz	x0, LBB0_20
; %bb.23:                               ;   in Loop: Header=BB0_21 Depth=2
	ldr	w23, [x26]
	ldr	w0, [x0]
	bl	_trap_R_RegisterShader
	mov	x3, x0
	mov	x0, x21
	fmov	s0, s10
	mov	x1, x23
	mov	x2, x23
	bl	_CG_DrawPic
	ldr	w8, [x26]
	add	w21, w8, w21
	b	LBB0_20
LBB0_24:                                ;   in Loop: Header=BB0_16 Depth=1
	ldr	x8, [sp, #16]                   ; 8-byte Folded Reload
	ldr	w8, [x8, #4]
	ldr	w9, [x26]
	add	w9, w9, w9, lsl #1
	add	w8, w8, w9
	add	w21, w8, #2
	add	x22, x25, x27, lsl #6
	ldp	w1, w0, [x22, #44]
	bl	_CG_GetColorForHealth
	bl	_trap_R_SetColor
	fmov	s0, #1.00000000
	fadd	s0, s10, s0
	ldr	w8, [x26]
	sub	w1, w8, #2
Lloh30:
	adrp	x23, _cgs@GOTPAGE
Lloh31:
	ldr	x23, [x23, _cgs@GOTPAGEOFF]
	ldr	x3, [x23, #24]
	mov	x0, x21
	mov	x2, x1
	bl	_CG_DrawPic
	ldr	w8, [x26]
	add	w8, w21, w8
	add	w21, w8, #1
	mov	x0, #0
	bl	_trap_R_SetColor
	ldr	x8, [x23, #8]
	cbz	x8, LBB0_27
; %bb.25:                               ;   in Loop: Header=BB0_16 Depth=1
	mov	x10, x23
Lloh32:
	adrp	x8, _cg@GOTPAGE
Lloh33:
	ldr	x8, [x8, _cg@GOTPAGEOFF]
Lloh34:
	ldr	w9, [x8]
	mov	x8, x23
	ldr	w10, [x8], #4
	tbz	w9, #9, LBB0_28
; %bb.26:                               ;   in Loop: Header=BB0_16 Depth=1
	sub	w10, w10, #2500
	cmp	w9, w10
	ldp	x22, x24, [sp]                  ; 16-byte Folded Reload
	b.gt	LBB0_31
	b	LBB0_29
LBB0_27:                                ;   in Loop: Header=BB0_16 Depth=1
	add	x8, x22, #40
LBB0_28:                                ;   in Loop: Header=BB0_16 Depth=1
	ldp	x22, x24, [sp]                  ; 16-byte Folded Reload
LBB0_29:                                ;   in Loop: Header=BB0_16 Depth=1
	ldr	w0, [x8]
	bl	_CG_StatusHandle
	cbz	x0, LBB0_31
; %bb.30:                               ;   in Loop: Header=BB0_16 Depth=1
	mov	x3, x0
	ldr	w1, [x26]
	mov	x0, x21
	fmov	s0, s10
	mov	x2, x1
	bl	_CG_DrawPic
LBB0_31:                                ;   in Loop: Header=BB0_16 Depth=1
	ldr	w8, [x26]
	add	w8, w21, w8
	add	w1, w8, #1
	ldr	x8, [sp, #16]                   ; 8-byte Folded Reload
	ldr	w8, [x8, #8]
	sub	w8, w8, w1
	scvtf	s0, w8
	scvtf	s14, w1
	fmov	s1, #3.00000000
	fdiv	s15, s0, s1
	fadd	s0, s15, s14
	str	s0, [sp, #28]
	fadd	s11, s10, s9
	add	x21, x25, x27, lsl #6
	ldr	x3, [x21, #8]
	add	x0, sp, #28
	fmov	s0, s11
	fmov	s1, s8
	mov	x2, x24
	mov	w4, #0
	mov	w5, #0
	bl	_CG_Text_Paint_Limit
Lloh35:
	adrp	x8, _CS_LOCATIONS@GOTPAGE
Lloh36:
	ldr	x8, [x8, _CS_LOCATIONS@GOTPAGEOFF]
Lloh37:
	ldr	x8, [x8]
	ldr	x9, [x21, #32]
	add	x0, x9, x8
	bl	_CG_ConfigString
	cbz	x0, LBB0_33
; %bb.32:                               ;   in Loop: Header=BB0_16 Depth=1
	mov	x3, x0
	ldrb	w8, [x0]
	cbnz	w8, LBB0_34
LBB0_33:                                ;   in Loop: Header=BB0_16 Depth=1
Lloh38:
	adrp	x3, l_.str@PAGE
Lloh39:
	add	x3, x3, l_.str@PAGEOFF
LBB0_34:                                ;   in Loop: Header=BB0_16 Depth=1
	fadd	s0, s15, s12
	fadd	s0, s0, s14
	fcvtzs	w1, s0
	ldr	x21, [sp, #16]                  ; 8-byte Folded Reload
	ldr	w8, [x21, #8]
	sub	w8, w8, #4
	scvtf	s0, w8
	str	s0, [sp, #28]
	add	x0, sp, #28
	fmov	s0, s11
	fmov	s1, s8
	mov	x2, x24
	mov	w4, #0
	mov	w5, #0
	bl	_CG_Text_Paint_Limit
	fadd	s10, s13, s10
	fadd	s0, s10, s9
	fadd	s0, s0, s12
	ldr	s1, [x21]
	ldr	s2, [x21, #12]
	fadd	s1, s1, s2
	fcmp	s0, s1
Lloh40:
	adrp	x11, _cgs@GOTPAGE
Lloh41:
	ldr	x11, [x11, _cgs@GOTPAGEOFF]
	mov	x27, x20
	b.le	LBB0_15
LBB0_35:
	ldp	x29, x30, [sp, #176]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #160]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #144]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #128]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #112]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #96]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #80]               ; 16-byte Folded Reload
	ldp	d11, d10, [sp, #64]             ; 16-byte Folded Reload
	ldp	d13, d12, [sp, #48]             ; 16-byte Folded Reload
	ldp	d15, d14, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #192
	ret
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh16, Lloh17
	.loh AdrpLdrGot	Lloh14, Lloh15
	.loh AdrpLdrGot	Lloh18, Lloh19
	.loh AdrpLdrGot	Lloh22, Lloh23
	.loh AdrpLdrGot	Lloh20, Lloh21
	.loh AdrpLdrGotLdr	Lloh27, Lloh28, Lloh29
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.loh AdrpLdrGot	Lloh30, Lloh31
	.loh AdrpLdrGotLdr	Lloh32, Lloh33, Lloh34
	.loh AdrpLdrGotLdr	Lloh35, Lloh36, Lloh37
	.loh AdrpAdd	Lloh38, Lloh39
	.loh AdrpLdrGot	Lloh40, Lloh41
	.cfi_endproc
                                        ; -- End function
	.comm	_numSortedTeamPlayers,4,2       ; @numSortedTeamPlayers
	.comm	_cgs,40,3                       ; @cgs
	.comm	_sortedTeamPlayers,8,3          ; @sortedTeamPlayers
	.comm	_cg,16,3                        ; @cg
	.comm	_PERS_TEAM,8,3                  ; @PERS_TEAM
	.comm	_MAX_LOCATIONS,4,2              ; @MAX_LOCATIONS
	.comm	_CS_LOCATIONS,8,3               ; @CS_LOCATIONS
	.comm	_PW_NUM_POWERUPS,4,2            ; @PW_NUM_POWERUPS
	.comm	_PIC_WIDTH,4,2                  ; @PIC_WIDTH
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"unknown"

	.comm	_cg_weapons,8,3                 ; @cg_weapons
.subsections_via_symbols
