	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_player_crosshair_distance      ## -- Begin function player_crosshair_distance
	.p2align	4, 0x90
_player_crosshair_distance:             ## @player_crosshair_distance
	.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	$16, %rsp
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	movq	%rsi, %r14
	movq	%rdi, %rbx
	callq	_player_player_distance
	movss	%xmm0, -20(%rbp)                ## 4-byte Spill
	movl	12(%rbx), %esi
	movl	16(%rbx), %edi
	leaq	-32(%rbp), %rdx
	leaq	-28(%rbp), %rcx
	leaq	-24(%rbp), %r8
	callq	_get_sight_vector
	movss	-32(%rbp), %xmm0                ## xmm0 = mem[0],zero,zero,zero
	movss	-20(%rbp), %xmm2                ## 4-byte Reload
                                        ## xmm2 = mem[0],zero,zero,zero
	mulss	%xmm2, %xmm0
	movss	-28(%rbp), %xmm1                ## xmm1 = mem[0],zero,zero,zero
	mulss	%xmm2, %xmm1
	mulss	-24(%rbp), %xmm2
	addss	(%rbx), %xmm0
	addss	4(%rbx), %xmm1
	addss	8(%rbx), %xmm2
	movaps	%xmm2, %xmm3
	movss	(%r14), %xmm2                   ## xmm2 = mem[0],zero,zero,zero
	subss	%xmm0, %xmm2
	movss	4(%r14), %xmm0                  ## xmm0 = mem[0],zero,zero,zero
	subss	%xmm1, %xmm0
	movss	8(%r14), %xmm1                  ## xmm1 = mem[0],zero,zero,zero
	subss	%xmm3, %xmm1
	mulss	%xmm0, %xmm0
	mulss	%xmm2, %xmm2
	addss	%xmm0, %xmm2
	mulss	%xmm1, %xmm1
	addss	%xmm2, %xmm1
	xorps	%xmm0, %xmm0
	sqrtss	%xmm1, %xmm0
	addq	$16, %rsp
	popq	%rbx
	popq	%r14
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_player_crosshair_distance      ; -- Begin function player_crosshair_distance
	.p2align	2
_player_crosshair_distance:             ; @player_crosshair_distance
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #64
	.cfi_def_cfa_offset 64
	stp	d9, d8, [sp, #16]               ; 16-byte Folded Spill
	stp	x20, x19, [sp, #32]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #48]             ; 16-byte Folded Spill
	add	x29, sp, #48
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	.cfi_offset b8, -40
	.cfi_offset b9, -48
	mov	x19, x1
	mov	x20, x0
	bl	_player_player_distance
	fmov	s8, s0
	ldp	w1, w0, [x20, #12]
	add	x2, sp, #12
	add	x3, sp, #8
	add	x4, sp, #4
	bl	_get_sight_vector
	ldp	s1, s0, [sp, #8]
	fmul	s0, s8, s0
	fmul	s1, s8, s1
	ldr	s2, [sp, #4]
	fmul	s2, s8, s2
	ldp	s3, s4, [x20]
	fadd	s0, s0, s3
	fadd	s1, s1, s4
	ldr	s3, [x20, #8]
	fadd	s2, s2, s3
	ldp	s3, s4, [x19]
	fsub	s0, s3, s0
	fsub	s1, s4, s1
	ldr	s3, [x19, #8]
	fsub	s2, s3, s2
	fmul	s1, s1, s1
	fmadd	s0, s0, s0, s1
	fmadd	s0, s2, s2, s0
	fsqrt	s0, s0
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #16]               ; 16-byte Folded Reload
	add	sp, sp, #64
	ret
	.cfi_endproc
                                        ; -- End function
.subsections_via_symbols
