	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_BotUpdateEntityItems           ## -- Begin function BotUpdateEntityItems
	.p2align	4, 0x90
_BotUpdateEntityItems:                  ## @BotUpdateEntityItems
	.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	_levelitems@GOTPCREL(%rip), %rax
	movq	(%rax), %r14
	.p2align	4, 0x90
LBB0_1:                                 ## =>This Inner Loop Header: Depth=1
	testq	%r14, %r14
	je	LBB0_5
## %bb.2:                               ##   in Loop: Header=BB0_1 Depth=1
	movq	%r14, %rbx
	movq	(%r14), %r15
	movq	64(%r14), %r14
	testq	%r15, %r15
	je	LBB0_1
## %bb.3:                               ##   in Loop: Header=BB0_1 Depth=1
	xorl	%eax, %eax
	callq	_AAS_Time
	cmpq	%rax, %r15
	jge	LBB0_1
## %bb.4:                               ##   in Loop: Header=BB0_1 Depth=1
	movq	%rbx, %rdi
	callq	_RemoveLevelItemFromList
	movq	%rbx, %rdi
	callq	_FreeLevelItem
	jmp	LBB0_1
LBB0_5:
	movq	_itemconfig@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)                 ## 8-byte Spill
	testq	%rax, %rax
	je	LBB0_48
## %bb.6:
	xorl	%edi, %edi
	callq	_AAS_NextEntity
	testl	%eax, %eax
	je	LBB0_48
## %bb.7:
	movl	%eax, %r12d
	movq	_ET_ITEM@GOTPCREL(%rip), %r14
	jmp	LBB0_8
LBB0_22:                                ##   in Loop: Header=BB0_8 Depth=1
	callq	_VectorCopy
	movq	16(%rbx), %rax
	movq	24(%rbx), %rdi
	movq	-48(%rbp), %rcx                 ## 8-byte Reload
	movq	8(%rcx), %rcx
	shlq	$4, %rax
	movl	4(%rcx,%rax), %edx
	movl	8(%rcx,%rax), %esi
	movl	48(%rbx), %ecx
	callq	_AAS_BestReachableArea
	movq	%rax, 40(%rbx)
	.p2align	4, 0x90
LBB0_47:                                ##   in Loop: Header=BB0_8 Depth=1
	movl	%r12d, %edi
	callq	_AAS_NextEntity
	movl	%eax, %r12d
	testl	%eax, %eax
	je	LBB0_48
LBB0_8:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_15 Depth 2
                                        ##     Child Loop BB0_29 Depth 2
                                        ##     Child Loop BB0_27 Depth 2
	movl	%r12d, %edi
	callq	_AAS_EntityType
	cmpq	(%r14), %rax
	jne	LBB0_47
## %bb.9:                               ##   in Loop: Header=BB0_8 Depth=1
	movl	%r12d, %edi
	callq	_AAS_EntityModelindex
	testl	%eax, %eax
	je	LBB0_47
## %bb.10:                              ##   in Loop: Header=BB0_8 Depth=1
	movl	%eax, %r15d
	movl	%r12d, %edi
	leaq	-64(%rbp), %rsi
	callq	_AAS_EntityInfo
	movq	-64(%rbp), %rdi
	movq	-56(%rbp), %rsi
	movq	(%rdi), %rax
	cmpq	(%rsi), %rax
	jne	LBB0_47
## %bb.11:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	8(%rdi), %rcx
	cmpq	8(%rsi), %rcx
	jne	LBB0_47
## %bb.12:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	16(%rdi), %rdx
	cmpq	16(%rsi), %rdx
	jne	LBB0_47
## %bb.13:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	_levelitems@GOTPCREL(%rip), %rsi
	movq	(%rsi), %r13
	testq	%r13, %r13
	je	LBB0_25
## %bb.14:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	%r13, %rbx
	jmp	LBB0_15
	.p2align	4, 0x90
LBB0_23:                                ##   in Loop: Header=BB0_15 Depth=2
	movq	64(%rbx), %rbx
	testq	%rbx, %rbx
	je	LBB0_24
LBB0_15:                                ##   Parent Loop BB0_8 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movl	8(%rbx), %esi
	testl	%esi, %esi
	je	LBB0_23
## %bb.16:                              ##   in Loop: Header=BB0_15 Depth=2
	cmpl	%r12d, %esi
	jne	LBB0_23
## %bb.17:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	-48(%rbp), %rsi                 ## 8-byte Reload
	movq	8(%rsi), %r8
	movq	16(%rbx), %rsi
	shlq	$4, %rsi
	cmpl	%r15d, (%r8,%rsi)
	jne	LBB0_18
## %bb.19:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	24(%rbx), %rsi
	cmpq	(%rsi), %rax
	jne	LBB0_22
## %bb.20:                              ##   in Loop: Header=BB0_8 Depth=1
	cmpq	8(%rsi), %rcx
	jne	LBB0_22
## %bb.21:                              ##   in Loop: Header=BB0_8 Depth=1
	cmpq	16(%rsi), %rdx
	jne	LBB0_22
	jmp	LBB0_47
LBB0_18:                                ##   in Loop: Header=BB0_8 Depth=1
	movq	%rbx, %rdi
	callq	_RemoveLevelItemFromList
	movq	%rbx, %rdi
	callq	_FreeLevelItem
	movq	_levelitems@GOTPCREL(%rip), %rax
	movq	(%rax), %r13
LBB0_24:                                ##   in Loop: Header=BB0_8 Depth=1
	testq	%r13, %r13
	movq	_g_gametype@GOTPCREL(%rip), %rbx
	jne	LBB0_29
LBB0_25:                                ##   in Loop: Header=BB0_8 Depth=1
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movl	(%rax), %eax
	testl	%eax, %eax
	jle	LBB0_47
## %bb.26:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	-48(%rbp), %rcx                 ## 8-byte Reload
	movq	8(%rcx), %rcx
	movl	$4, %r13d
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_27:                                ##   Parent Loop BB0_8 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	cmpl	%r15d, -4(%rcx,%r13)
	je	LBB0_43
## %bb.28:                              ##   in Loop: Header=BB0_27 Depth=2
	incq	%rbx
	addq	$16, %r13
	cmpq	%rbx, %rax
	jne	LBB0_27
	jmp	LBB0_47
LBB0_31:                                ##   in Loop: Header=BB0_29 Depth=2
	movq	_IFL_NOTSINGLE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, 32(%r13)
	je	LBB0_37
	.p2align	4, 0x90
LBB0_32:                                ##   in Loop: Header=BB0_29 Depth=2
	movq	64(%r13), %r13
	testq	%r13, %r13
	je	LBB0_25
LBB0_29:                                ##   Parent Loop BB0_8 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	cmpl	$0, 8(%r13)
	jne	LBB0_32
## %bb.30:                              ##   in Loop: Header=BB0_29 Depth=2
	movq	(%rbx), %rax
	movq	_GT_SINGLE_PLAYER@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	je	LBB0_31
## %bb.33:                              ##   in Loop: Header=BB0_29 Depth=2
	movl	32(%r13), %ecx
	movq	_GT_TEAM@GOTPCREL(%rip), %rdx
	cmpq	(%rdx), %rax
	jge	LBB0_34
## %bb.35:                              ##   in Loop: Header=BB0_29 Depth=2
	movq	_IFL_NOTFREE@GOTPCREL(%rip), %rax
	testl	%ecx, (%rax)
	jne	LBB0_32
	jmp	LBB0_37
LBB0_34:                                ##   in Loop: Header=BB0_29 Depth=2
	movq	_IFL_NOTTEAM@GOTPCREL(%rip), %rax
	testl	%ecx, (%rax)
	jne	LBB0_32
LBB0_37:                                ##   in Loop: Header=BB0_29 Depth=2
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movq	8(%rax), %rax
	movq	16(%r13), %rcx
	shlq	$4, %rcx
	cmpl	%r15d, (%rax,%rcx)
	jne	LBB0_32
## %bb.38:                              ##   in Loop: Header=BB0_29 Depth=2
	movq	24(%r13), %rdi
	movq	-64(%rbp), %rsi
	callq	_VectorSubtract
	callq	_VectorLength
	cmpl	$29, %eax
	jg	LBB0_32
## %bb.39:                              ##   in Loop: Header=BB0_8 Depth=1
	movl	%r12d, 8(%r13)
	movq	-64(%rbp), %rdi
	movq	(%rdi), %rax
	movq	24(%r13), %rsi
	cmpq	(%rsi), %rax
	jne	LBB0_42
## %bb.40:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	8(%rdi), %rax
	cmpq	8(%rsi), %rax
	jne	LBB0_42
## %bb.41:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	16(%rdi), %rax
	cmpq	16(%rsi), %rax
	je	LBB0_47
LBB0_42:                                ##   in Loop: Header=BB0_8 Depth=1
	callq	_VectorCopy
	movq	16(%r13), %rax
	movq	24(%r13), %rdi
	movq	-48(%rbp), %rcx                 ## 8-byte Reload
	movq	8(%rcx), %rcx
	shlq	$4, %rax
	movl	4(%rcx,%rax), %edx
	movl	8(%rcx,%rax), %esi
	movl	48(%r13), %ecx
	callq	_AAS_BestReachableArea
	movq	%rax, 40(%r13)
	jmp	LBB0_47
LBB0_43:                                ##   in Loop: Header=BB0_8 Depth=1
	xorl	%eax, %eax
	callq	_AllocLevelItem
	testq	%rax, %rax
	je	LBB0_47
## %bb.44:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	%rax, %r15
	movl	%r12d, 8(%rax)
	movslq	%r12d, %rax
	movq	_numlevelitems@GOTPCREL(%rip), %rcx
	addq	(%rcx), %rax
	movq	%rax, 56(%r15)
	movq	%rbx, 16(%r15)
	movq	-64(%rbp), %rdi
	movq	24(%r15), %rsi
	callq	_VectorCopy
	movq	24(%r15), %rdi
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movq	8(%rax), %rax
	movl	(%rax,%r13), %edx
	movl	4(%rax,%r13), %esi
	movl	48(%r15), %ecx
	callq	_AAS_BestReachableArea
	movq	%rax, 40(%r15)
	movq	%rax, %rdi
	callq	_AAS_AreaJumpPad
	testq	%rax, %rax
	je	LBB0_46
## %bb.45:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	%r15, %rdi
	callq	_FreeLevelItem
	jmp	LBB0_47
LBB0_46:                                ##   in Loop: Header=BB0_8 Depth=1
	xorl	%eax, %eax
	callq	_AAS_Time
	addq	$30, %rax
	movq	%rax, (%r15)
	movq	%r15, %rdi
	callq	_AddLevelItemToList
	jmp	LBB0_47
LBB0_48:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_levelitems,8,3                 ## @levelitems
	.comm	_itemconfig,8,3                 ## @itemconfig
	.comm	_ET_ITEM,8,3                    ## @ET_ITEM
	.comm	_g_gametype,8,3                 ## @g_gametype
	.comm	_GT_SINGLE_PLAYER,8,3           ## @GT_SINGLE_PLAYER
	.comm	_IFL_NOTSINGLE,4,2              ## @IFL_NOTSINGLE
	.comm	_GT_TEAM,8,3                    ## @GT_TEAM
	.comm	_IFL_NOTTEAM,4,2                ## @IFL_NOTTEAM
	.comm	_IFL_NOTFREE,4,2                ## @IFL_NOTFREE
	.comm	_numlevelitems,8,3              ## @numlevelitems
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_BotUpdateEntityItems           ; -- Begin function BotUpdateEntityItems
	.p2align	2
_BotUpdateEntityItems:                  ; @BotUpdateEntityItems
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #112
	.cfi_def_cfa_offset 112
	stp	x28, x27, [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 w27, -88
	.cfi_offset w28, -96
Lloh0:
	adrp	x22, _levelitems@GOTPAGE
Lloh1:
	ldr	x22, [x22, _levelitems@GOTPAGEOFF]
	ldr	x20, [x22]
	cbnz	x20, LBB0_5
LBB0_1:
Lloh2:
	adrp	x8, _itemconfig@GOTPAGE
Lloh3:
	ldr	x8, [x8, _itemconfig@GOTPAGEOFF]
Lloh4:
	ldr	x23, [x8]
	cbz	x23, LBB0_47
; %bb.2:
	mov	w0, #0
	bl	_AAS_NextEntity
	cbz	w0, LBB0_47
; %bb.3:
	mov	x19, x0
Lloh5:
	adrp	x24, _ET_ITEM@GOTPAGE
Lloh6:
	ldr	x24, [x24, _ET_ITEM@GOTPAGEOFF]
Lloh7:
	adrp	x26, _g_gametype@GOTPAGE
Lloh8:
	ldr	x26, [x26, _g_gametype@GOTPAGEOFF]
Lloh9:
	adrp	x27, _GT_SINGLE_PLAYER@GOTPAGE
Lloh10:
	ldr	x27, [x27, _GT_SINGLE_PLAYER@GOTPAGEOFF]
Lloh11:
	adrp	x25, _GT_TEAM@GOTPAGE
Lloh12:
	ldr	x25, [x25, _GT_TEAM@GOTPAGEOFF]
	b	LBB0_10
LBB0_4:                                 ;   in Loop: Header=BB0_5 Depth=1
	cbz	x20, LBB0_1
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	mov	x19, x20
	ldr	x20, [x20, #64]
	ldr	x21, [x19]
	cbz	x21, LBB0_4
; %bb.6:                                ;   in Loop: Header=BB0_5 Depth=1
	bl	_AAS_Time
	cmp	x21, x0
	b.ge	LBB0_4
; %bb.7:                                ;   in Loop: Header=BB0_5 Depth=1
	mov	x0, x19
	bl	_RemoveLevelItemFromList
	mov	x0, x19
	bl	_FreeLevelItem
	b	LBB0_4
LBB0_8:                                 ;   in Loop: Header=BB0_10 Depth=1
	bl	_VectorCopy
	ldr	x8, [x23, #8]
	ldp	x9, x0, [x21, #16]
	add	x8, x8, x9, lsl #4
	ldp	w2, w1, [x8, #4]
	ldr	w3, [x21, #48]
	bl	_AAS_BestReachableArea
	str	x0, [x21, #40]
LBB0_9:                                 ;   in Loop: Header=BB0_10 Depth=1
	mov	x0, x19
	bl	_AAS_NextEntity
	mov	x19, x0
	cbz	w0, LBB0_47
LBB0_10:                                ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_17 Depth 2
                                        ;     Child Loop BB0_30 Depth 2
                                        ;     Child Loop BB0_27 Depth 2
	mov	x0, x19
	bl	_AAS_EntityType
	ldr	x8, [x24]
	cmp	x0, x8
	b.ne	LBB0_9
; %bb.11:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x0, x19
	bl	_AAS_EntityModelindex
	cbz	w0, LBB0_9
; %bb.12:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x20, x0
	mov	x1, sp
	mov	x0, x19
	bl	_AAS_EntityInfo
	ldp	x0, x11, [sp]
	ldr	x8, [x0]
	ldr	x9, [x11]
	cmp	x8, x9
	b.ne	LBB0_9
; %bb.13:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x9, [x0, #8]
	ldr	x10, [x11, #8]
	cmp	x9, x10
	b.ne	LBB0_9
; %bb.14:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x10, [x0, #16]
	ldr	x11, [x11, #16]
	cmp	x10, x11
	b.ne	LBB0_9
; %bb.15:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x28, [x22]
	cbz	x28, LBB0_25
; %bb.16:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x21, x28
LBB0_17:                                ;   Parent Loop BB0_10 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	w11, [x21, #8]
	cmp	w11, #0
	ccmp	w11, w19, #0, ne
	b.eq	LBB0_20
; %bb.18:                               ;   in Loop: Header=BB0_17 Depth=2
	ldr	x21, [x21, #64]
	cbnz	x21, LBB0_17
; %bb.19:                               ;   in Loop: Header=BB0_10 Depth=1
	cbnz	x28, LBB0_30
	b	LBB0_25
LBB0_20:                                ;   in Loop: Header=BB0_10 Depth=1
	ldr	x11, [x23, #8]
	ldr	x12, [x21, #16]
	lsl	x12, x12, #4
	ldr	w11, [x11, x12]
	cmp	w11, w20
	b.ne	LBB0_24
; %bb.21:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x1, [x21, #24]
	ldr	x11, [x1]
	cmp	x8, x11
	b.ne	LBB0_8
; %bb.22:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x8, [x1, #8]
	cmp	x9, x8
	b.ne	LBB0_8
; %bb.23:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x8, [x1, #16]
	cmp	x10, x8
	b.ne	LBB0_8
	b	LBB0_9
LBB0_24:                                ;   in Loop: Header=BB0_10 Depth=1
	mov	x0, x21
	bl	_RemoveLevelItemFromList
	mov	x0, x21
	bl	_FreeLevelItem
	ldr	x28, [x22]
	cbnz	x28, LBB0_30
LBB0_25:                                ;   in Loop: Header=BB0_10 Depth=1
	ldr	w8, [x23]
	cmp	w8, #1
	b.lt	LBB0_9
; %bb.26:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x28, #0
	ldr	x9, [x23, #8]
	mov	w21, #4
LBB0_27:                                ;   Parent Loop BB0_10 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	add	x10, x9, x21
	ldur	w10, [x10, #-4]
	cmp	w10, w20
	b.eq	LBB0_43
; %bb.28:                               ;   in Loop: Header=BB0_27 Depth=2
	add	x28, x28, #1
	add	x21, x21, #16
	cmp	x8, x28
	b.ne	LBB0_27
	b	LBB0_9
LBB0_29:                                ;   in Loop: Header=BB0_30 Depth=2
	ldr	x28, [x28, #64]
	cbz	x28, LBB0_25
LBB0_30:                                ;   Parent Loop BB0_10 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	w8, [x28, #8]
	cbnz	w8, LBB0_29
; %bb.31:                               ;   in Loop: Header=BB0_30 Depth=2
	ldr	x9, [x26]
	ldr	x8, [x27]
	cmp	x9, x8
	b.ne	LBB0_33
; %bb.32:                               ;   in Loop: Header=BB0_30 Depth=2
	ldr	w8, [x28, #32]
Lloh13:
	adrp	x9, _IFL_NOTSINGLE@GOTPAGE
Lloh14:
	ldr	x9, [x9, _IFL_NOTSINGLE@GOTPAGEOFF]
	b	LBB0_36
LBB0_33:                                ;   in Loop: Header=BB0_30 Depth=2
	ldr	x10, [x25]
	ldr	w8, [x28, #32]
	cmp	x9, x10
	b.ge	LBB0_35
; %bb.34:                               ;   in Loop: Header=BB0_30 Depth=2
Lloh15:
	adrp	x9, _IFL_NOTFREE@GOTPAGE
Lloh16:
	ldr	x9, [x9, _IFL_NOTFREE@GOTPAGEOFF]
	b	LBB0_36
LBB0_35:                                ;   in Loop: Header=BB0_30 Depth=2
Lloh17:
	adrp	x9, _IFL_NOTTEAM@GOTPAGE
Lloh18:
	ldr	x9, [x9, _IFL_NOTTEAM@GOTPAGEOFF]
LBB0_36:                                ;   in Loop: Header=BB0_30 Depth=2
	ldr	w9, [x9]
	tst	w9, w8
	b.ne	LBB0_29
; %bb.37:                               ;   in Loop: Header=BB0_30 Depth=2
	ldr	x8, [x23, #8]
	ldr	x9, [x28, #16]
	lsl	x9, x9, #4
	ldr	w8, [x8, x9]
	cmp	w8, w20
	b.ne	LBB0_29
; %bb.38:                               ;   in Loop: Header=BB0_30 Depth=2
	ldr	x0, [x28, #24]
	ldr	x1, [sp]
	bl	_VectorSubtract
	bl	_VectorLength
	cmp	w0, #29
	b.gt	LBB0_29
; %bb.39:                               ;   in Loop: Header=BB0_10 Depth=1
	str	w19, [x28, #8]
	ldr	x0, [sp]
	ldr	x8, [x0]
	ldr	x1, [x28, #24]
	ldr	x9, [x1]
	cmp	x8, x9
	b.ne	LBB0_42
; %bb.40:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x8, [x0, #8]
	ldr	x9, [x1, #8]
	cmp	x8, x9
	b.ne	LBB0_42
; %bb.41:                               ;   in Loop: Header=BB0_10 Depth=1
	ldr	x8, [x0, #16]
	ldr	x9, [x1, #16]
	cmp	x8, x9
	b.eq	LBB0_9
LBB0_42:                                ;   in Loop: Header=BB0_10 Depth=1
	bl	_VectorCopy
	ldr	x8, [x23, #8]
	ldp	x9, x0, [x28, #16]
	add	x8, x8, x9, lsl #4
	ldp	w2, w1, [x8, #4]
	ldr	w3, [x28, #48]
	bl	_AAS_BestReachableArea
	str	x0, [x28, #40]
	b	LBB0_9
LBB0_43:                                ;   in Loop: Header=BB0_10 Depth=1
	bl	_AllocLevelItem
	cbz	x0, LBB0_9
; %bb.44:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x20, x0
	str	w19, [x0, #8]
Lloh19:
	adrp	x8, _numlevelitems@GOTPAGE
Lloh20:
	ldr	x8, [x8, _numlevelitems@GOTPAGEOFF]
Lloh21:
	ldr	x8, [x8]
	add	x8, x8, w19, sxtw
	str	x8, [x0, #56]
	str	x28, [x0, #16]
	ldr	x0, [sp]
	ldr	x1, [x20, #24]
	bl	_VectorCopy
	ldr	x0, [x20, #24]
	ldr	x8, [x23, #8]
	add	x8, x8, x21
	ldp	w2, w1, [x8]
	ldr	w3, [x20, #48]
	bl	_AAS_BestReachableArea
	str	x0, [x20, #40]
	bl	_AAS_AreaJumpPad
	cbz	x0, LBB0_46
; %bb.45:                               ;   in Loop: Header=BB0_10 Depth=1
	mov	x0, x20
	bl	_FreeLevelItem
	b	LBB0_9
LBB0_46:                                ;   in Loop: Header=BB0_10 Depth=1
	bl	_AAS_Time
	add	x8, x0, #30
	str	x8, [x20]
	mov	x0, x20
	bl	_AddLevelItemToList
	b	LBB0_9
LBB0_47:
	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	x28, x27, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #112
	ret
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpLdrGot	Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh15, Lloh16
	.loh AdrpLdrGot	Lloh17, Lloh18
	.loh AdrpLdrGotLdr	Lloh19, Lloh20, Lloh21
	.cfi_endproc
                                        ; -- End function
	.comm	_levelitems,8,3                 ; @levelitems
	.comm	_itemconfig,8,3                 ; @itemconfig
	.comm	_ET_ITEM,8,3                    ; @ET_ITEM
	.comm	_g_gametype,8,3                 ; @g_gametype
	.comm	_GT_SINGLE_PLAYER,8,3           ; @GT_SINGLE_PLAYER
	.comm	_IFL_NOTSINGLE,4,2              ; @IFL_NOTSINGLE
	.comm	_GT_TEAM,8,3                    ; @GT_TEAM
	.comm	_IFL_NOTTEAM,4,2                ; @IFL_NOTTEAM
	.comm	_IFL_NOTFREE,4,2                ; @IFL_NOTFREE
	.comm	_numlevelitems,8,3              ; @numlevelitems
.subsections_via_symbols
