	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function Pickup_Powerup
LCPI0_0:
	.long	0x43400000                      ## float 192
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3
LCPI0_1:
	.quad	0x3fd999999999999a              ## double 0.40000000000000002
LCPI0_2:
	.quad	0x3ff0000000000000              ## double 1
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_Pickup_Powerup
	.p2align	4, 0x90
_Pickup_Powerup:                        ## @Pickup_Powerup
	.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	%rsi, %r10
	movq	8(%rsi), %rax
	movq	(%rax), %r9
	movq	16(%rdi), %r8
	movq	(%r8), %rdx
	movl	(%r9,%rdx,4), %ecx
	testl	%ecx, %ecx
	jne	LBB0_2
## %bb.1:
	movq	_level@GOTPCREL(%rip), %rcx
	movslq	(%rcx), %rcx
	imulq	$274877907, %rcx, %rbx          ## imm = 0x10624DD3
	movq	%rbx, %rsi
	shrq	$63, %rsi
	sarq	$38, %rbx
	addl	%esi, %ebx
	imull	$1000, %ebx, %ecx               ## imm = 0x3E8
	movl	%ecx, (%r9,%rdx,4)
LBB0_2:
	movq	%rdi, -48(%rbp)                 ## 8-byte Spill
	movl	(%rdi), %ebx
	testl	%ebx, %ebx
	jne	LBB0_4
## %bb.3:
	movl	8(%r8), %ebx
LBB0_4:
	imull	$1000, %ebx, %esi               ## imm = 0x3E8
	addl	%esi, %ecx
	movl	%ecx, (%r9,%rdx,4)
	movq	_level@GOTPCREL(%rip), %r13
	cmpl	$0, 4(%r13)
	jle	LBB0_17
## %bb.5:
	movl	$1, %ebx
	xorl	%r15d, %r15d
	movq	_CON_DISCONNECTED@GOTPCREL(%rip), %rsi
	.p2align	4, 0x90
LBB0_6:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%r13), %r14
	leaq	(%r14,%r15), %rcx
	cmpq	%rax, %rcx
	je	LBB0_15
## %bb.7:                               ##   in Loop: Header=BB0_6 Depth=1
	movq	40(%r14,%r15), %rcx
	cmpq	(%rsi), %rcx
	je	LBB0_15
## %bb.8:                               ##   in Loop: Header=BB0_6 Depth=1
	movq	8(%r14,%r15), %rcx
	movq	_STAT_HEALTH@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	cmpq	$0, (%rcx,%rdx,8)
	jle	LBB0_15
## %bb.9:                               ##   in Loop: Header=BB0_6 Depth=1
	movq	_g_gametype@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	_GT_TEAM@GOTPCREL(%rip), %rdx
	cmpq	(%rdx), %rcx
	jl	LBB0_11
## %bb.10:                              ##   in Loop: Header=BB0_6 Depth=1
	movq	32(%rax), %rax
	cmpq	32(%r14,%r15), %rax
	je	LBB0_15
LBB0_11:                                ##   in Loop: Header=BB0_6 Depth=1
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movl	4(%rax), %edi
	movl	24(%r14,%r15), %esi
	movq	%r10, %r12
	callq	_VectorSubtract
	callq	_VectorNormalize
	movq	%r12, %r10
	movq	_CON_DISCONNECTED@GOTPCREL(%rip), %rsi
	ucomiss	LCPI0_0(%rip), %xmm0
	ja	LBB0_15
## %bb.12:                              ##   in Loop: Header=BB0_6 Depth=1
	movl	28(%r14,%r15), %edi
	xorl	%edx, %edx
	xorl	%ecx, %ecx
	callq	_AngleVectors
	callq	_DotProduct
	movq	%r12, %r10
	movq	_CON_DISCONNECTED@GOTPCREL(%rip), %rsi
	movsd	LCPI0_1(%rip), %xmm1            ## xmm1 = mem[0],zero
	ucomisd	%xmm0, %xmm1
	ja	LBB0_15
## %bb.13:                              ##   in Loop: Header=BB0_6 Depth=1
	movl	24(%r14,%r15), %esi
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movl	4(%rax), %r8d
	movq	_ENTITYNUM_NONE@GOTPCREL(%rip), %rax
	movl	(%rax), %r9d
	movq	_CONTENTS_SOLID@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, (%rsp)
	leaq	-56(%rbp), %rdi
	xorl	%edx, %edx
	xorl	%ecx, %ecx
	callq	_trap_Trace
	movq	%r12, %r10
	movq	_CON_DISCONNECTED@GOTPCREL(%rip), %rsi
	movsd	-56(%rbp), %xmm0                ## xmm0 = mem[0],zero
	ucomisd	LCPI0_2(%rip), %xmm0
	jne	LBB0_15
	jp	LBB0_15
## %bb.14:                              ##   in Loop: Header=BB0_6 Depth=1
	movq	_PLAYEREVENT_DENIEDREWARD@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	16(%r14,%r15), %rcx
	movq	_PERS_PLAYEREVENTS@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	xorl	%eax, (%rcx,%rdx,4)
	.p2align	4, 0x90
LBB0_15:                                ##   in Loop: Header=BB0_6 Depth=1
	movslq	4(%r13), %rax
	cmpq	%rax, %rbx
	jge	LBB0_17
## %bb.16:                              ##   in Loop: Header=BB0_6 Depth=1
	movq	8(%r10), %rax
	addq	$48, %r15
	incq	%rbx
	jmp	LBB0_6
LBB0_17:
	movq	_RESPAWN_POWERUP@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_level,16,3                     ## @level
	.comm	_CON_DISCONNECTED,8,3           ## @CON_DISCONNECTED
	.comm	_STAT_HEALTH,8,3                ## @STAT_HEALTH
	.comm	_g_gametype,8,3                 ## @g_gametype
	.comm	_GT_TEAM,8,3                    ## @GT_TEAM
	.comm	_ENTITYNUM_NONE,4,2             ## @ENTITYNUM_NONE
	.comm	_CONTENTS_SOLID,4,2             ## @CONTENTS_SOLID
	.comm	_PLAYEREVENT_DENIEDREWARD,4,2   ## @PLAYEREVENT_DENIEDREWARD
	.comm	_PERS_PLAYEREVENTS,8,3          ## @PERS_PLAYEREVENTS
	.comm	_RESPAWN_POWERUP,4,2            ## @RESPAWN_POWERUP
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_Pickup_Powerup                 ; -- Begin function Pickup_Powerup
	.p2align	2
_Pickup_Powerup:                        ; @Pickup_Powerup
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #128
	.cfi_def_cfa_offset 128
	stp	d9, d8, [sp, #16]               ; 16-byte Folded Spill
	stp	x28, x27, [sp, #32]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #48]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #64]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #80]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #96]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #112]            ; 16-byte Folded Spill
	add	x29, sp, #112
	.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
	mov	x19, x1
	mov	x20, x0
	ldr	x8, [x1, #8]
	ldr	x9, [x8]
	ldr	x11, [x0, #16]
	ldr	x10, [x11]
	ldr	w12, [x9, x10, lsl #2]
Lloh0:
	adrp	x21, _level@GOTPAGE
Lloh1:
	ldr	x21, [x21, _level@GOTPAGEOFF]
	cbz	w12, LBB0_16
; %bb.1:
	ldr	w13, [x20]
	cbz	w13, LBB0_17
LBB0_2:
	mov	w11, #1000
	madd	w11, w13, w11, w12
	str	w11, [x9, x10, lsl #2]
	ldr	w9, [x21, #4]
	cmp	w9, #1
	b.lt	LBB0_15
; %bb.3:
	mov	x22, #0
Lloh2:
	adrp	x23, _CON_DISCONNECTED@GOTPAGE
Lloh3:
	ldr	x23, [x23, _CON_DISCONNECTED@GOTPAGEOFF]
Lloh4:
	adrp	x24, _STAT_HEALTH@GOTPAGE
Lloh5:
	ldr	x24, [x24, _STAT_HEALTH@GOTPAGEOFF]
Lloh6:
	adrp	x26, _GT_TEAM@GOTPAGE
Lloh7:
	ldr	x26, [x26, _GT_TEAM@GOTPAGEOFF]
	mov	w27, #1
	fmov	d8, #1.00000000
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x28, [x21, #8]
	add	x9, x28, x22
	cmp	x9, x8
	b.eq	LBB0_13
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x9, [x9, #40]
	ldr	x10, [x23]
	cmp	x9, x10
	b.eq	LBB0_13
; %bb.6:                                ;   in Loop: Header=BB0_4 Depth=1
	add	x9, x28, x22
	ldr	x9, [x9, #8]
	ldr	x10, [x24]
	ldr	x9, [x9, x10, lsl #3]
	cmp	x9, #1
	b.lt	LBB0_13
; %bb.7:                                ;   in Loop: Header=BB0_4 Depth=1
Lloh8:
	adrp	x9, _g_gametype@GOTPAGE
Lloh9:
	ldr	x9, [x9, _g_gametype@GOTPAGEOFF]
Lloh10:
	ldr	x9, [x9]
	ldr	x10, [x26]
	cmp	x9, x10
	b.lt	LBB0_9
; %bb.8:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x8, [x8, #32]
	add	x9, x28, x22
	ldr	x9, [x9, #32]
	cmp	x8, x9
	b.eq	LBB0_13
LBB0_9:                                 ;   in Loop: Header=BB0_4 Depth=1
	ldr	w0, [x20, #4]
	add	x25, x28, x22
	ldr	w1, [x25, #24]
	bl	_VectorSubtract
	bl	_VectorNormalize
	mov	w8, #1128267776
	fmov	s1, w8
	fcmp	s0, s1
	b.gt	LBB0_13
; %bb.10:                               ;   in Loop: Header=BB0_4 Depth=1
	ldr	w0, [x25, #28]
	mov	x2, #0
	mov	x3, #0
	bl	_AngleVectors
	bl	_DotProduct
	mov	x8, #-7378697629483820647
	movk	x8, #39322
	movk	x8, #16345, lsl #48
	fmov	d1, x8
	fcmp	d0, d1
	b.mi	LBB0_13
; %bb.11:                               ;   in Loop: Header=BB0_4 Depth=1
	ldr	w1, [x25, #24]
	ldr	w4, [x20, #4]
Lloh11:
	adrp	x8, _ENTITYNUM_NONE@GOTPAGE
Lloh12:
	ldr	x8, [x8, _ENTITYNUM_NONE@GOTPAGEOFF]
Lloh13:
	ldr	w5, [x8]
Lloh14:
	adrp	x8, _CONTENTS_SOLID@GOTPAGE
Lloh15:
	ldr	x8, [x8, _CONTENTS_SOLID@GOTPAGEOFF]
Lloh16:
	ldr	w6, [x8]
	add	x0, sp, #8
	mov	x2, #0
	mov	x3, #0
	bl	_trap_Trace
	ldr	d0, [sp, #8]
	fcmp	d0, d8
	b.ne	LBB0_13
; %bb.12:                               ;   in Loop: Header=BB0_4 Depth=1
Lloh17:
	adrp	x8, _PLAYEREVENT_DENIEDREWARD@GOTPAGE
Lloh18:
	ldr	x8, [x8, _PLAYEREVENT_DENIEDREWARD@GOTPAGEOFF]
Lloh19:
	ldr	w8, [x8]
	add	x9, x28, x22
	ldr	x9, [x9, #16]
Lloh20:
	adrp	x10, _PERS_PLAYEREVENTS@GOTPAGE
Lloh21:
	ldr	x10, [x10, _PERS_PLAYEREVENTS@GOTPAGEOFF]
Lloh22:
	ldr	x10, [x10]
	lsl	x10, x10, #2
	ldr	w11, [x9, x10]
	eor	w8, w11, w8
	str	w8, [x9, x10]
LBB0_13:                                ;   in Loop: Header=BB0_4 Depth=1
	ldrsw	x8, [x21, #4]
	cmp	x27, x8
	b.ge	LBB0_15
; %bb.14:                               ;   in Loop: Header=BB0_4 Depth=1
	ldr	x8, [x19, #8]
	add	x22, x22, #48
	add	x27, x27, #1
	b	LBB0_4
LBB0_15:
Lloh23:
	adrp	x8, _RESPAWN_POWERUP@GOTPAGE
Lloh24:
	ldr	x8, [x8, _RESPAWN_POWERUP@GOTPAGEOFF]
Lloh25:
	ldr	w0, [x8]
	ldp	x29, x30, [sp, #112]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #96]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #80]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #64]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #48]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #32]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #16]               ; 16-byte Folded Reload
	add	sp, sp, #128
	ret
LBB0_16:
	ldrsw	x12, [x21]
	mov	w13, #19923
	movk	w13, #4194, lsl #16
	mul	x12, x12, x13
	lsr	x13, x12, #63
	asr	x12, x12, #38
	add	w12, w12, w13
	mov	w13, #1000
	mul	w12, w12, w13
	str	w12, [x9, x10, lsl #2]
	ldr	w13, [x20]
	cbnz	w13, LBB0_2
LBB0_17:
	ldr	w13, [x11, #8]
	b	LBB0_2
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh16
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh25
	.cfi_endproc
                                        ; -- End function
	.comm	_level,16,3                     ; @level
	.comm	_CON_DISCONNECTED,8,3           ; @CON_DISCONNECTED
	.comm	_STAT_HEALTH,8,3                ; @STAT_HEALTH
	.comm	_g_gametype,8,3                 ; @g_gametype
	.comm	_GT_TEAM,8,3                    ; @GT_TEAM
	.comm	_ENTITYNUM_NONE,4,2             ; @ENTITYNUM_NONE
	.comm	_CONTENTS_SOLID,4,2             ; @CONTENTS_SOLID
	.comm	_PLAYEREVENT_DENIEDREWARD,4,2   ; @PLAYEREVENT_DENIEDREWARD
	.comm	_PERS_PLAYEREVENTS,8,3          ; @PERS_PLAYEREVENTS
	.comm	_RESPAWN_POWERUP,4,2            ; @RESPAWN_POWERUP
.subsections_via_symbols
