	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_AM_drawPlayers                 ## -- Begin function AM_drawPlayers
	.p2align	4, 0x90
_AM_drawPlayers:                        ## @AM_drawPlayers
	.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
	movq	_netgame@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	je	LBB0_12
## %bb.1:
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	movl	(%rax), %r8d
	testl	%r8d, %r8d
	jle	LBB0_11
## %bb.2:
	leaq	_AM_drawPlayers.their_colors(%rip), %r15
	xorl	%ebx, %ebx
	movq	_players@GOTPCREL(%rip), %r13
	movq	_deathmatch@GOTPCREL(%rip), %rax
	movq	_singledemo@GOTPCREL(%rip), %r12
	movq	_plr@GOTPCREL(%rip), %r9
	xorl	%r14d, %r14d
	jmp	LBB0_3
	.p2align	4, 0x90
LBB0_9:                                 ##   in Loop: Header=BB0_3 Depth=1
	movq	_player_arrow@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movq	_NUMPLYRLINES@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	(%rcx,%rbx), %rax
	movl	8(%rax), %ecx
	movl	(%rax), %edx
	movl	4(%rax), %r9d
	movl	%edx, (%rsp)
	xorl	%edx, %edx
	callq	_AM_drawLineCharacter
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	movl	(%rax), %r8d
	movq	_deathmatch@GOTPCREL(%rip), %rax
	movq	_plr@GOTPCREL(%rip), %r9
LBB0_10:                                ##   in Loop: Header=BB0_3 Depth=1
	incq	%r14
	movslq	%r8d, %rcx
	addq	$16, %rbx
	addq	$4, %r15
	cmpq	%rcx, %r14
	jge	LBB0_11
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movq	(%r13), %rcx
	cmpq	$0, (%rax)
	je	LBB0_6
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	cmpl	$0, (%r12)
	jne	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_3 Depth=1
	leaq	(%rcx,%rbx), %rdx
	cmpq	(%r9), %rdx
	jne	LBB0_10
LBB0_6:                                 ##   in Loop: Header=BB0_3 Depth=1
	movq	_playeringame@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	cmpl	$0, (%rdx,%r14,4)
	je	LBB0_10
## %bb.7:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	8(%rcx,%rbx), %rax
	movq	_pw_invisibility@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	movl	$246, %r8d
	cmpq	$0, (%rax,%rdx,8)
	jne	LBB0_9
## %bb.8:                               ##   in Loop: Header=BB0_3 Depth=1
	movl	(%r15), %r8d
	jmp	LBB0_9
LBB0_12:
	movq	_cheating@GOTPCREL(%rip), %rax
	cmpq	$0, (%rax)
	je	LBB0_15
## %bb.13:
	movq	_cheat_player_arrow@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movq	_NUMCHEATPLYRLINES@GOTPCREL(%rip), %rax
	jmp	LBB0_14
LBB0_15:
	movq	_player_arrow@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movq	_NUMPLYRLINES@GOTPCREL(%rip), %rax
LBB0_14:
	movl	(%rax), %esi
	movq	_plr@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	(%rax), %rax
	movl	8(%rax), %ecx
	movq	_WHITE@GOTPCREL(%rip), %rdx
	movl	(%rdx), %r8d
	movl	(%rax), %edx
	movl	4(%rax), %r9d
	movl	%edx, (%rsp)
	xorl	%edx, %edx
	callq	_AM_drawLineCharacter
LBB0_11:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__const
	.p2align	4                               ## @AM_drawPlayers.their_colors
_AM_drawPlayers.their_colors:
	.long	129                             ## 0x81
	.long	130                             ## 0x82
	.long	131                             ## 0x83
	.long	128                             ## 0x80

	.comm	_netgame,4,2                    ## @netgame
	.comm	_cheating,8,3                   ## @cheating
	.comm	_cheat_player_arrow,4,2         ## @cheat_player_arrow
	.comm	_NUMCHEATPLYRLINES,4,2          ## @NUMCHEATPLYRLINES
	.comm	_plr,8,3                        ## @plr
	.comm	_WHITE,4,2                      ## @WHITE
	.comm	_player_arrow,4,2               ## @player_arrow
	.comm	_NUMPLYRLINES,4,2               ## @NUMPLYRLINES
	.comm	_MAXPLAYERS,4,2                 ## @MAXPLAYERS
	.comm	_players,8,3                    ## @players
	.comm	_deathmatch,8,3                 ## @deathmatch
	.comm	_singledemo,4,2                 ## @singledemo
	.comm	_playeringame,8,3               ## @playeringame
	.comm	_pw_invisibility,8,3            ## @pw_invisibility
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_AM_drawPlayers                 ; -- Begin function AM_drawPlayers
	.p2align	2
_AM_drawPlayers:                        ; @AM_drawPlayers
	.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
Lloh0:
	adrp	x8, _netgame@GOTPAGE
Lloh1:
	ldr	x8, [x8, _netgame@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
	cbz	w8, LBB0_11
; %bb.1:
Lloh3:
	adrp	x19, _MAXPLAYERS@GOTPAGE
Lloh4:
	ldr	x19, [x19, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w8, [x19]
	cmp	w8, #1
	b.lt	LBB0_10
; %bb.2:
	mov	x20, #0
	mov	x21, #0
Lloh5:
	adrp	x22, _players@GOTPAGE
Lloh6:
	ldr	x22, [x22, _players@GOTPAGEOFF]
Lloh7:
	adrp	x23, _deathmatch@GOTPAGE
Lloh8:
	ldr	x23, [x23, _deathmatch@GOTPAGEOFF]
Lloh9:
	adrp	x24, _singledemo@GOTPAGE
Lloh10:
	ldr	x24, [x24, _singledemo@GOTPAGEOFF]
Lloh11:
	adrp	x25, _plr@GOTPAGE
Lloh12:
	ldr	x25, [x25, _plr@GOTPAGEOFF]
Lloh13:
	adrp	x26, _playeringame@GOTPAGE
Lloh14:
	ldr	x26, [x26, _playeringame@GOTPAGEOFF]
Lloh15:
	adrp	x28, _player_arrow@GOTPAGE
Lloh16:
	ldr	x28, [x28, _player_arrow@GOTPAGEOFF]
Lloh17:
	adrp	x27, _NUMPLYRLINES@GOTPAGE
Lloh18:
	ldr	x27, [x27, _NUMPLYRLINES@GOTPAGEOFF]
	b	LBB0_6
LBB0_3:                                 ;   in Loop: Header=BB0_6 Depth=1
Lloh19:
	adrp	x8, _AM_drawPlayers.their_colors@PAGE
Lloh20:
	add	x8, x8, _AM_drawPlayers.their_colors@PAGEOFF
	ldr	w4, [x8, x21, lsl #2]
LBB0_4:                                 ;   in Loop: Header=BB0_6 Depth=1
	ldr	w0, [x28]
	ldr	w1, [x27]
	ldr	x8, [x9, x20]
	ldp	w5, w3, [x8, #4]
	ldr	w6, [x8]
	mov	w2, #0
	bl	_AM_drawLineCharacter
	ldr	w8, [x19]
LBB0_5:                                 ;   in Loop: Header=BB0_6 Depth=1
	add	x21, x21, #1
	add	x20, x20, #16
	cmp	x21, w8, sxtw
	b.ge	LBB0_10
LBB0_6:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x22]
	add	x10, x9, x20
	ldr	x11, [x23]
	ldr	w12, [x24]
	ldr	x13, [x25]
	cmp	x11, #0
	ccmp	w12, #0, #0, ne
	ccmp	x10, x13, #4, eq
	b.ne	LBB0_5
; %bb.7:                                ;   in Loop: Header=BB0_6 Depth=1
	ldr	x10, [x26]
	ldr	w10, [x10, x21, lsl #2]
	cbz	w10, LBB0_5
; %bb.8:                                ;   in Loop: Header=BB0_6 Depth=1
	add	x8, x9, x20
	ldr	x8, [x8, #8]
Lloh21:
	adrp	x10, _pw_invisibility@GOTPAGE
Lloh22:
	ldr	x10, [x10, _pw_invisibility@GOTPAGEOFF]
Lloh23:
	ldr	x10, [x10]
	ldr	x8, [x8, x10, lsl #3]
	cbz	x8, LBB0_3
; %bb.9:                                ;   in Loop: Header=BB0_6 Depth=1
	mov	w4, #246
	b	LBB0_4
LBB0_10:
	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
LBB0_11:
Lloh24:
	adrp	x8, _cheating@GOTPAGE
Lloh25:
	ldr	x8, [x8, _cheating@GOTPAGEOFF]
Lloh26:
	ldr	x8, [x8]
	cbz	x8, LBB0_13
; %bb.12:
Lloh27:
	adrp	x8, _cheat_player_arrow@GOTPAGE
Lloh28:
	ldr	x8, [x8, _cheat_player_arrow@GOTPAGEOFF]
Lloh29:
	ldr	w0, [x8]
Lloh30:
	adrp	x8, _NUMCHEATPLYRLINES@GOTPAGE
Lloh31:
	ldr	x8, [x8, _NUMCHEATPLYRLINES@GOTPAGEOFF]
	b	LBB0_14
LBB0_13:
Lloh32:
	adrp	x8, _player_arrow@GOTPAGE
Lloh33:
	ldr	x8, [x8, _player_arrow@GOTPAGEOFF]
Lloh34:
	ldr	w0, [x8]
Lloh35:
	adrp	x8, _NUMPLYRLINES@GOTPAGE
Lloh36:
	ldr	x8, [x8, _NUMPLYRLINES@GOTPAGEOFF]
LBB0_14:
	ldr	w1, [x8]
Lloh37:
	adrp	x8, _plr@GOTPAGE
Lloh38:
	ldr	x8, [x8, _plr@GOTPAGEOFF]
Lloh39:
	ldr	x8, [x8]
	ldr	x8, [x8]
	ldp	w5, w3, [x8, #4]
Lloh40:
	adrp	x9, _WHITE@GOTPAGE
Lloh41:
	ldr	x9, [x9, _WHITE@GOTPAGEOFF]
Lloh42:
	ldr	w4, [x9]
	ldr	w6, [x8]
	mov	w2, #0
	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
	b	_AM_drawLineCharacter
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGot	Lloh17, Lloh18
	.loh AdrpLdrGot	Lloh15, Lloh16
	.loh AdrpLdrGot	Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpLdrGotLdr	Lloh24, Lloh25, Lloh26
	.loh AdrpLdrGot	Lloh30, Lloh31
	.loh AdrpLdrGotLdr	Lloh27, Lloh28, Lloh29
	.loh AdrpLdrGot	Lloh35, Lloh36
	.loh AdrpLdrGotLdr	Lloh32, Lloh33, Lloh34
	.loh AdrpLdrGotLdr	Lloh40, Lloh41, Lloh42
	.loh AdrpLdrGotLdr	Lloh37, Lloh38, Lloh39
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__const
	.p2align	2                               ; @AM_drawPlayers.their_colors
_AM_drawPlayers.their_colors:
	.long	129                             ; 0x81
	.long	130                             ; 0x82
	.long	131                             ; 0x83
	.long	128                             ; 0x80

	.comm	_netgame,4,2                    ; @netgame
	.comm	_cheating,8,3                   ; @cheating
	.comm	_cheat_player_arrow,4,2         ; @cheat_player_arrow
	.comm	_NUMCHEATPLYRLINES,4,2          ; @NUMCHEATPLYRLINES
	.comm	_plr,8,3                        ; @plr
	.comm	_WHITE,4,2                      ; @WHITE
	.comm	_player_arrow,4,2               ; @player_arrow
	.comm	_NUMPLYRLINES,4,2               ; @NUMPLYRLINES
	.comm	_MAXPLAYERS,4,2                 ; @MAXPLAYERS
	.comm	_players,8,3                    ; @players
	.comm	_deathmatch,8,3                 ; @deathmatch
	.comm	_singledemo,4,2                 ; @singledemo
	.comm	_playeringame,8,3               ; @playeringame
	.comm	_pw_invisibility,8,3            ; @pw_invisibility
.subsections_via_symbols
