	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_updateNetgameStats          ## -- Begin function WI_updateNetgameStats
	.p2align	4, 0x90
_WI_updateNetgameStats:                 ## @WI_updateNetgameStats
	.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
	xorl	%eax, %eax
	callq	_WI_updateAnimatedBack
	movq	_acceleratestage@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rcx
	movq	_ng_state@GOTPCREL(%rip), %r15
	movl	(%r15), %eax
	testq	%rcx, %rcx
	je	LBB0_12
## %bb.1:
	cmpl	$10, %eax
	je	LBB0_12
## %bb.2:
	movq	$0, (%rdx)
	movq	_MAXPLAYERS@GOTPCREL(%rip), %r12
	cmpl	$0, (%r12)
	jle	LBB0_8
## %bb.3:
	movl	$2, %r13d
	xorl	%ebx, %ebx
	movq	_playeringame@GOTPCREL(%rip), %r14
	movq	_dofrags@GOTPCREL(%rip), %r15
	jmp	LBB0_4
	.p2align	4, 0x90
LBB0_7:                                 ##   in Loop: Header=BB0_4 Depth=1
	incq	%rbx
	movslq	(%r12), %rax
	addq	$3, %r13
	cmpq	%rax, %rbx
	jge	LBB0_8
LBB0_4:                                 ## =>This Inner Loop Header: Depth=1
	movq	(%r14), %rax
	cmpl	$0, (%rax,%rbx,4)
	je	LBB0_7
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	_plrs@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
	imull	$100, -8(%rcx,%r13,4), %eax
	movq	_wbs@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rsi
	cltd
	idivl	(%rsi)
	movq	_cnt_kills@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	movl	%eax, (%rdx,%rbx,4)
	imull	$100, -4(%rcx,%r13,4), %eax
	cltd
	idivl	4(%rsi)
	movq	_cnt_items@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	movl	%eax, (%rdx,%rbx,4)
	imull	$100, (%rcx,%r13,4), %eax
	cltd
	idivl	8(%rsi)
	movq	_cnt_secret@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	%eax, (%rcx,%rbx,4)
	cmpq	$0, (%r15)
	je	LBB0_7
## %bb.6:                               ##   in Loop: Header=BB0_4 Depth=1
	movl	%ebx, %edi
	callq	_WI_fragSum
	movq	_cnt_frags@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	%eax, (%rcx,%rbx,4)
	jmp	LBB0_7
LBB0_12:
	leal	-2(%rax), %edx
	cmpl	$8, %edx
	ja	LBB0_52
## %bb.13:
	leaq	LJTI0_0(%rip), %rsi
	movslq	(%rsi,%rdx,4), %rdx
	addq	%rsi, %rdx
	jmpq	*%rdx
LBB0_14:
	movq	_bcnt@GOTPCREL(%rip), %rax
	testb	$3, (%rax)
	jne	LBB0_16
## %bb.15:
	movq	_sfx_pistol@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
LBB0_16:
	movq	_MAXPLAYERS@GOTPCREL(%rip), %r8
	movl	(%r8), %eax
	testl	%eax, %eax
	jle	LBB0_22
## %bb.17:
	movq	_playeringame@GOTPCREL(%rip), %rcx
	movq	(%rcx), %r11
	movq	_cnt_kills@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rdi
	movq	_plrs@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rbx
	movq	_wbs@GOTPCREL(%rip), %rcx
	movq	(%rcx), %r9
	xorl	%ecx, %ecx
	movl	$1, %r10d
	xorl	%r14d, %r14d
	jmp	LBB0_18
	.p2align	4, 0x90
LBB0_20:                                ##   in Loop: Header=BB0_18 Depth=1
	incq	%rcx
	movslq	%eax, %rdx
	addq	$12, %rbx
	cmpq	%rdx, %rcx
	jge	LBB0_21
LBB0_18:                                ## =>This Inner Loop Header: Depth=1
	cmpl	$0, (%r11,%rcx,4)
	je	LBB0_20
## %bb.19:                              ##   in Loop: Header=BB0_18 Depth=1
	movl	(%rdi,%rcx,4), %esi
	addl	$2, %esi
	movl	%esi, (%rdi,%rcx,4)
	imull	$100, (%rbx), %eax
	cltd
	idivl	(%r9)
	cmpl	%eax, %esi
	cmovgel	%eax, %esi
	movl	%esi, (%rdi,%rcx,4)
	cmovll	%r10d, %r14d
	movl	(%r8), %eax
	jmp	LBB0_20
LBB0_8:
	movq	_sfx_barexp@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
	movq	_ng_state@GOTPCREL(%rip), %rax
	movl	$10, (%rax)
	movq	_acceleratestage@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
LBB0_9:
	testq	%rcx, %rcx
	je	LBB0_55
## %bb.10:
	movq	_sfx_sgcock@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
	movq	_gamemode@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	_commercial@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_51
## %bb.11:
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_WI_initNoState                 ## TAILCALL
LBB0_51:
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_WI_initShowNextLoc             ## TAILCALL
LBB0_52:
	testb	$1, %al
	je	LBB0_55
## %bb.53:
	movq	_cnt_pause@GOTPCREL(%rip), %rcx
	decq	(%rcx)
	jne	LBB0_55
## %bb.54:
	incl	%eax
	movl	%eax, (%r15)
	movq	_TICRATE@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, (%rcx)
	jmp	LBB0_55
LBB0_24:
	movq	_bcnt@GOTPCREL(%rip), %rax
	testb	$3, (%rax)
	jne	LBB0_26
## %bb.25:
	movq	_sfx_pistol@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
LBB0_26:
	movq	_MAXPLAYERS@GOTPCREL(%rip), %r8
	movl	(%r8), %eax
	testl	%eax, %eax
	jle	LBB0_22
## %bb.27:
	movq	_playeringame@GOTPCREL(%rip), %rcx
	movq	(%rcx), %r11
	movq	_cnt_items@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rdi
	movq	_plrs@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rbx
	movq	_wbs@GOTPCREL(%rip), %rcx
	movq	(%rcx), %r9
	addq	$4, %rbx
	xorl	%ecx, %ecx
	movl	$1, %r10d
	xorl	%r14d, %r14d
	jmp	LBB0_28
	.p2align	4, 0x90
LBB0_30:                                ##   in Loop: Header=BB0_28 Depth=1
	incq	%rcx
	movslq	%eax, %rdx
	addq	$12, %rbx
	cmpq	%rdx, %rcx
	jge	LBB0_21
LBB0_28:                                ## =>This Inner Loop Header: Depth=1
	cmpl	$0, (%r11,%rcx,4)
	je	LBB0_30
## %bb.29:                              ##   in Loop: Header=BB0_28 Depth=1
	movl	(%rdi,%rcx,4), %esi
	addl	$2, %esi
	movl	%esi, (%rdi,%rcx,4)
	imull	$100, (%rbx), %eax
	cltd
	idivl	4(%r9)
	cmpl	%eax, %esi
	cmovgel	%eax, %esi
	movl	%esi, (%rdi,%rcx,4)
	cmovll	%r10d, %r14d
	movl	(%r8), %eax
	jmp	LBB0_30
LBB0_21:
	testl	%r14d, %r14d
	jne	LBB0_55
LBB0_22:
	movq	_sfx_barexp@GOTPCREL(%rip), %rax
	jmp	LBB0_23
LBB0_31:
	movq	_bcnt@GOTPCREL(%rip), %rax
	testb	$3, (%rax)
	jne	LBB0_33
## %bb.32:
	movq	_sfx_pistol@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
LBB0_33:
	movq	_MAXPLAYERS@GOTPCREL(%rip), %r8
	movl	(%r8), %eax
	testl	%eax, %eax
	jle	LBB0_39
## %bb.34:
	movq	_playeringame@GOTPCREL(%rip), %rcx
	movq	(%rcx), %r11
	movq	_cnt_secret@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rdi
	movq	_plrs@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rbx
	movq	_wbs@GOTPCREL(%rip), %rcx
	movq	(%rcx), %r9
	addq	$8, %rbx
	xorl	%ecx, %ecx
	movl	$1, %r10d
	xorl	%r14d, %r14d
	jmp	LBB0_35
	.p2align	4, 0x90
LBB0_37:                                ##   in Loop: Header=BB0_35 Depth=1
	incq	%rcx
	movslq	%eax, %rdx
	addq	$12, %rbx
	cmpq	%rdx, %rcx
	jge	LBB0_38
LBB0_35:                                ## =>This Inner Loop Header: Depth=1
	cmpl	$0, (%r11,%rcx,4)
	je	LBB0_37
## %bb.36:                              ##   in Loop: Header=BB0_35 Depth=1
	movl	(%rdi,%rcx,4), %esi
	addl	$2, %esi
	movl	%esi, (%rdi,%rcx,4)
	imull	$100, (%rbx), %eax
	cltd
	idivl	8(%r9)
	cmpl	%eax, %esi
	cmovgel	%eax, %esi
	movl	%esi, (%rdi,%rcx,4)
	cmovll	%r10d, %r14d
	movl	(%r8), %eax
	jmp	LBB0_37
LBB0_40:
	movq	_bcnt@GOTPCREL(%rip), %rax
	testb	$3, (%rax)
	jne	LBB0_42
## %bb.41:
	movq	_sfx_pistol@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
LBB0_42:
	movq	_MAXPLAYERS@GOTPCREL(%rip), %r14
	cmpl	$0, (%r14)
	jle	LBB0_50
## %bb.43:
	xorl	%ebx, %ebx
	movq	_playeringame@GOTPCREL(%rip), %r15
	xorl	%ecx, %ecx
	jmp	LBB0_44
	.p2align	4, 0x90
LBB0_47:                                ##   in Loop: Header=BB0_44 Depth=1
	movl	%r13d, %ecx
LBB0_48:                                ##   in Loop: Header=BB0_44 Depth=1
	incq	%rbx
	movslq	(%r14), %rax
	cmpq	%rax, %rbx
	jge	LBB0_49
LBB0_44:                                ## =>This Inner Loop Header: Depth=1
	movl	%ecx, %r13d
	movq	(%r15), %rax
	cmpl	$0, (%rax,%rbx,4)
	je	LBB0_47
## %bb.45:                              ##   in Loop: Header=BB0_44 Depth=1
	movq	_cnt_frags@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movl	(%rax,%rbx,4), %r12d
	incl	%r12d
	movl	%r12d, (%rax,%rbx,4)
	movl	%ebx, %edi
	callq	_WI_fragSum
	movl	$1, %ecx
	cmpl	%eax, %r12d
	jl	LBB0_48
## %bb.46:                              ##   in Loop: Header=BB0_44 Depth=1
	movq	_cnt_frags@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	%eax, (%rcx,%rbx,4)
	jmp	LBB0_47
LBB0_38:
	testl	%r14d, %r14d
	jne	LBB0_55
LBB0_39:
	movq	_sfx_barexp@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
	movq	_dofrags@GOTPCREL(%rip), %rax
	xorl	%ecx, %ecx
	cmpq	$0, (%rax)
	sete	%cl
	movl	(%r15), %eax
	leal	(%rax,%rcx,2), %eax
	incl	%eax
	movl	%eax, (%r15)
	jmp	LBB0_55
LBB0_49:
	testl	%ecx, %ecx
	movq	_ng_state@GOTPCREL(%rip), %r15
	jne	LBB0_55
LBB0_50:
	movq	_sfx_pldeth@GOTPCREL(%rip), %rax
LBB0_23:
	movl	(%rax), %esi
	xorl	%edi, %edi
	callq	_S_StartSound
	incl	(%r15)
LBB0_55:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_14, LBB0_14-LJTI0_0
.set L0_0_set_52, LBB0_52-LJTI0_0
.set L0_0_set_24, LBB0_24-LJTI0_0
.set L0_0_set_31, LBB0_31-LJTI0_0
.set L0_0_set_40, LBB0_40-LJTI0_0
.set L0_0_set_9, LBB0_9-LJTI0_0
LJTI0_0:
	.long	L0_0_set_14
	.long	L0_0_set_52
	.long	L0_0_set_24
	.long	L0_0_set_52
	.long	L0_0_set_31
	.long	L0_0_set_52
	.long	L0_0_set_40
	.long	L0_0_set_52
	.long	L0_0_set_9
	.end_data_region
                                        ## -- End function
	.comm	_acceleratestage,8,3            ## @acceleratestage
	.comm	_ng_state,4,2                   ## @ng_state
	.comm	_MAXPLAYERS,4,2                 ## @MAXPLAYERS
	.comm	_playeringame,8,3               ## @playeringame
	.comm	_plrs,8,3                       ## @plrs
	.comm	_wbs,8,3                        ## @wbs
	.comm	_cnt_kills,8,3                  ## @cnt_kills
	.comm	_cnt_items,8,3                  ## @cnt_items
	.comm	_cnt_secret,8,3                 ## @cnt_secret
	.comm	_dofrags,8,3                    ## @dofrags
	.comm	_cnt_frags,8,3                  ## @cnt_frags
	.comm	_sfx_barexp,4,2                 ## @sfx_barexp
	.comm	_bcnt,4,2                       ## @bcnt
	.comm	_sfx_pistol,4,2                 ## @sfx_pistol
	.comm	_sfx_pldeth,4,2                 ## @sfx_pldeth
	.comm	_sfx_sgcock,4,2                 ## @sfx_sgcock
	.comm	_gamemode,8,3                   ## @gamemode
	.comm	_commercial,8,3                 ## @commercial
	.comm	_cnt_pause,8,3                  ## @cnt_pause
	.comm	_TICRATE,8,3                    ## @TICRATE
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_updateNetgameStats          ; -- Begin function WI_updateNetgameStats
	.p2align	2
_WI_updateNetgameStats:                 ; @WI_updateNetgameStats
	.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
	bl	_WI_updateAnimatedBack
Lloh0:
	adrp	x10, _acceleratestage@GOTPAGE
Lloh1:
	ldr	x10, [x10, _acceleratestage@GOTPAGEOFF]
	ldr	x9, [x10]
Lloh2:
	adrp	x25, _ng_state@GOTPAGE
Lloh3:
	ldr	x25, [x25, _ng_state@GOTPAGEOFF]
	ldr	w8, [x25]
	cmp	x9, #0
	ccmp	w8, #10, #4, ne
	b.ne	LBB0_10
; %bb.1:
	sub	w10, w8, #2
	cmp	w10, #8
	b.hi	LBB0_21
; %bb.2:
Lloh4:
	adrp	x11, lJTI0_0@PAGE
Lloh5:
	add	x11, x11, lJTI0_0@PAGEOFF
	adr	x12, LBB0_3
	ldrh	w13, [x11, x10, lsl #1]
	add	x12, x12, x13, lsl #2
	br	x12
LBB0_3:
Lloh6:
	adrp	x8, _bcnt@GOTPAGE
Lloh7:
	ldr	x8, [x8, _bcnt@GOTPAGEOFF]
	ldrb	w8, [x8]
	tst	w8, #0x3
	b.ne	LBB0_5
; %bb.4:
Lloh8:
	adrp	x8, _sfx_pistol@GOTPAGE
Lloh9:
	ldr	x8, [x8, _sfx_pistol@GOTPAGEOFF]
Lloh10:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
LBB0_5:
Lloh11:
	adrp	x8, _MAXPLAYERS@GOTPAGE
Lloh12:
	ldr	x8, [x8, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w14, [x8]
	cmp	w14, #1
	b.lt	LBB0_32
; %bb.6:
	mov	x10, #0
	mov	w9, #0
Lloh13:
	adrp	x11, _playeringame@GOTPAGE
Lloh14:
	ldr	x11, [x11, _playeringame@GOTPAGEOFF]
Lloh15:
	ldr	x11, [x11]
Lloh16:
	adrp	x12, _cnt_kills@GOTPAGE
Lloh17:
	ldr	x12, [x12, _cnt_kills@GOTPAGEOFF]
Lloh18:
	adrp	x13, _plrs@GOTPAGE
Lloh19:
	ldr	x13, [x13, _plrs@GOTPAGEOFF]
Lloh20:
	ldr	x12, [x12]
Lloh21:
	ldr	x13, [x13]
Lloh22:
	adrp	x15, _wbs@GOTPAGE
Lloh23:
	ldr	x15, [x15, _wbs@GOTPAGEOFF]
Lloh24:
	ldr	x15, [x15]
	mov	w16, #100
	b	LBB0_8
LBB0_7:                                 ;   in Loop: Header=BB0_8 Depth=1
	add	x10, x10, #1
	add	x13, x13, #12
	cmp	x10, w14, sxtw
	b.ge	LBB0_31
LBB0_8:                                 ; =>This Inner Loop Header: Depth=1
	ldr	w17, [x11, x10, lsl #2]
	cbz	w17, LBB0_7
; %bb.9:                                ;   in Loop: Header=BB0_8 Depth=1
	lsl	x14, x10, #2
	ldr	w17, [x12, x14]
	add	w17, w17, #2
	str	w17, [x12, x14]
	ldr	w0, [x13]
	mul	w0, w0, w16
	ldr	w1, [x15]
	sdiv	w0, w0, w1
	cmp	w17, w0
	csel	w17, w17, w0, lt
	str	w17, [x12, x14]
	csinc	w9, w9, wzr, ge
	ldr	w14, [x8]
	b	LBB0_7
LBB0_10:
	str	xzr, [x10]
Lloh25:
	adrp	x22, _MAXPLAYERS@GOTPAGE
Lloh26:
	ldr	x22, [x22, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w8, [x22]
	cmp	w8, #1
	b.lt	LBB0_16
; %bb.11:
	mov	x23, #0
	mov	x19, #0
Lloh27:
	adrp	x24, _playeringame@GOTPAGE
Lloh28:
	ldr	x24, [x24, _playeringame@GOTPAGEOFF]
	mov	w26, #100
Lloh29:
	adrp	x27, _wbs@GOTPAGE
Lloh30:
	ldr	x27, [x27, _wbs@GOTPAGEOFF]
Lloh31:
	adrp	x28, _cnt_kills@GOTPAGE
Lloh32:
	ldr	x28, [x28, _cnt_kills@GOTPAGEOFF]
Lloh33:
	adrp	x20, _cnt_items@GOTPAGE
Lloh34:
	ldr	x20, [x20, _cnt_items@GOTPAGEOFF]
Lloh35:
	adrp	x21, _cnt_secret@GOTPAGE
Lloh36:
	ldr	x21, [x21, _cnt_secret@GOTPAGEOFF]
Lloh37:
	adrp	x25, _dofrags@GOTPAGE
Lloh38:
	ldr	x25, [x25, _dofrags@GOTPAGEOFF]
	b	LBB0_13
LBB0_12:                                ;   in Loop: Header=BB0_13 Depth=1
	add	x19, x19, #1
	ldrsw	x8, [x22]
	add	x23, x23, #12
	cmp	x19, x8
	b.ge	LBB0_16
LBB0_13:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x24]
	ldr	w8, [x8, x19, lsl #2]
	cbz	w8, LBB0_12
; %bb.14:                               ;   in Loop: Header=BB0_13 Depth=1
Lloh39:
	adrp	x8, _plrs@GOTPAGE
Lloh40:
	ldr	x8, [x8, _plrs@GOTPAGEOFF]
Lloh41:
	ldr	x8, [x8]
	add	x8, x8, x23
	ldr	w9, [x8]
	mul	w9, w9, w26
	ldr	x10, [x27]
	ldr	w11, [x10]
	sdiv	w9, w9, w11
	ldr	x11, [x28]
	lsl	x12, x19, #2
	str	w9, [x11, x12]
	ldr	w9, [x8, #4]
	mul	w9, w9, w26
	ldr	w11, [x10, #4]
	sdiv	w9, w9, w11
	ldr	x11, [x20]
	str	w9, [x11, x12]
	ldr	w8, [x8, #8]
	mul	w8, w8, w26
	ldr	w9, [x10, #8]
	sdiv	w8, w8, w9
	ldr	x9, [x21]
	str	w8, [x9, x12]
	ldr	x8, [x25]
	cbz	x8, LBB0_12
; %bb.15:                               ;   in Loop: Header=BB0_13 Depth=1
	mov	x0, x19
	bl	_WI_fragSum
Lloh42:
	adrp	x8, _cnt_frags@GOTPAGE
Lloh43:
	ldr	x8, [x8, _cnt_frags@GOTPAGEOFF]
Lloh44:
	ldr	x8, [x8]
	str	w0, [x8, x19, lsl #2]
	b	LBB0_12
LBB0_16:
Lloh45:
	adrp	x8, _sfx_barexp@GOTPAGE
Lloh46:
	ldr	x8, [x8, _sfx_barexp@GOTPAGEOFF]
Lloh47:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
	mov	w8, #10
Lloh48:
	adrp	x9, _ng_state@GOTPAGE
Lloh49:
	ldr	x9, [x9, _ng_state@GOTPAGEOFF]
Lloh50:
	str	w8, [x9]
Lloh51:
	adrp	x8, _acceleratestage@GOTPAGE
Lloh52:
	ldr	x8, [x8, _acceleratestage@GOTPAGEOFF]
Lloh53:
	ldr	x9, [x8]
LBB0_17:
	cbz	x9, LBB0_55
; %bb.18:
Lloh54:
	adrp	x8, _sfx_sgcock@GOTPAGE
Lloh55:
	ldr	x8, [x8, _sfx_sgcock@GOTPAGEOFF]
Lloh56:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
Lloh57:
	adrp	x8, _gamemode@GOTPAGE
Lloh58:
	ldr	x8, [x8, _gamemode@GOTPAGEOFF]
Lloh59:
	ldr	x8, [x8]
Lloh60:
	adrp	x9, _commercial@GOTPAGE
Lloh61:
	ldr	x9, [x9, _commercial@GOTPAGEOFF]
Lloh62:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_20
; %bb.19:
	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	_WI_initNoState
LBB0_20:
	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	_WI_initShowNextLoc
LBB0_21:
	tbz	w8, #0, LBB0_55
; %bb.22:
Lloh63:
	adrp	x9, _cnt_pause@GOTPAGE
Lloh64:
	ldr	x9, [x9, _cnt_pause@GOTPAGEOFF]
	ldr	x10, [x9]
	subs	x10, x10, #1
	str	x10, [x9]
	b.ne	LBB0_55
; %bb.23:
	add	w8, w8, #1
	str	w8, [x25]
Lloh65:
	adrp	x8, _TICRATE@GOTPAGE
Lloh66:
	ldr	x8, [x8, _TICRATE@GOTPAGEOFF]
Lloh67:
	ldr	x8, [x8]
	str	x8, [x9]
	b	LBB0_55
LBB0_24:
Lloh68:
	adrp	x8, _bcnt@GOTPAGE
Lloh69:
	ldr	x8, [x8, _bcnt@GOTPAGEOFF]
	ldrb	w8, [x8]
	tst	w8, #0x3
	b.ne	LBB0_26
; %bb.25:
Lloh70:
	adrp	x8, _sfx_pistol@GOTPAGE
Lloh71:
	ldr	x8, [x8, _sfx_pistol@GOTPAGEOFF]
Lloh72:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
LBB0_26:
Lloh73:
	adrp	x8, _MAXPLAYERS@GOTPAGE
Lloh74:
	ldr	x8, [x8, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w13, [x8]
	cmp	w13, #1
	b.lt	LBB0_32
; %bb.27:
	mov	x10, #0
	mov	w9, #0
Lloh75:
	adrp	x11, _playeringame@GOTPAGE
Lloh76:
	ldr	x11, [x11, _playeringame@GOTPAGEOFF]
Lloh77:
	ldr	x11, [x11]
Lloh78:
	adrp	x12, _cnt_items@GOTPAGE
Lloh79:
	ldr	x12, [x12, _cnt_items@GOTPAGEOFF]
Lloh80:
	ldr	x12, [x12]
Lloh81:
	adrp	x14, _plrs@GOTPAGE
Lloh82:
	ldr	x14, [x14, _plrs@GOTPAGEOFF]
Lloh83:
	ldr	x15, [x14]
Lloh84:
	adrp	x14, _wbs@GOTPAGE
Lloh85:
	ldr	x14, [x14, _wbs@GOTPAGEOFF]
Lloh86:
	ldr	x14, [x14]
	add	x15, x15, #4
	mov	w16, #100
	b	LBB0_29
LBB0_28:                                ;   in Loop: Header=BB0_29 Depth=1
	add	x10, x10, #1
	add	x15, x15, #12
	cmp	x10, w13, sxtw
	b.ge	LBB0_31
LBB0_29:                                ; =>This Inner Loop Header: Depth=1
	ldr	w17, [x11, x10, lsl #2]
	cbz	w17, LBB0_28
; %bb.30:                               ;   in Loop: Header=BB0_29 Depth=1
	lsl	x13, x10, #2
	ldr	w17, [x12, x13]
	add	w17, w17, #2
	str	w17, [x12, x13]
	ldr	w0, [x15]
	mul	w0, w0, w16
	ldr	w1, [x14, #4]
	sdiv	w0, w0, w1
	cmp	w17, w0
	csel	w17, w17, w0, lt
	str	w17, [x12, x13]
	csinc	w9, w9, wzr, ge
	ldr	w13, [x8]
	b	LBB0_28
LBB0_31:
	cbnz	w9, LBB0_55
LBB0_32:
Lloh87:
	adrp	x8, _sfx_barexp@GOTPAGE
Lloh88:
	ldr	x8, [x8, _sfx_barexp@GOTPAGEOFF]
	b	LBB0_53
LBB0_33:
Lloh89:
	adrp	x8, _bcnt@GOTPAGE
Lloh90:
	ldr	x8, [x8, _bcnt@GOTPAGEOFF]
	ldrb	w8, [x8]
	tst	w8, #0x3
	b.ne	LBB0_35
; %bb.34:
Lloh91:
	adrp	x8, _sfx_pistol@GOTPAGE
Lloh92:
	ldr	x8, [x8, _sfx_pistol@GOTPAGEOFF]
Lloh93:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
LBB0_35:
Lloh94:
	adrp	x8, _MAXPLAYERS@GOTPAGE
Lloh95:
	ldr	x8, [x8, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w13, [x8]
	cmp	w13, #1
	b.lt	LBB0_50
; %bb.36:
	mov	x10, #0
	mov	w9, #0
Lloh96:
	adrp	x11, _playeringame@GOTPAGE
Lloh97:
	ldr	x11, [x11, _playeringame@GOTPAGEOFF]
Lloh98:
	ldr	x11, [x11]
Lloh99:
	adrp	x12, _cnt_secret@GOTPAGE
Lloh100:
	ldr	x12, [x12, _cnt_secret@GOTPAGEOFF]
Lloh101:
	ldr	x12, [x12]
Lloh102:
	adrp	x14, _plrs@GOTPAGE
Lloh103:
	ldr	x14, [x14, _plrs@GOTPAGEOFF]
Lloh104:
	ldr	x15, [x14]
Lloh105:
	adrp	x14, _wbs@GOTPAGE
Lloh106:
	ldr	x14, [x14, _wbs@GOTPAGEOFF]
Lloh107:
	ldr	x14, [x14]
	add	x15, x15, #8
	mov	w16, #100
	b	LBB0_38
LBB0_37:                                ;   in Loop: Header=BB0_38 Depth=1
	add	x10, x10, #1
	add	x15, x15, #12
	cmp	x10, w13, sxtw
	b.ge	LBB0_49
LBB0_38:                                ; =>This Inner Loop Header: Depth=1
	ldr	w17, [x11, x10, lsl #2]
	cbz	w17, LBB0_37
; %bb.39:                               ;   in Loop: Header=BB0_38 Depth=1
	lsl	x13, x10, #2
	ldr	w17, [x12, x13]
	add	w17, w17, #2
	str	w17, [x12, x13]
	ldr	w0, [x15]
	mul	w0, w0, w16
	ldr	w1, [x14, #8]
	sdiv	w0, w0, w1
	cmp	w17, w0
	csel	w17, w17, w0, lt
	str	w17, [x12, x13]
	csinc	w9, w9, wzr, ge
	ldr	w13, [x8]
	b	LBB0_37
LBB0_40:
Lloh108:
	adrp	x8, _bcnt@GOTPAGE
Lloh109:
	ldr	x8, [x8, _bcnt@GOTPAGEOFF]
	ldrb	w8, [x8]
	tst	w8, #0x3
	b.ne	LBB0_42
; %bb.41:
Lloh110:
	adrp	x8, _sfx_pistol@GOTPAGE
Lloh111:
	ldr	x8, [x8, _sfx_pistol@GOTPAGEOFF]
Lloh112:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
LBB0_42:
Lloh113:
	adrp	x20, _MAXPLAYERS@GOTPAGE
Lloh114:
	ldr	x20, [x20, _MAXPLAYERS@GOTPAGEOFF]
	ldr	w8, [x20]
	cmp	w8, #1
	b.lt	LBB0_52
; %bb.43:
	mov	x19, #0
	mov	w21, #0
Lloh115:
	adrp	x22, _playeringame@GOTPAGE
Lloh116:
	ldr	x22, [x22, _playeringame@GOTPAGEOFF]
Lloh117:
	adrp	x23, _cnt_frags@GOTPAGE
Lloh118:
	ldr	x23, [x23, _cnt_frags@GOTPAGEOFF]
	b	LBB0_46
LBB0_44:                                ;   in Loop: Header=BB0_46 Depth=1
	ldr	x8, [x23]
	str	w0, [x8, x19, lsl #2]
LBB0_45:                                ;   in Loop: Header=BB0_46 Depth=1
	add	x19, x19, #1
	ldrsw	x8, [x20]
	cmp	x19, x8
	b.ge	LBB0_51
LBB0_46:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x22]
	ldr	w8, [x8, x19, lsl #2]
	cbz	w8, LBB0_45
; %bb.47:                               ;   in Loop: Header=BB0_46 Depth=1
	ldr	x8, [x23]
	lsl	x9, x19, #2
	ldr	w10, [x8, x9]
	add	w24, w10, #1
	str	w24, [x8, x9]
	mov	x0, x19
	bl	_WI_fragSum
	cmp	w24, w0
	b.ge	LBB0_44
; %bb.48:                               ;   in Loop: Header=BB0_46 Depth=1
	mov	w21, #1
	b	LBB0_45
LBB0_49:
	cbnz	w9, LBB0_55
LBB0_50:
Lloh119:
	adrp	x8, _sfx_barexp@GOTPAGE
Lloh120:
	ldr	x8, [x8, _sfx_barexp@GOTPAGEOFF]
Lloh121:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
Lloh122:
	adrp	x8, _dofrags@GOTPAGE
Lloh123:
	ldr	x8, [x8, _dofrags@GOTPAGEOFF]
Lloh124:
	ldr	x8, [x8]
	cmp	x8, #0
	ldr	w8, [x25]
	add	w9, w8, #3
	csinc	w8, w9, w8, eq
	b	LBB0_54
LBB0_51:
	cbnz	w21, LBB0_55
LBB0_52:
Lloh125:
	adrp	x8, _sfx_pldeth@GOTPAGE
Lloh126:
	ldr	x8, [x8, _sfx_pldeth@GOTPAGEOFF]
LBB0_53:
	ldr	w1, [x8]
	mov	w0, #0
	bl	_S_StartSound
	ldr	w8, [x25]
	add	w8, w8, #1
LBB0_54:
	str	w8, [x25]
LBB0_55:
	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
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh11, Lloh12
	.loh AdrpLdrGotLdr	Lloh22, Lloh23, Lloh24
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh21
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh20
	.loh AdrpLdrGotLdr	Lloh13, Lloh14, Lloh15
	.loh AdrpLdrGot	Lloh25, Lloh26
	.loh AdrpLdrGot	Lloh37, Lloh38
	.loh AdrpLdrGot	Lloh35, Lloh36
	.loh AdrpLdrGot	Lloh33, Lloh34
	.loh AdrpLdrGot	Lloh31, Lloh32
	.loh AdrpLdrGot	Lloh29, Lloh30
	.loh AdrpLdrGot	Lloh27, Lloh28
	.loh AdrpLdrGotLdr	Lloh39, Lloh40, Lloh41
	.loh AdrpLdrGotLdr	Lloh42, Lloh43, Lloh44
	.loh AdrpLdrGotLdr	Lloh51, Lloh52, Lloh53
	.loh AdrpLdrGotStr	Lloh48, Lloh49, Lloh50
	.loh AdrpLdrGotLdr	Lloh45, Lloh46, Lloh47
	.loh AdrpLdrGotLdr	Lloh60, Lloh61, Lloh62
	.loh AdrpLdrGotLdr	Lloh57, Lloh58, Lloh59
	.loh AdrpLdrGotLdr	Lloh54, Lloh55, Lloh56
	.loh AdrpLdrGot	Lloh63, Lloh64
	.loh AdrpLdrGotLdr	Lloh65, Lloh66, Lloh67
	.loh AdrpLdrGot	Lloh68, Lloh69
	.loh AdrpLdrGotLdr	Lloh70, Lloh71, Lloh72
	.loh AdrpLdrGot	Lloh73, Lloh74
	.loh AdrpLdrGotLdr	Lloh84, Lloh85, Lloh86
	.loh AdrpLdrGotLdr	Lloh81, Lloh82, Lloh83
	.loh AdrpLdrGotLdr	Lloh78, Lloh79, Lloh80
	.loh AdrpLdrGotLdr	Lloh75, Lloh76, Lloh77
	.loh AdrpLdrGot	Lloh87, Lloh88
	.loh AdrpLdrGot	Lloh89, Lloh90
	.loh AdrpLdrGotLdr	Lloh91, Lloh92, Lloh93
	.loh AdrpLdrGot	Lloh94, Lloh95
	.loh AdrpLdrGotLdr	Lloh105, Lloh106, Lloh107
	.loh AdrpLdrGotLdr	Lloh102, Lloh103, Lloh104
	.loh AdrpLdrGotLdr	Lloh99, Lloh100, Lloh101
	.loh AdrpLdrGotLdr	Lloh96, Lloh97, Lloh98
	.loh AdrpLdrGot	Lloh108, Lloh109
	.loh AdrpLdrGotLdr	Lloh110, Lloh111, Lloh112
	.loh AdrpLdrGot	Lloh113, Lloh114
	.loh AdrpLdrGot	Lloh117, Lloh118
	.loh AdrpLdrGot	Lloh115, Lloh116
	.loh AdrpLdrGotLdr	Lloh122, Lloh123, Lloh124
	.loh AdrpLdrGotLdr	Lloh119, Lloh120, Lloh121
	.loh AdrpLdrGot	Lloh125, Lloh126
	.cfi_endproc
	.section	__TEXT,__const
	.p2align	1
lJTI0_0:
	.short	(LBB0_3-LBB0_3)>>2
	.short	(LBB0_21-LBB0_3)>>2
	.short	(LBB0_24-LBB0_3)>>2
	.short	(LBB0_21-LBB0_3)>>2
	.short	(LBB0_33-LBB0_3)>>2
	.short	(LBB0_21-LBB0_3)>>2
	.short	(LBB0_40-LBB0_3)>>2
	.short	(LBB0_21-LBB0_3)>>2
	.short	(LBB0_17-LBB0_3)>>2
                                        ; -- End function
	.comm	_acceleratestage,8,3            ; @acceleratestage
	.comm	_ng_state,4,2                   ; @ng_state
	.comm	_MAXPLAYERS,4,2                 ; @MAXPLAYERS
	.comm	_playeringame,8,3               ; @playeringame
	.comm	_plrs,8,3                       ; @plrs
	.comm	_wbs,8,3                        ; @wbs
	.comm	_cnt_kills,8,3                  ; @cnt_kills
	.comm	_cnt_items,8,3                  ; @cnt_items
	.comm	_cnt_secret,8,3                 ; @cnt_secret
	.comm	_dofrags,8,3                    ; @dofrags
	.comm	_cnt_frags,8,3                  ; @cnt_frags
	.comm	_sfx_barexp,4,2                 ; @sfx_barexp
	.comm	_bcnt,4,2                       ; @bcnt
	.comm	_sfx_pistol,4,2                 ; @sfx_pistol
	.comm	_sfx_pldeth,4,2                 ; @sfx_pldeth
	.comm	_sfx_sgcock,4,2                 ; @sfx_sgcock
	.comm	_gamemode,8,3                   ; @gamemode
	.comm	_commercial,8,3                 ; @commercial
	.comm	_cnt_pause,8,3                  ; @cnt_pause
	.comm	_TICRATE,8,3                    ; @TICRATE
.subsections_via_symbols
