	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function BotClearPath
LCPI0_0:
	.long	0x43960000                      ## float 300
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_BotClearPath
	.p2align	4, 0x90
_BotClearPath:                          ## @BotClearPath
	.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, %r14
	movq	%rdi, %r15
	movq	64(%rdi), %rdi
	movl	(%rsi), %eax
	testq	%rdi, %rdi
	je	LBB0_3
## %bb.1:
	movq	_MOVERESULT_MOVEMENTVIEW@GOTPCREL(%rip), %rcx
	movq	_MOVERESULT_MOVEMENTWEAPON@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	orl	(%rcx), %edx
	testl	%eax, %edx
	je	LBB0_2
LBB0_3:
	movq	_MOVERESULT_BLOCKEDBYAVOIDSPOT@GOTPCREL(%rip), %rcx
	testl	%eax, (%rcx)
	je	LBB0_4
## %bb.5:
	xorl	%eax, %eax
	callq	_FloatTime
	movq	%rax, %rbx
	addq	$5, %rbx
	movq	%rbx, (%r15)
	jmp	LBB0_6
LBB0_4:
	movq	(%r15), %rbx
LBB0_6:
	xorl	%eax, %eax
	callq	_FloatTime
	cmpq	%rax, %rbx
	jle	LBB0_13
## %bb.7:
	movq	_MOVERESULT_MOVEMENTVIEW@GOTPCREL(%rip), %rax
	movq	_MOVERESULT_MOVEMENTWEAPON@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	orl	(%rax), %ecx
	testl	%ecx, (%r14)
	jne	LBB0_13
## %bb.8:
	cmpl	$0, 8(%r15)
	jle	LBB0_13
## %bb.9:
	movl	$-1, %r13d
	movss	LCPI0_0(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	leaq	-56(%rbp), %r14
	xorl	%ebx, %ebx
	leaq	-64(%rbp), %r12
	.p2align	4, 0x90
LBB0_10:                                ## =>This Inner Loop Header: Depth=1
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	movq	48(%r15), %rax
	movq	(%rax,%rbx,8), %rdi
	movq	%r12, %rsi
	callq	_BotAI_GetEntityState
	movq	-56(%rbp), %rdi
	movl	56(%r15), %esi
	callq	_VectorSubtract
	callq	_VectorLength
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	ucomiss	%xmm0, %xmm1
	cmoval	%ebx, %r13d
	minss	%xmm1, %xmm0
	incq	%rbx
	movslq	8(%r15), %rax
	cmpq	%rax, %rbx
	jl	LBB0_10
## %bb.11:
	cmpl	$-1, %r13d
	je	LBB0_13
## %bb.12:
	addq	$48, %r15
	leaq	-64(%rbp), %rdx
	movq	%r15, %rdi
	movl	%r13d, %esi
	movq	%r14, %rcx
	callq	_BotClearPath.cold.1
	jmp	LBB0_13
LBB0_2:
	leaq	-64(%rbp), %rsi
	callq	_BotClearPath.cold.2
LBB0_13:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.p2align	4, 0x90                         ## -- Begin function BotClearPath.cold.1
_BotClearPath.cold.1:                   ## @BotClearPath.cold.1
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%rbx
	pushq	%rax
	.cfi_offset %rbx, -24
	movq	%rcx, %rbx
	movq	(%rdi), %rax
	movslq	%esi, %rcx
	movq	(%rax,%rcx,8), %rdi
	movq	%rdx, %rsi
	callq	_BotAI_GetEntityState
	movq	(%rbx), %rdi
	callq	_VectorCopy
	ud2
	.cfi_endproc
                                        ## -- End function
	.p2align	4, 0x90                         ## -- Begin function BotClearPath.cold.2
_BotClearPath.cold.2:                   ## @BotClearPath.cold.2
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%rbx
	pushq	%rax
	.cfi_offset %rbx, -24
	movq	%rsi, %rbx
	callq	_BotAI_GetEntityState
	movq	8(%rbx), %rdi
	callq	_VectorCopy
	ud2
	.cfi_endproc
                                        ## -- End function
	.comm	_MOVERESULT_MOVEMENTVIEW,4,2    ## @MOVERESULT_MOVEMENTVIEW
	.comm	_MOVERESULT_MOVEMENTWEAPON,4,2  ## @MOVERESULT_MOVEMENTWEAPON
	.comm	_MASK_SHOT,4,2                  ## @MASK_SHOT
	.comm	_MOVERESULT_BLOCKEDBYAVOIDSPOT,4,2 ## @MOVERESULT_BLOCKEDBYAVOIDSPOT
	.comm	_INVENTORY_PLASMAGUN,8,3        ## @INVENTORY_PLASMAGUN
	.comm	_INVENTORY_CELLS,8,3            ## @INVENTORY_CELLS
	.comm	_WEAPONINDEX_PLASMAGUN,4,2      ## @WEAPONINDEX_PLASMAGUN
	.comm	_INVENTORY_ROCKETLAUNCHER,8,3   ## @INVENTORY_ROCKETLAUNCHER
	.comm	_INVENTORY_ROCKETS,8,3          ## @INVENTORY_ROCKETS
	.comm	_WEAPONINDEX_ROCKET_LAUNCHER,4,2 ## @WEAPONINDEX_ROCKET_LAUNCHER
	.comm	_INVENTORY_BFG10K,8,3           ## @INVENTORY_BFG10K
	.comm	_INVENTORY_BFGAMMO,8,3          ## @INVENTORY_BFGAMMO
	.comm	_WEAPONINDEX_BFG,4,2            ## @WEAPONINDEX_BFG
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_BotClearPath                   ; -- Begin function BotClearPath
	.p2align	2
_BotClearPath:                          ; @BotClearPath
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #96
	.cfi_def_cfa_offset 96
	stp	d9, d8, [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 b8, -72
	.cfi_offset b9, -80
	mov	x20, x1
	mov	x19, x0
	ldr	x0, [x0, #64]
	ldr	w8, [x1]
Lloh0:
	adrp	x21, _MOVERESULT_MOVEMENTVIEW@GOTPAGE
Lloh1:
	ldr	x21, [x21, _MOVERESULT_MOVEMENTVIEW@GOTPAGEOFF]
Lloh2:
	adrp	x22, _MOVERESULT_MOVEMENTWEAPON@GOTPAGE
Lloh3:
	ldr	x22, [x22, _MOVERESULT_MOVEMENTWEAPON@GOTPAGEOFF]
	cbz	x0, LBB0_2
; %bb.1:
	ldr	w9, [x21]
	ldr	w10, [x22]
	orr	w9, w10, w9
	tst	w9, w8
	b.eq	LBB0_12
LBB0_2:
Lloh4:
	adrp	x9, _MOVERESULT_BLOCKEDBYAVOIDSPOT@GOTPAGE
Lloh5:
	ldr	x9, [x9, _MOVERESULT_BLOCKEDBYAVOIDSPOT@GOTPAGEOFF]
Lloh6:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_4
; %bb.3:
	bl	_FloatTime
	add	x23, x0, #5
	str	x23, [x19]
	b	LBB0_5
LBB0_4:
	ldr	x23, [x19]
LBB0_5:
	bl	_FloatTime
	cmp	x23, x0
	b.le	LBB0_11
; %bb.6:
	ldr	w8, [x20]
	ldr	w9, [x21]
	ldr	w10, [x22]
	orr	w9, w10, w9
	tst	w9, w8
	b.ne	LBB0_11
; %bb.7:
	ldr	w8, [x19, #8]
	cmp	w8, #1
	b.lt	LBB0_11
; %bb.8:
	mov	x21, #0
	mov	w20, #-1
	mov	w8, #1133903872
	fmov	s8, w8
LBB0_9:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x19, #48]
	ldr	x0, [x8, x21, lsl #3]
	mov	x1, sp
	bl	_BotAI_GetEntityState
	ldr	x0, [sp, #8]
	ldr	w1, [x19, #56]
	bl	_VectorSubtract
	bl	_VectorLength
	fcmp	s0, s8
	csel	w20, w21, w20, mi
	fcsel	s8, s0, s8, mi
	add	x21, x21, #1
	ldrsw	x8, [x19, #8]
	cmp	x21, x8
	b.lt	LBB0_9
; %bb.10:
	cmn	w20, #1
	b.ne	LBB0_13
LBB0_11:
	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	d9, d8, [sp, #16]               ; 16-byte Folded Reload
	add	sp, sp, #96
	ret
LBB0_12:
	mov	x1, sp
	bl	_BotClearPath.cold.1
LBB0_13:
	ldr	x8, [x19, #48]
	ldr	x0, [x8, w20, sxtw #3]
	mov	x1, sp
	bl	_BotAI_GetEntityState
	ldr	x0, [sp, #8]
	bl	_VectorCopy
	brk	#0x1
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGotLdr	Lloh4, Lloh5, Lloh6
	.cfi_endproc
                                        ; -- End function
	.p2align	2                               ; -- Begin function BotClearPath.cold.1
_BotClearPath.cold.1:                   ; @BotClearPath.cold.1
	.cfi_startproc
; %bb.0:
	stp	x20, x19, [sp, #-32]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 32
	stp	x29, x30, [sp, #16]             ; 16-byte Folded Spill
	add	x29, sp, #16
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x19, x1
	bl	_BotAI_GetEntityState
	ldr	x0, [x19, #8]
	bl	_VectorCopy
	brk	#0x1
	.cfi_endproc
                                        ; -- End function
	.comm	_MOVERESULT_MOVEMENTVIEW,4,2    ; @MOVERESULT_MOVEMENTVIEW
	.comm	_MOVERESULT_MOVEMENTWEAPON,4,2  ; @MOVERESULT_MOVEMENTWEAPON
	.comm	_MASK_SHOT,4,2                  ; @MASK_SHOT
	.comm	_MOVERESULT_BLOCKEDBYAVOIDSPOT,4,2 ; @MOVERESULT_BLOCKEDBYAVOIDSPOT
	.comm	_INVENTORY_PLASMAGUN,8,3        ; @INVENTORY_PLASMAGUN
	.comm	_INVENTORY_CELLS,8,3            ; @INVENTORY_CELLS
	.comm	_WEAPONINDEX_PLASMAGUN,4,2      ; @WEAPONINDEX_PLASMAGUN
	.comm	_INVENTORY_ROCKETLAUNCHER,8,3   ; @INVENTORY_ROCKETLAUNCHER
	.comm	_INVENTORY_ROCKETS,8,3          ; @INVENTORY_ROCKETS
	.comm	_WEAPONINDEX_ROCKET_LAUNCHER,4,2 ; @WEAPONINDEX_ROCKET_LAUNCHER
	.comm	_INVENTORY_BFG10K,8,3           ; @INVENTORY_BFG10K
	.comm	_INVENTORY_BFGAMMO,8,3          ; @INVENTORY_BFGAMMO
	.comm	_WEAPONINDEX_BFG,4,2            ; @WEAPONINDEX_BFG
.subsections_via_symbols
