	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_drawDeathmatchStats         ## -- Begin function WI_drawDeathmatchStats
	.p2align	4, 0x90
_WI_drawDeathmatchStats:                ## @WI_drawDeathmatchStats
	.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_slamBackground
	xorl	%eax, %eax
	callq	_WI_drawAnimatedBack
	xorl	%eax, %eax
	callq	_WI_drawLF
	movq	_DM_TOTALSX@GOTPCREL(%rip), %rax
	movl	(%rax), %ebx
	movq	_total@GOTPCREL(%rip), %r14
	movq	(%r14), %rax
	movl	(%rax), %edi
	callq	_SHORT
	movl	%eax, %ecx
	shrl	$31, %ecx
	addl	%eax, %ecx
	sarl	%ecx
	subl	%ecx, %ebx
	movq	_DM_MATRIXY@GOTPCREL(%rip), %r15
	movl	(%r15), %esi
	movq	_WI_SPACINGY@GOTPCREL(%rip), %rax
	subl	(%rax), %esi
	addl	$10, %esi
	movq	_FB@GOTPCREL(%rip), %r12
	movl	(%r12), %edx
	movq	(%r14), %rcx
	movl	%ebx, %edi
	callq	_V_DrawPatch
	movq	_DM_KILLERSX@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movq	_DM_KILLERSY@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movl	(%r12), %edx
	movq	_killers@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
	callq	_V_DrawPatch
	movq	_DM_VICTIMSX@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movq	_DM_VICTIMSY@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movl	(%r12), %edx
	movq	_victims@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
	callq	_V_DrawPatch
	movl	(%r15), %r13d
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	jle	LBB0_7
## %bb.1:
	movq	_DM_SPACINGX@GOTPCREL(%rip), %rax
	movl	(%rax), %r12d
	movq	_DM_MATRIXX@GOTPCREL(%rip), %rax
	addl	(%rax), %r12d
	xorl	%r15d, %r15d
	movq	_WI_SPACINGY@GOTPCREL(%rip), %r14
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	_DM_SPACINGX@GOTPCREL(%rip), %rax
	addl	(%rax), %r12d
	addl	(%r14), %r13d
	incq	%r15
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	movslq	(%rax), %rax
	cmpq	%rax, %r15
	jge	LBB0_6
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	_playeringame@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	$0, (%rax,%r15,8)
	je	LBB0_5
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	_p@GOTPCREL(%rip), %rbx
	movq	(%rbx), %rax
	movq	(%rax,%r15,8), %rax
	movl	(%rax), %edi
	callq	_SHORT
	movl	%eax, %ecx
	shrl	$31, %ecx
	addl	%eax, %ecx
	sarl	%ecx
	movl	%r12d, %edi
	movq	_DM_MATRIXY@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	subl	(%r14), %esi
	subl	%ecx, %edi
	movq	_FB@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movq	(%rbx), %rax
	movq	(%rax,%r15,8), %rcx
	callq	_V_DrawPatch
	movq	_DM_MATRIXX@GOTPCREL(%rip), %rax
	movl	(%rax), %r14d
	movq	(%rbx), %rax
	movq	(%rax,%r15,8), %rax
	movl	(%rax), %edi
	callq	_SHORT
	movl	%eax, %ecx
	shrl	$31, %ecx
	addl	%eax, %ecx
	sarl	%ecx
	subl	%ecx, %r14d
	movq	_FB@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movq	(%rbx), %rax
	movq	(%rax,%r15,8), %rcx
	movl	%r14d, %edi
	movq	_WI_SPACINGY@GOTPCREL(%rip), %r14
	movl	%r13d, %esi
	callq	_V_DrawPatch
	movq	_me@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	cmpq	%rax, %r15
	jne	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	_p@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	(%rax,%r15,8), %rax
	movl	(%rax), %edi
	callq	_SHORT
	movl	%eax, %ecx
	shrl	$31, %ecx
	addl	%eax, %ecx
	sarl	%ecx
	movl	%r12d, %edi
	subl	%ecx, %edi
	movq	_DM_MATRIXY@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	subl	(%r14), %esi
	movq	_FB@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edx
	movq	_bstar@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
	callq	_V_DrawPatch
	movq	_DM_MATRIXX@GOTPCREL(%rip), %rax
	movl	(%rax), %r14d
	movq	_p@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	(%rax,%r15,8), %rax
	movl	(%rax), %edi
	callq	_SHORT
	movl	%eax, %ecx
	shrl	$31, %ecx
	addl	%eax, %ecx
	sarl	%ecx
	subl	%ecx, %r14d
	movl	(%rbx), %edx
	movq	_star@GOTPCREL(%rip), %rax
	movq	(%rax), %rcx
	movl	%r14d, %edi
	movq	_WI_SPACINGY@GOTPCREL(%rip), %r14
	movl	%r13d, %esi
	callq	_V_DrawPatch
	jmp	LBB0_5
LBB0_6:
	movq	_DM_MATRIXY@GOTPCREL(%rip), %rax
	movl	(%rax), %r13d
LBB0_7:
	movq	_num@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	(%rax), %rax
	movl	(%rax), %edi
	callq	_SHORT
	movl	%eax, %r14d
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, %eax
	jle	LBB0_18
## %bb.8:
	addl	$10, %r13d
	xorl	%ebx, %ebx
	jmp	LBB0_9
	.p2align	4, 0x90
LBB0_16:                                ##   in Loop: Header=BB0_9 Depth=1
	movq	_DM_TOTALSX@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	addl	%r14d, %edi
	movq	_dm_totals@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movl	(%rax,%rbx,4), %edx
	movl	%r13d, %esi
	movl	$2, %ecx
	callq	_WI_drawNum
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
LBB0_17:                                ##   in Loop: Header=BB0_9 Depth=1
	movq	_WI_SPACINGY@GOTPCREL(%rip), %rcx
	addl	(%rcx), %r13d
	incq	%rbx
	movslq	%eax, %rcx
	cmpq	%rcx, %rbx
	jge	LBB0_18
LBB0_9:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_14 Depth 2
	movq	_playeringame@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rdx
	cmpq	$0, (%rdx,%rbx,8)
	je	LBB0_17
## %bb.10:                              ##   in Loop: Header=BB0_9 Depth=1
	testl	%eax, %eax
	jle	LBB0_16
## %bb.11:                              ##   in Loop: Header=BB0_9 Depth=1
	movq	_DM_SPACINGX@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	movq	_DM_MATRIXX@GOTPCREL(%rip), %rsi
	movl	(%rsi), %r12d
	addl	%ecx, %r12d
	movl	$1, %r15d
	cmpq	$0, -8(%rdx,%r15,8)
	je	LBB0_14
	.p2align	4, 0x90
LBB0_13:                                ##   in Loop: Header=BB0_9 Depth=1
	leal	(%r12,%r14), %edi
	movq	_dm_frags@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	(%rax,%rbx,8), %rax
	movl	-4(%rax,%r15,4), %edx
	movl	%r13d, %esi
	movl	$2, %ecx
	callq	_WI_drawNum
	movq	_DM_SPACINGX@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	movq	_MAXPLAYERS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
LBB0_14:                                ##   Parent Loop BB0_9 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movslq	%eax, %rdx
	cmpq	%rdx, %r15
	jge	LBB0_16
## %bb.15:                              ##   in Loop: Header=BB0_14 Depth=2
	addl	%ecx, %r12d
	movq	_playeringame@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	incq	%r15
	cmpq	$0, -8(%rdx,%r15,8)
	jne	LBB0_13
	jmp	LBB0_14
LBB0_18:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WI_SPACINGY,4,2                ## @WI_SPACINGY
	.comm	_DM_TOTALSX,4,2                 ## @DM_TOTALSX
	.comm	_total,8,3                      ## @total
	.comm	_DM_MATRIXY,4,2                 ## @DM_MATRIXY
	.comm	_FB,4,2                         ## @FB
	.comm	_DM_KILLERSX,4,2                ## @DM_KILLERSX
	.comm	_DM_KILLERSY,4,2                ## @DM_KILLERSY
	.comm	_killers,8,3                    ## @killers
	.comm	_DM_VICTIMSX,4,2                ## @DM_VICTIMSX
	.comm	_DM_VICTIMSY,4,2                ## @DM_VICTIMSY
	.comm	_victims,8,3                    ## @victims
	.comm	_DM_MATRIXX,4,2                 ## @DM_MATRIXX
	.comm	_DM_SPACINGX,4,2                ## @DM_SPACINGX
	.comm	_MAXPLAYERS,4,2                 ## @MAXPLAYERS
	.comm	_playeringame,8,3               ## @playeringame
	.comm	_p,8,3                          ## @p
	.comm	_me,4,2                         ## @me
	.comm	_bstar,8,3                      ## @bstar
	.comm	_star,8,3                       ## @star
	.comm	_num,8,3                        ## @num
	.comm	_dm_frags,8,3                   ## @dm_frags
	.comm	_dm_totals,8,3                  ## @dm_totals
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_WI_drawDeathmatchStats         ; -- Begin function WI_drawDeathmatchStats
	.p2align	2
_WI_drawDeathmatchStats:                ; @WI_drawDeathmatchStats
	.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_slamBackground
	bl	_WI_drawAnimatedBack
	bl	_WI_drawLF
Lloh0:
	adrp	x8, _DM_TOTALSX@GOTPAGE
Lloh1:
	ldr	x8, [x8, _DM_TOTALSX@GOTPAGEOFF]
Lloh2:
	ldr	w19, [x8]
Lloh3:
	adrp	x20, _total@GOTPAGE
Lloh4:
	ldr	x20, [x20, _total@GOTPAGEOFF]
	ldr	x8, [x20]
	ldr	w0, [x8]
	bl	_SHORT
	cmp	w0, #0
	cinc	w8, w0, lt
	sub	w0, w19, w8, asr #1
Lloh5:
	adrp	x19, _DM_MATRIXY@GOTPAGE
Lloh6:
	ldr	x19, [x19, _DM_MATRIXY@GOTPAGEOFF]
	ldr	w8, [x19]
Lloh7:
	adrp	x22, _WI_SPACINGY@GOTPAGE
Lloh8:
	ldr	x22, [x22, _WI_SPACINGY@GOTPAGEOFF]
	ldr	w9, [x22]
	sub	w8, w8, w9
	add	w1, w8, #10
Lloh9:
	adrp	x21, _FB@GOTPAGE
Lloh10:
	ldr	x21, [x21, _FB@GOTPAGEOFF]
	ldr	w2, [x21]
	ldr	x3, [x20]
	bl	_V_DrawPatch
Lloh11:
	adrp	x8, _DM_KILLERSX@GOTPAGE
Lloh12:
	ldr	x8, [x8, _DM_KILLERSX@GOTPAGEOFF]
Lloh13:
	adrp	x9, _DM_KILLERSY@GOTPAGE
Lloh14:
	ldr	x9, [x9, _DM_KILLERSY@GOTPAGEOFF]
Lloh15:
	ldr	w0, [x8]
Lloh16:
	ldr	w1, [x9]
	ldr	w2, [x21]
Lloh17:
	adrp	x8, _killers@GOTPAGE
Lloh18:
	ldr	x8, [x8, _killers@GOTPAGEOFF]
Lloh19:
	ldr	x3, [x8]
	bl	_V_DrawPatch
Lloh20:
	adrp	x8, _DM_VICTIMSX@GOTPAGE
Lloh21:
	ldr	x8, [x8, _DM_VICTIMSX@GOTPAGEOFF]
Lloh22:
	adrp	x9, _DM_VICTIMSY@GOTPAGE
Lloh23:
	ldr	x9, [x9, _DM_VICTIMSY@GOTPAGEOFF]
Lloh24:
	ldr	w0, [x8]
Lloh25:
	ldr	w1, [x9]
	ldr	w2, [x21]
Lloh26:
	adrp	x8, _victims@GOTPAGE
Lloh27:
	ldr	x8, [x8, _victims@GOTPAGEOFF]
Lloh28:
	ldr	x3, [x8]
	bl	_V_DrawPatch
	ldr	w19, [x19]
Lloh29:
	adrp	x23, _MAXPLAYERS@GOTPAGE
Lloh30:
	ldr	x23, [x23, _MAXPLAYERS@GOTPAGEOFF]
Lloh31:
	adrp	x24, _DM_SPACINGX@GOTPAGE
Lloh32:
	ldr	x24, [x24, _DM_SPACINGX@GOTPAGEOFF]
	ldr	w8, [x23]
Lloh33:
	adrp	x9, _DM_MATRIXX@GOTPAGE
Lloh34:
	ldr	x9, [x9, _DM_MATRIXX@GOTPAGEOFF]
Lloh35:
	adrp	x26, _playeringame@GOTPAGE
Lloh36:
	ldr	x26, [x26, _playeringame@GOTPAGEOFF]
	cmp	w8, #1
	b.lt	LBB0_7
; %bb.1:
	mov	x28, #0
	ldr	w8, [x24]
	ldr	w9, [x9]
	add	w21, w8, w9
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x24]
	add	w21, w8, w21
	ldr	w8, [x22]
	add	w19, w8, w19
	add	x28, x28, #1
	ldrsw	x8, [x23]
	cmp	x28, x8
	b.ge	LBB0_6
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x26]
	ldr	x8, [x8, x28, lsl #3]
	cbz	x8, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
Lloh37:
	adrp	x24, _p@GOTPAGE
Lloh38:
	ldr	x24, [x24, _p@GOTPAGEOFF]
	ldr	x8, [x24]
	lsl	x20, x28, #3
	ldr	x8, [x8, x20]
	ldr	w0, [x8]
	bl	_SHORT
	cmp	w0, #0
	cinc	w8, w0, lt
	sub	w0, w21, w8, asr #1
Lloh39:
	adrp	x8, _DM_MATRIXY@GOTPAGE
Lloh40:
	ldr	x8, [x8, _DM_MATRIXY@GOTPAGEOFF]
Lloh41:
	ldr	w8, [x8]
	ldr	w9, [x22]
	sub	w1, w8, w9
Lloh42:
	adrp	x25, _FB@GOTPAGE
Lloh43:
	ldr	x25, [x25, _FB@GOTPAGEOFF]
	ldr	w2, [x25]
	ldr	x8, [x24]
	ldr	x3, [x8, x20]
	bl	_V_DrawPatch
	mov	x27, x22
Lloh44:
	adrp	x8, _DM_MATRIXX@GOTPAGE
Lloh45:
	ldr	x8, [x8, _DM_MATRIXX@GOTPAGEOFF]
Lloh46:
	ldr	w22, [x8]
	ldr	x8, [x24]
	ldr	x8, [x8, x20]
	ldr	w0, [x8]
	bl	_SHORT
	cmp	w0, #0
	cinc	w8, w0, lt
	sub	w0, w22, w8, asr #1
	mov	x22, x27
	ldr	w2, [x25]
	ldr	x8, [x24]
Lloh47:
	adrp	x24, _DM_SPACINGX@GOTPAGE
Lloh48:
	ldr	x24, [x24, _DM_SPACINGX@GOTPAGEOFF]
	ldr	x3, [x8, x20]
	mov	x1, x19
	bl	_V_DrawPatch
Lloh49:
	adrp	x8, _me@GOTPAGE
Lloh50:
	ldr	x8, [x8, _me@GOTPAGEOFF]
Lloh51:
	ldr	w8, [x8]
	cmp	x28, x8
	b.ne	LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
Lloh52:
	adrp	x24, _p@GOTPAGE
Lloh53:
	ldr	x24, [x24, _p@GOTPAGEOFF]
	ldr	x8, [x24]
	ldr	x8, [x8, x20]
	ldr	w0, [x8]
	bl	_SHORT
	cmp	w0, #0
	cinc	w8, w0, lt
	sub	w0, w21, w8, asr #1
Lloh54:
	adrp	x8, _DM_MATRIXY@GOTPAGE
Lloh55:
	ldr	x8, [x8, _DM_MATRIXY@GOTPAGEOFF]
Lloh56:
	ldr	w8, [x8]
	ldr	w9, [x22]
	sub	w1, w8, w9
Lloh57:
	adrp	x25, _FB@GOTPAGE
Lloh58:
	ldr	x25, [x25, _FB@GOTPAGEOFF]
	ldr	w2, [x25]
Lloh59:
	adrp	x8, _bstar@GOTPAGE
Lloh60:
	ldr	x8, [x8, _bstar@GOTPAGEOFF]
Lloh61:
	ldr	x3, [x8]
	bl	_V_DrawPatch
Lloh62:
	adrp	x8, _DM_MATRIXX@GOTPAGE
Lloh63:
	ldr	x8, [x8, _DM_MATRIXX@GOTPAGEOFF]
Lloh64:
	ldr	w22, [x8]
	ldr	x8, [x24]
Lloh65:
	adrp	x24, _DM_SPACINGX@GOTPAGE
Lloh66:
	ldr	x24, [x24, _DM_SPACINGX@GOTPAGEOFF]
	ldr	x8, [x8, x20]
	ldr	w0, [x8]
	bl	_SHORT
	cmp	w0, #0
	cinc	w8, w0, lt
	sub	w0, w22, w8, asr #1
	mov	x22, x27
	ldr	w2, [x25]
Lloh67:
	adrp	x8, _star@GOTPAGE
Lloh68:
	ldr	x8, [x8, _star@GOTPAGEOFF]
Lloh69:
	ldr	x3, [x8]
	mov	x1, x19
	bl	_V_DrawPatch
	b	LBB0_2
LBB0_6:
Lloh70:
	adrp	x8, _DM_MATRIXY@GOTPAGE
Lloh71:
	ldr	x8, [x8, _DM_MATRIXY@GOTPAGEOFF]
Lloh72:
	ldr	w19, [x8]
LBB0_7:
Lloh73:
	adrp	x8, _num@GOTPAGE
Lloh74:
	ldr	x8, [x8, _num@GOTPAGEOFF]
Lloh75:
	ldr	x8, [x8]
	ldr	x8, [x8]
	ldr	w0, [x8]
	bl	_SHORT
	ldr	w8, [x23]
	cmp	w8, #1
	b.lt	LBB0_17
; %bb.8:
	mov	x20, x0
	mov	x21, #0
	add	w19, w19, #10
Lloh76:
	adrp	x25, _dm_frags@GOTPAGE
Lloh77:
	ldr	x25, [x25, _dm_frags@GOTPAGEOFF]
	b	LBB0_11
LBB0_9:                                 ;   in Loop: Header=BB0_11 Depth=1
Lloh78:
	adrp	x8, _DM_TOTALSX@GOTPAGE
Lloh79:
	ldr	x8, [x8, _DM_TOTALSX@GOTPAGEOFF]
Lloh80:
	ldr	w8, [x8]
	add	w0, w8, w20
Lloh81:
	adrp	x8, _dm_totals@GOTPAGE
Lloh82:
	ldr	x8, [x8, _dm_totals@GOTPAGEOFF]
Lloh83:
	ldr	x8, [x8]
	ldr	w2, [x8, x21, lsl #2]
	mov	x1, x19
	mov	w3, #2
	bl	_WI_drawNum
	ldr	w8, [x23]
LBB0_10:                                ;   in Loop: Header=BB0_11 Depth=1
	ldr	w9, [x22]
	add	w19, w9, w19
	add	x21, x21, #1
	cmp	x21, w8, sxtw
	b.ge	LBB0_17
LBB0_11:                                ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_15 Depth 2
	ldr	x10, [x26]
	ldr	x9, [x10, x21, lsl #3]
	cbz	x9, LBB0_10
; %bb.12:                               ;   in Loop: Header=BB0_11 Depth=1
	cmp	w8, #1
	b.lt	LBB0_9
; %bb.13:                               ;   in Loop: Header=BB0_11 Depth=1
	mov	x28, #0
	ldr	w9, [x24]
Lloh84:
	adrp	x11, _DM_MATRIXX@GOTPAGE
Lloh85:
	ldr	x11, [x11, _DM_MATRIXX@GOTPAGEOFF]
Lloh86:
	ldr	w11, [x11]
	add	w27, w9, w11
	ldr	x10, [x10, x28, lsl #3]
	cbz	x10, LBB0_15
LBB0_14:                                ;   in Loop: Header=BB0_11 Depth=1
	add	w0, w27, w20
	ldr	x8, [x25]
	ldr	x8, [x8, x21, lsl #3]
	ldr	w2, [x8, x28, lsl #2]
	mov	x1, x19
	mov	w3, #2
	bl	_WI_drawNum
	ldr	w9, [x24]
	ldr	w8, [x23]
LBB0_15:                                ;   Parent Loop BB0_11 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	add	x28, x28, #1
	cmp	x28, w8, sxtw
	b.ge	LBB0_9
; %bb.16:                               ;   in Loop: Header=BB0_15 Depth=2
	add	w27, w9, w27
	ldr	x10, [x26]
	ldr	x10, [x10, x28, lsl #3]
	cbnz	x10, LBB0_14
	b	LBB0_15
LBB0_17:
	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	Lloh35, Lloh36
	.loh AdrpLdrGot	Lloh33, Lloh34
	.loh AdrpLdrGot	Lloh31, Lloh32
	.loh AdrpLdrGot	Lloh29, Lloh30
	.loh AdrpLdrGotLdr	Lloh26, Lloh27, Lloh28
	.loh AdrpLdrGotLdr	Lloh22, Lloh23, Lloh25
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh24
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh13, Lloh14, Lloh16
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh15
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh49, Lloh50, Lloh51
	.loh AdrpLdrGot	Lloh47, Lloh48
	.loh AdrpLdrGotLdr	Lloh44, Lloh45, Lloh46
	.loh AdrpLdrGot	Lloh42, Lloh43
	.loh AdrpLdrGotLdr	Lloh39, Lloh40, Lloh41
	.loh AdrpLdrGot	Lloh37, Lloh38
	.loh AdrpLdrGotLdr	Lloh67, Lloh68, Lloh69
	.loh AdrpLdrGot	Lloh65, Lloh66
	.loh AdrpLdrGotLdr	Lloh62, Lloh63, Lloh64
	.loh AdrpLdrGotLdr	Lloh59, Lloh60, Lloh61
	.loh AdrpLdrGot	Lloh57, Lloh58
	.loh AdrpLdrGotLdr	Lloh54, Lloh55, Lloh56
	.loh AdrpLdrGot	Lloh52, Lloh53
	.loh AdrpLdrGotLdr	Lloh70, Lloh71, Lloh72
	.loh AdrpLdrGotLdr	Lloh73, Lloh74, Lloh75
	.loh AdrpLdrGot	Lloh76, Lloh77
	.loh AdrpLdrGotLdr	Lloh81, Lloh82, Lloh83
	.loh AdrpLdrGotLdr	Lloh78, Lloh79, Lloh80
	.loh AdrpLdrGotLdr	Lloh84, Lloh85, Lloh86
	.cfi_endproc
                                        ; -- End function
	.comm	_WI_SPACINGY,4,2                ; @WI_SPACINGY
	.comm	_DM_TOTALSX,4,2                 ; @DM_TOTALSX
	.comm	_total,8,3                      ; @total
	.comm	_DM_MATRIXY,4,2                 ; @DM_MATRIXY
	.comm	_FB,4,2                         ; @FB
	.comm	_DM_KILLERSX,4,2                ; @DM_KILLERSX
	.comm	_DM_KILLERSY,4,2                ; @DM_KILLERSY
	.comm	_killers,8,3                    ; @killers
	.comm	_DM_VICTIMSX,4,2                ; @DM_VICTIMSX
	.comm	_DM_VICTIMSY,4,2                ; @DM_VICTIMSY
	.comm	_victims,8,3                    ; @victims
	.comm	_DM_MATRIXX,4,2                 ; @DM_MATRIXX
	.comm	_DM_SPACINGX,4,2                ; @DM_SPACINGX
	.comm	_MAXPLAYERS,4,2                 ; @MAXPLAYERS
	.comm	_playeringame,8,3               ; @playeringame
	.comm	_p,8,3                          ; @p
	.comm	_me,4,2                         ; @me
	.comm	_bstar,8,3                      ; @bstar
	.comm	_star,8,3                       ; @star
	.comm	_num,8,3                        ; @num
	.comm	_dm_frags,8,3                   ; @dm_frags
	.comm	_dm_totals,8,3                  ; @dm_totals
.subsections_via_symbols
