	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function PlayerModel_UpdateGrid
_PlayerModel_UpdateGrid:                ## @PlayerModel_UpdateGrid
	.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
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	_s_playermodel@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, -44(%rbp)                 ## 4-byte Spill
	movq	_PLAYERGRID_ROWS@GOTPCREL(%rip), %r10
	movq	_PLAYERGRID_COLS@GOTPCREL(%rip), %r11
	movl	(%r11), %eax
	imull	(%r10), %eax
	testl	%eax, %eax
	jle	LBB0_6
## %bb.1:
	movq	_MAX_MODELSPERPAGE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	imull	-44(%rbp), %eax                 ## 4-byte Folded Reload
	movq	_s_playermodel@GOTPCREL(%rip), %rdx
	movslq	4(%rdx), %r9
	movq	24(%rdx), %rsi
	movq	32(%rdx), %rcx
	cltq
	leaq	(,%rax,8), %r13
	addq	40(%rdx), %r13
	xorl	%ebx, %ebx
	movq	_QMF_INACTIVE@GOTPCREL(%rip), %r14
	movq	_QMF_HIGHLIGHT@GOTPCREL(%rip), %r15
	movq	_QMF_PULSEIFFOCUS@GOTPCREL(%rip), %r12
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_4:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	$0, 8(%rcx)
	movl	(%rsi,%rbx,4), %edx
	orl	(%r14), %edx
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	%edx, (%rsi,%rbx,4)
	movl	(%r15), %r8d
	notl	%r8d
	andl	%r8d, (%rcx)
	movq	$0, 16(%rcx)
	orl	(%r12), %edx
	movl	%edx, (%rsi,%rbx,4)
	incq	%rbx
	movslq	(%r10), %rdx
	movslq	(%r11), %rdi
	imulq	%rdx, %rdi
	addq	$24, %rcx
	cmpq	%rdi, %rbx
	jge	LBB0_6
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	leaq	(%rax,%rbx), %rdx
	cmpq	%r9, %rdx
	jge	LBB0_4
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	(%r13,%rbx,8), %rdx
	movq	%rdx, 8(%rcx)
	movl	(%r14), %edx
	notl	%edx
	andl	(%rsi,%rbx,4), %edx
	jmp	LBB0_5
LBB0_6:
	movq	_s_playermodel@GOTPCREL(%rip), %rdi
	movl	8(%rdi), %eax
	movq	_MAX_MODELSPERPAGE@GOTPCREL(%rip), %rcx
	cltd
	idivl	(%rcx)
	movl	-44(%rbp), %ebx                 ## 4-byte Reload
	cmpl	%ebx, %eax
	jne	LBB0_8
## %bb.7:
	movq	_QMF_HIGHLIGHT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	32(%rdi), %rcx
	movslq	%edx, %rdx
	leaq	(%rdx,%rdx,2), %rsi
	orl	%eax, (%rcx,%rsi,8)
	movq	_QMF_PULSEIFFOCUS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	notl	%eax
	movq	24(%rdi), %rcx
	andl	%eax, (%rcx,%rdx,4)
LBB0_8:
	movl	12(%rdi), %ecx
	movq	_QMF_INACTIVE@GOTPCREL(%rip), %rax
	cmpl	$2, %ecx
	jl	LBB0_15
## %bb.9:
	movl	(%rax), %edx
	movl	%edx, %eax
	notl	%eax
	testl	%ebx, %ebx
	jle	LBB0_11
## %bb.10:
	movl	20(%rdi), %esi
	andl	%eax, %esi
	jmp	LBB0_12
LBB0_15:
	movl	(%rax), %eax
	orl	%eax, 20(%rdi)
	orl	16(%rdi), %eax
	jmp	LBB0_16
LBB0_11:
	movl	20(%rdi), %esi
	orl	%edx, %esi
LBB0_12:
	movl	%esi, 20(%rdi)
	decl	%ecx
	cmpl	%ecx, %ebx
	jge	LBB0_14
## %bb.13:
	andl	16(%rdi), %eax
	jmp	LBB0_16
LBB0_14:
	orl	16(%rdi), %edx
	movl	%edx, %eax
LBB0_16:
	movl	%eax, 16(%rdi)
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_s_playermodel,48,3             ## @s_playermodel
	.comm	_MAX_MODELSPERPAGE,4,2          ## @MAX_MODELSPERPAGE
	.comm	_PLAYERGRID_ROWS,4,2            ## @PLAYERGRID_ROWS
	.comm	_PLAYERGRID_COLS,4,2            ## @PLAYERGRID_COLS
	.comm	_QMF_INACTIVE,4,2               ## @QMF_INACTIVE
	.comm	_QMF_HIGHLIGHT,4,2              ## @QMF_HIGHLIGHT
	.comm	_QMF_PULSEIFFOCUS,4,2           ## @QMF_PULSEIFFOCUS
	.no_dead_strip	_PlayerModel_UpdateGrid
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function PlayerModel_UpdateGrid
_PlayerModel_UpdateGrid:                ; @PlayerModel_UpdateGrid
	.cfi_startproc
; %bb.0:
Lloh0:
	adrp	x8, _s_playermodel@GOTPAGE
Lloh1:
	ldr	x8, [x8, _s_playermodel@GOTPAGEOFF]
	ldr	w9, [x8]
Lloh2:
	adrp	x13, _PLAYERGRID_ROWS@GOTPAGE
Lloh3:
	ldr	x13, [x13, _PLAYERGRID_ROWS@GOTPAGEOFF]
Lloh4:
	adrp	x14, _PLAYERGRID_COLS@GOTPAGE
Lloh5:
	ldr	x14, [x14, _PLAYERGRID_COLS@GOTPAGEOFF]
	ldr	w11, [x13]
	ldr	w12, [x14]
Lloh6:
	adrp	x15, _MAX_MODELSPERPAGE@GOTPAGE
Lloh7:
	ldr	x15, [x15, _MAX_MODELSPERPAGE@GOTPAGEOFF]
Lloh8:
	adrp	x10, _QMF_INACTIVE@GOTPAGE
Lloh9:
	ldr	x10, [x10, _QMF_INACTIVE@GOTPAGEOFF]
	mul	w16, w12, w11
Lloh10:
	adrp	x12, _QMF_HIGHLIGHT@GOTPAGE
Lloh11:
	ldr	x12, [x12, _QMF_HIGHLIGHT@GOTPAGEOFF]
Lloh12:
	adrp	x11, _QMF_PULSEIFFOCUS@GOTPAGE
Lloh13:
	ldr	x11, [x11, _QMF_PULSEIFFOCUS@GOTPAGEOFF]
	cmp	w16, #1
	b.lt	LBB0_6
; %bb.1:
	mov	x16, #0
	ldr	w17, [x15]
	mul	w3, w17, w9
	ldrsw	x17, [x8, #4]
	ldp	x0, x2, [x8, #24]
	ldr	x4, [x8, #40]
	sxtw	x1, w3
	add	x2, x2, #8
	add	x3, x4, w3, sxtw #3
	b	LBB0_4
LBB0_2:                                 ;   in Loop: Header=BB0_4 Depth=1
	str	xzr, [x2]
	ldr	w4, [x10]
	lsl	x5, x16, #2
	ldr	w6, [x0, x5]
	orr	w4, w6, w4
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	str	w4, [x0, x5]
	ldr	w5, [x12]
	ldur	w6, [x2, #-8]
	bic	w5, w6, w5
	stur	w5, [x2, #-8]
	str	xzr, [x2, #8]
	ldr	w5, [x11]
	orr	w4, w4, w5
	str	w4, [x0, x16, lsl #2]
	add	x16, x16, #1
	ldrsw	x4, [x13]
	ldrsw	x5, [x14]
	mul	x4, x5, x4
	add	x2, x2, #24
	cmp	x16, x4
	b.ge	LBB0_6
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	add	x4, x1, x16
	cmp	x4, x17
	b.ge	LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x4, [x3, x16, lsl #3]
	str	x4, [x2]
	ldr	w4, [x10]
	lsl	x5, x16, #2
	ldr	w6, [x0, x5]
	bic	w4, w6, w4
	b	LBB0_3
LBB0_6:
	ldr	w13, [x8, #8]
	ldr	w14, [x15]
	sdiv	w15, w13, w14
	cmp	w15, w9
	b.ne	LBB0_8
; %bb.7:
	msub	w13, w15, w14, w13
	ldr	w12, [x12]
	mov	w14, #24
	smull	x14, w13, w14
	ldp	x16, x15, [x8, #24]
	ldr	w17, [x15, x14]
	orr	w12, w17, w12
	str	w12, [x15, x14]
	ldr	w11, [x11]
	sbfiz	x12, x13, #2, #32
	ldr	w13, [x16, x12]
	bic	w11, w13, w11
	str	w11, [x16, x12]
LBB0_8:
	ldr	w11, [x8, #12]
	cmp	w11, #2
	b.lt	LBB0_11
; %bb.9:
	ldr	w10, [x10]
	cmp	w9, #1
	b.lt	LBB0_12
; %bb.10:
	ldr	w12, [x8, #20]
	bic	w12, w12, w10
	b	LBB0_13
LBB0_11:
	ldr	w9, [x10]
	ldp	w11, w10, [x8, #16]
	orr	w10, w10, w9
	orr	w9, w11, w9
	stp	w9, w10, [x8, #16]
	ret
LBB0_12:
	ldr	w12, [x8, #20]
	orr	w12, w12, w10
LBB0_13:
	str	w12, [x8, #20]
	sub	w11, w11, #1
	cmp	w9, w11
	b.ge	LBB0_15
; %bb.14:
	ldr	w9, [x8, #16]
	bic	w9, w9, w10
	str	w9, [x8, #16]
	ret
LBB0_15:
	ldr	w9, [x8, #16]
	orr	w9, w9, w10
	str	w9, [x8, #16]
	ret
	.loh AdrpLdrGot	Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_s_playermodel,48,3             ; @s_playermodel
	.comm	_MAX_MODELSPERPAGE,4,2          ; @MAX_MODELSPERPAGE
	.comm	_PLAYERGRID_ROWS,4,2            ; @PLAYERGRID_ROWS
	.comm	_PLAYERGRID_COLS,4,2            ; @PLAYERGRID_COLS
	.comm	_QMF_INACTIVE,4,2               ; @QMF_INACTIVE
	.comm	_QMF_HIGHLIGHT,4,2              ; @QMF_HIGHLIGHT
	.comm	_QMF_PULSEIFFOCUS,4,2           ; @QMF_PULSEIFFOCUS
	.no_dead_strip	_PlayerModel_UpdateGrid
.subsections_via_symbols
