	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ## -- Begin function BotAttackMove
LCPI0_0:
	.quad	0x3fc999999999999a              ## double 0.20000000000000001
LCPI0_3:
	.quad	0x3fd999999999999a              ## double 0.40000000000000002
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2
LCPI0_1:
	.long	0x40a00000                      ## float 5
LCPI0_2:
	.long	0x42200000                      ## float 40
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_BotAttackMove
	.p2align	4, 0x90
_BotAttackMove:                         ## @BotAttackMove
	.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	%r12
	pushq	%rbx
	subq	$64, %rsp
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%esi, %r15d
	movq	%rdi, %r12
	movl	(%rdi), %r14d
	movl	4(%rdi), %ebx
	xorl	%eax, %eax
	callq	_FloatTime
	cmpl	%eax, %ebx
	jle	LBB0_2
## %bb.1:
	movl	%r14d, -88(%rbp)
	movl	60(%r12), %eax
	movl	%eax, -72(%rbp)
	movl	56(%r12), %edi
	callq	_VectorCopy
	movl	$-8, %esi
	movl	$-8, %edx
	movl	$-8, %ecx
	callq	_VectorSet
	movl	$8, %esi
	movl	$8, %edx
	movl	$8, %ecx
	callq	_VectorSet
	movq	%r12, %rdi
	callq	_BotSetupForMovement
	movl	24(%r12), %esi
	leaq	-52(%rbp), %rdi
	leaq	-88(%rbp), %rdx
	movl	%r15d, %ecx
	callq	_trap_BotMoveToGoal
	jmp	LBB0_25
LBB0_2:
	leaq	-52(%rbp), %rdi
	xorl	%esi, %esi
	movl	$4, %edx
	callq	_memset
	movl	52(%r12), %edi
	movq	_CHARACTERISTIC_ATTACK_SKILL@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	movss	%xmm0, -36(%rbp)                ## 4-byte Spill
	movl	52(%r12), %edi
	movq	_CHARACTERISTIC_JUMPER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	movss	%xmm0, -40(%rbp)                ## 4-byte Spill
	movl	52(%r12), %edi
	movq	_CHARACTERISTIC_CROUCHER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	movss	-36(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	cvtss2sd	%xmm1, %xmm1
	movsd	LCPI0_0(%rip), %xmm2            ## xmm2 = mem[0],zero
	ucomisd	%xmm1, %xmm2
	ja	LBB0_25
## %bb.3:
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	movsd	%xmm1, -64(%rbp)                ## 8-byte Spill
	movq	%r12, %rdi
	callq	_BotSetupForMovement
	leaq	-88(%rbp), %rsi
	movl	%r14d, %edi
	callq	_BotEntityInfo
	movl	-88(%rbp), %edi
	movl	48(%r12), %esi
	callq	_VectorSubtract
	callq	_VectorNormalize
	movss	%xmm0, -48(%rbp)                ## 4-byte Spill
	callq	_VectorNegate
	movq	_MOVE_WALK@GOTPCREL(%rip), %r15
	movl	(%r15), %r14d
	movl	8(%r12), %ebx
	xorl	%eax, %eax
	callq	_FloatTime
	decl	%eax
	cmpl	%eax, %ebx
	jge	LBB0_9
## %bb.4:
	xorl	%eax, %eax
	callq	_random
	movss	-40(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	cvtss2sd	%xmm1, %xmm1
	ucomisd	%xmm0, %xmm1
	jbe	LBB0_6
## %bb.5:
	movq	_MOVE_JUMP@GOTPCREL(%rip), %rax
	movl	(%rax), %r14d
	jmp	LBB0_9
LBB0_6:
	movl	8(%r12), %ebx
	xorl	%eax, %eax
	callq	_FloatTime
	decl	%eax
	cmpl	%eax, %ebx
	jge	LBB0_9
## %bb.7:
	xorl	%eax, %eax
	callq	_random
	movss	-44(%rbp), %xmm2                ## 4-byte Reload
                                        ## xmm2 = mem[0],zero,zero,zero
	xorps	%xmm1, %xmm1
	cvtss2sd	%xmm2, %xmm1
	ucomisd	%xmm0, %xmm1
	jbe	LBB0_9
## %bb.8:
	xorl	%eax, %eax
	callq	_FloatTime
	xorps	%xmm0, %xmm0
	cvtsi2ss	%eax, %xmm0
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	mulss	LCPI0_1(%rip), %xmm1
	addss	%xmm0, %xmm1
	cvttss2si	%xmm1, %eax
	movl	%eax, 8(%r12)
LBB0_9:
	movl	8(%r12), %ebx
	xorl	%eax, %eax
	callq	_FloatTime
	cmpl	%eax, %ebx
	jle	LBB0_11
## %bb.10:
	movq	_MOVE_CROUCH@GOTPCREL(%rip), %rax
	movl	(%rax), %r14d
LBB0_11:
	movq	_MOVE_JUMP@GOTPCREL(%rip), %rax
	cmpl	(%rax), %r14d
	jne	LBB0_15
## %bb.12:
	movl	12(%r12), %ebx
	xorl	%eax, %eax
	callq	_FloatTime
	cmpl	%eax, %ebx
	jle	LBB0_14
## %bb.13:
	movl	(%r15), %r14d
	jmp	LBB0_15
LBB0_14:
	xorl	%eax, %eax
	callq	_FloatTime
	incl	%eax
	movl	%eax, 12(%r12)
LBB0_15:
	movsd	-64(%rbp), %xmm1                ## 8-byte Reload
                                        ## xmm1 = mem[0],zero
	movq	40(%r12), %rax
	movq	_WP_GAUNTLET@GOTPCREL(%rip), %rcx
	xorps	%xmm3, %xmm3
	xorps	%xmm2, %xmm2
	cmpq	(%rcx), %rax
	je	LBB0_17
## %bb.16:
	movq	_IDEAL_ATTACKDIST@GOTPCREL(%rip), %rax
	movss	(%rax), %xmm2                   ## xmm2 = mem[0],zero,zero,zero
LBB0_17:
	je	LBB0_19
## %bb.18:
	movss	LCPI0_2(%rip), %xmm3            ## xmm3 = mem[0],zero,zero,zero
LBB0_19:
	movsd	LCPI0_3(%rip), %xmm0            ## xmm0 = mem[0],zero
	ucomisd	%xmm1, %xmm0
	jb	LBB0_27
## %bb.20:
	movaps	%xmm2, %xmm0
	addss	%xmm3, %xmm0
	movss	-48(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	ucomiss	%xmm0, %xmm1
	jbe	LBB0_23
## %bb.21:
	movss	%xmm3, -40(%rbp)                ## 4-byte Spill
	movss	%xmm2, -36(%rbp)                ## 4-byte Spill
	movl	24(%r12), %edi
	movl	$400, %edx                      ## imm = 0x190
	movl	%r14d, %ecx
	callq	_trap_BotMoveInDirection
	testq	%rax, %rax
	jne	LBB0_25
## %bb.22:
	movss	-36(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	subss	-40(%rbp), %xmm0                ## 4-byte Folded Reload
	ucomiss	-48(%rbp), %xmm0                ## 4-byte Folded Reload
	ja	LBB0_24
	jmp	LBB0_25
LBB0_23:
	movaps	%xmm1, %xmm0
	subss	%xmm3, %xmm2
	ucomiss	%xmm1, %xmm2
	jbe	LBB0_25
LBB0_24:
	movl	24(%r12), %edi
	movl	$400, %edx                      ## imm = 0x190
	movl	%r14d, %ecx
	callq	_trap_BotMoveInDirection
LBB0_25:
	movl	-52(%rbp), %eax
LBB0_26:
	addq	$64, %rsp
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_27:
	movq	%r12, %rdi
	movss	-36(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_BotAttackMove.cold.1
	xorl	%eax, %eax
	jmp	LBB0_26
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function BotAttackMove.cold.1
LCPI1_0:
	.long	0x3f800000                      ## float 1
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3
LCPI1_1:
	.quad	0x3fc999999999999a              ## double 0.20000000000000001
LCPI1_2:
	.quad	0x3fd999999999999a              ## double 0.40000000000000002
LCPI1_3:
	.quad	0x3fe6666666666666              ## double 0.69999999999999996
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	4, 0x90
_BotAttackMove.cold.1:                  ## @BotAttackMove.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
	cvtsi2ssq	32(%rdi), %xmm0
	addss	16(%rdi), %xmm0
	movss	%xmm0, 16(%rdi)
	ucomisd	LCPI1_3(%rip), %xmm1
	jbe	LBB1_2
## %bb.1:
	xorl	%eax, %eax
	callq	_crandom
LBB1_2:
	xorl	%eax, %eax
	callq	_random
	ud2
	.cfi_endproc
                                        ## -- End function
	.comm	_CHARACTERISTIC_ATTACK_SKILL,4,2 ## @CHARACTERISTIC_ATTACK_SKILL
	.comm	_CHARACTERISTIC_JUMPER,4,2      ## @CHARACTERISTIC_JUMPER
	.comm	_CHARACTERISTIC_CROUCHER,4,2    ## @CHARACTERISTIC_CROUCHER
	.comm	_MOVE_WALK,4,2                  ## @MOVE_WALK
	.comm	_MOVE_JUMP,4,2                  ## @MOVE_JUMP
	.comm	_MOVE_CROUCH,4,2                ## @MOVE_CROUCH
	.comm	_WP_GAUNTLET,8,3                ## @WP_GAUNTLET
	.comm	_IDEAL_ATTACKDIST,4,2           ## @IDEAL_ATTACKDIST
	.comm	_BFL_STRAFERIGHT,4,2            ## @BFL_STRAFERIGHT
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_BotAttackMove                  ; -- Begin function BotAttackMove
	.p2align	2
_BotAttackMove:                         ; @BotAttackMove
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #144
	.cfi_def_cfa_offset 144
	stp	d13, d12, [sp, #32]             ; 16-byte Folded Spill
	stp	d11, d10, [sp, #48]             ; 16-byte Folded Spill
	stp	d9, d8, [sp, #64]               ; 16-byte Folded Spill
	stp	x24, x23, [sp, #80]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #96]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #112]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #128]            ; 16-byte Folded Spill
	add	x29, sp, #128
	.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
	.cfi_offset b10, -88
	.cfi_offset b11, -96
	.cfi_offset b12, -104
	.cfi_offset b13, -112
	mov	x21, x1
	mov	x19, x0
	ldp	w20, w22, [x0]
	bl	_FloatTime
	cmp	w22, w0
	b.le	LBB0_2
; %bb.1:
	ldp	w0, w8, [x19, #56]
	str	w20, [sp, #8]
	str	w8, [sp, #24]
	bl	_VectorCopy
	mov	w1, #-8
	mov	w2, #-8
	mov	w3, #-8
	bl	_VectorSet
	mov	w1, #8
	mov	w2, #8
	mov	w3, #8
	bl	_VectorSet
	mov	x0, x19
	bl	_BotSetupForMovement
	ldr	w1, [x19, #24]
	add	x0, sp, #28
	add	x2, sp, #8
	mov	x3, x21
	bl	_trap_BotMoveToGoal
	b	LBB0_18
LBB0_2:
	add	x0, sp, #28
	mov	w1, #0
	mov	w2, #4
	bl	_memset
	ldr	w0, [x19, #52]
Lloh0:
	adrp	x8, _CHARACTERISTIC_ATTACK_SKILL@GOTPAGE
Lloh1:
	ldr	x8, [x8, _CHARACTERISTIC_ATTACK_SKILL@GOTPAGEOFF]
Lloh2:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	fmov	s8, s0
	ldr	w0, [x19, #52]
Lloh3:
	adrp	x8, _CHARACTERISTIC_JUMPER@GOTPAGE
Lloh4:
	ldr	x8, [x8, _CHARACTERISTIC_JUMPER@GOTPAGEOFF]
Lloh5:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	fmov	s12, s0
	ldr	w0, [x19, #52]
Lloh6:
	adrp	x8, _CHARACTERISTIC_CROUCHER@GOTPAGE
Lloh7:
	ldr	x8, [x8, _CHARACTERISTIC_CROUCHER@GOTPAGEOFF]
Lloh8:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	fmov	s11, s0
	fcvt	d9, s8
	mov	x8, #-7378697629483820647
	movk	x8, #39322
	movk	x8, #16329, lsl #48
	fmov	d0, x8
	fcmp	d9, d0
	b.mi	LBB0_18
; %bb.3:
	mov	x0, x19
	bl	_BotSetupForMovement
	add	x1, sp, #8
	mov	x0, x20
	bl	_BotEntityInfo
	ldr	w0, [sp, #8]
	ldr	w1, [x19, #48]
	bl	_VectorSubtract
	bl	_VectorNormalize
	fmov	s10, s0
	bl	_VectorNegate
Lloh9:
	adrp	x21, _MOVE_WALK@GOTPAGE
Lloh10:
	ldr	x21, [x21, _MOVE_WALK@GOTPAGEOFF]
	ldr	w20, [x21]
	ldr	w23, [x19, #8]
	bl	_FloatTime
	sub	w8, w0, #1
Lloh11:
	adrp	x22, _MOVE_JUMP@GOTPAGE
Lloh12:
	ldr	x22, [x22, _MOVE_JUMP@GOTPAGEOFF]
	cmp	w23, w8
	b.ge	LBB0_9
; %bb.4:
	bl	_random
	fcvt	d1, s12
	fcmp	d0, d1
	b.pl	LBB0_6
; %bb.5:
	ldr	w20, [x22]
	b	LBB0_9
LBB0_6:
	ldr	w23, [x19, #8]
	bl	_FloatTime
	sub	w8, w0, #1
	cmp	w23, w8
	b.ge	LBB0_9
; %bb.7:
	bl	_random
	fcvt	d1, s11
	fcmp	d0, d1
	b.pl	LBB0_9
; %bb.8:
	bl	_FloatTime
	scvtf	s0, w0
	fmov	s1, #5.00000000
	fmadd	s0, s11, s1, s0
	fcvtzs	w8, s0
	str	w8, [x19, #8]
LBB0_9:
	ldr	w23, [x19, #8]
	bl	_FloatTime
Lloh13:
	adrp	x8, _MOVE_CROUCH@GOTPAGE
Lloh14:
	ldr	x8, [x8, _MOVE_CROUCH@GOTPAGEOFF]
Lloh15:
	ldr	w8, [x8]
	cmp	w23, w0
	csel	w20, w8, w20, gt
	ldr	w8, [x22]
	cmp	w20, w8
	b.ne	LBB0_13
; %bb.10:
	ldr	w22, [x19, #12]
	bl	_FloatTime
	cmp	w22, w0
	b.le	LBB0_12
; %bb.11:
	ldr	w20, [x21]
	b	LBB0_13
LBB0_12:
	bl	_FloatTime
	add	w8, w0, #1
	str	w8, [x19, #12]
LBB0_13:
	ldr	x8, [x19, #40]
Lloh16:
	adrp	x9, _WP_GAUNTLET@GOTPAGE
Lloh17:
	ldr	x9, [x9, _WP_GAUNTLET@GOTPAGEOFF]
Lloh18:
	ldr	x9, [x9]
Lloh19:
	adrp	x10, _IDEAL_ATTACKDIST@GOTPAGE
Lloh20:
	ldr	x10, [x10, _IDEAL_ATTACKDIST@GOTPAGEOFF]
Lloh21:
	ldr	s0, [x10]
	cmp	x8, x9
	movi	d1, #0000000000000000
	fcsel	s11, s1, s0, eq
	mov	w8, #1109393408
	fmov	s0, w8
	fcsel	s12, s1, s0, eq
	mov	x8, #-7378697629483820647
	movk	x8, #39322
	movk	x8, #16345, lsl #48
	fmov	d0, x8
	fcmp	d9, d0
	b.hi	LBB0_19
; %bb.14:
	fadd	s0, s11, s12
	fcmp	s10, s0
	b.le	LBB0_16
; %bb.15:
	ldr	w0, [x19, #24]
	mov	w2, #400
	mov	x3, x20
	bl	_trap_BotMoveInDirection
	cbnz	x0, LBB0_18
LBB0_16:
	fsub	s0, s11, s12
	fcmp	s10, s0
	b.pl	LBB0_18
; %bb.17:
	ldr	w0, [x19, #24]
	mov	w2, #400
	mov	x3, x20
	bl	_trap_BotMoveInDirection
LBB0_18:
	ldr	w0, [sp, #28]
	ldp	x29, x30, [sp, #128]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #112]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #96]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #80]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #64]               ; 16-byte Folded Reload
	ldp	d11, d10, [sp, #48]             ; 16-byte Folded Reload
	ldp	d13, d12, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #144
	ret
LBB0_19:
	mov	x0, x19
	fmov	s0, s8
	fmov	d1, d9
	bl	_BotAttackMove.cold.1
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh13, Lloh14, Lloh15
	.loh AdrpLdrGotLdr	Lloh19, Lloh20, Lloh21
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh18
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ; -- Begin function BotAttackMove.cold.1
lCPI1_0:
	.quad	0x3fd999999999999a              ; double 0.40000000000000002
lCPI1_1:
	.quad	0x3fc999999999999a              ; double 0.20000000000000001
lCPI1_2:
	.quad	0x3fe6666666666666              ; double 0.69999999999999996
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	2
_BotAttackMove.cold.1:                  ; @BotAttackMove.cold.1
	.cfi_startproc
; %bb.0:
	stp	x29, x30, [sp, #-16]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 16
	mov	x29, sp
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	ldr	x8, [x0, #32]
	scvtf	s0, x8
	ldr	s2, [x0, #16]
	fadd	s0, s2, s0
	str	s0, [x0, #16]
Lloh22:
	adrp	x8, lCPI1_2@PAGE
Lloh23:
	ldr	d0, [x8, lCPI1_2@PAGEOFF]
	fcmp	d1, d0
	b.le	LBB1_2
; %bb.1:
	bl	_crandom
LBB1_2:
	bl	_random
	brk	#0x1
	.loh AdrpLdr	Lloh22, Lloh23
	.cfi_endproc
                                        ; -- End function
	.comm	_CHARACTERISTIC_ATTACK_SKILL,4,2 ; @CHARACTERISTIC_ATTACK_SKILL
	.comm	_CHARACTERISTIC_JUMPER,4,2      ; @CHARACTERISTIC_JUMPER
	.comm	_CHARACTERISTIC_CROUCHER,4,2    ; @CHARACTERISTIC_CROUCHER
	.comm	_MOVE_WALK,4,2                  ; @MOVE_WALK
	.comm	_MOVE_JUMP,4,2                  ; @MOVE_JUMP
	.comm	_MOVE_CROUCH,4,2                ; @MOVE_CROUCH
	.comm	_WP_GAUNTLET,8,3                ; @WP_GAUNTLET
	.comm	_IDEAL_ATTACKDIST,4,2           ; @IDEAL_ATTACKDIST
	.comm	_BFL_STRAFERIGHT,4,2            ; @BFL_STRAFERIGHT
.subsections_via_symbols
