	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ## -- Begin function CG_AddPlayerWeapon
LCPI0_0:
	.quad	0x3ff0000000000000              ## double 1
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_CG_AddPlayerWeapon
	.p2align	4, 0x90
_CG_AddPlayerWeapon:                    ## @CG_AddPlayerWeapon
	.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	$168, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdx, %r14
	movq	%rsi, -56(%rbp)                 ## 8-byte Spill
	movq	%rdi, %rbx
	movq	8(%rdx), %r15
	movq	%r15, %rdi
	callq	_CG_RegisterWeapon
	movq	_cg_weapons@GOTPCREL(%rip), %rax
	movq	(%rax), %r12
	leaq	-136(%rbp), %rdi
	xorl	%esi, %esi
	movl	$64, %edx
	callq	_memset
	movl	40(%rbx), %edi
	movl	-96(%rbp), %esi
	callq	_VectorCopy
	movl	36(%rbx), %eax
	movl	%eax, -100(%rbp)
	movl	32(%rbx), %eax
	movl	%eax, -104(%rbp)
	movq	_WP_RAILGUN@GOTPCREL(%rip), %rax
	cmpq	(%rax), %r15
	movq	%r12, -48(%rbp)                 ## 8-byte Spill
	jne	LBB0_5
## %bb.1:
	movq	_cgs@GOTPCREL(%rip), %rcx
	movq	16(%r14), %rsi
	movq	56(%r14), %rax
	shlq	$4, %rsi
	addq	(%rcx), %rsi
	leaq	1500(%rax), %rcx
	movq	_cg@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	cmpq	%rdx, %rcx
	jle	LBB0_3
## %bb.2:
	subq	%rax, %rdx
	movq	%rdx, %rcx
	shlq	$8, %rcx
	subq	%rdx, %rcx
	movabsq	$-5853766786057164379, %rdx     ## imm = 0xAEC33E1F671529A5
	movq	%rcx, %rax
	imulq	%rdx
	addq	%rcx, %rdx
	movq	%rdx, %rax
	shrq	$63, %rax
	shrq	$10, %rdx
	addl	%eax, %edx
	movq	(%rsi), %rax
	movl	(%rax), %ecx
	imull	%edx, %ecx
	sarl	$8, %ecx
	movq	-136(%rbp), %rsi
	movl	%ecx, (%rsi)
	movl	4(%rax), %ecx
	imull	%edx, %ecx
	sarl	$8, %ecx
	movl	%ecx, 4(%rsi)
	imull	8(%rax), %edx
	sarl	$8, %edx
	movl	%edx, 8(%rsi)
	movl	$255, 12(%rsi)
	jmp	LBB0_4
LBB0_3:
	movq	(%rsi), %rdi
	movq	-136(%rbp), %rsi
	callq	_Byte4Copy
LBB0_4:
	movq	-48(%rbp), %r12                 ## 8-byte Reload
LBB0_5:
	leaq	(%r15,%r15,2), %r13
	shlq	$4, %r13
	movq	8(%r12,%r13), %rax
	movq	%rax, -112(%rbp)
	testq	%rax, %rax
	je	LBB0_27
## %bb.6:
	cmpq	$0, -56(%rbp)                   ## 8-byte Folded Reload
	je	LBB0_7
LBB0_12:
	movq	24(%rbx), %rsi
	movl	60(%rbx), %edx
	movl	56(%rbx), %ecx
	cvtsi2sdq	48(%rbx), %xmm0
	movsd	LCPI0_0(%rip), %xmm1            ## xmm1 = mem[0],zero
	subsd	%xmm0, %xmm1
	cvttsd2si	%xmm1, %r8
	leaq	L_.str(%rip), %r9
	leaq	-72(%rbp), %rdi
	callq	_trap_R_LerpTag
	movl	8(%rbx), %edi
	movl	-128(%rbp), %esi
	callq	_VectorCopy
	movl	-128(%rbp), %ecx
	movq	-64(%rbp), %rax
	movl	(%rax), %esi
	movq	16(%rbx), %rax
	movl	(%rax), %edx
	movl	%ecx, %edi
	callq	_VectorMA
	movq	_cg_drawGun@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	cmpq	$0, -56(%rbp)                   ## 8-byte Folded Reload
	je	LBB0_15
## %bb.13:
	cmpl	$2, %eax
	jne	LBB0_15
## %bb.14:
	movl	-128(%rbp), %ecx
	movq	-64(%rbp), %rax
	xorl	%esi, %esi
	subl	4(%rax), %esi
	jmp	LBB0_18
LBB0_15:
	cmpq	$0, -56(%rbp)                   ## 8-byte Folded Reload
	je	LBB0_17
## %bb.16:
	cmpl	$3, %eax
	je	LBB0_19
LBB0_17:
	movl	-128(%rbp), %ecx
	movq	-64(%rbp), %rax
	movl	4(%rax), %esi
LBB0_18:
	movq	16(%rbx), %rax
	movl	4(%rax), %edx
	movl	%ecx, %edi
	callq	_VectorMA
LBB0_19:
	movl	-128(%rbp), %ecx
	movq	-64(%rbp), %rax
	movl	8(%rax), %esi
	movq	16(%rbx), %rax
	movl	8(%rax), %edx
	movl	%ecx, %edi
	callq	_VectorMA
	movl	-72(%rbp), %edi
	movq	16(%rbx), %rsi
	movq	-120(%rbp), %rdx
	callq	_MatrixMultiply
	movq	48(%rbx), %rax
	movq	%rax, -88(%rbp)
	movl	40(%r14), %esi
	leaq	-136(%rbp), %rdi
	callq	_CG_AddWeaponWithPowerups
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	cmpq	$0, 24(%rax,%r13)
	jne	LBB0_20
## %bb.21:
	movq	_WP_LIGHTNING@GOTPCREL(%rip), %rax
	cmpq	(%rax), %r15
	je	LBB0_24
## %bb.22:
	movq	_WP_GAUNTLET@GOTPCREL(%rip), %rax
	cmpq	(%rax), %r15
	je	LBB0_24
## %bb.23:
	movq	_WP_GRAPPLING_HOOK@GOTPCREL(%rip), %rax
	cmpq	(%rax), %r15
	jne	LBB0_25
LBB0_24:
	movq	_cg_entities@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	16(%r14), %rcx
	leaq	(%rcx,%rcx,8), %rcx
	movq	_EF_FIRING@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	testl	%edx, 24(%rax,%rcx,8)
	jne	LBB0_26
LBB0_25:
	movq	_cg@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	subq	(%r14), %rax
	movq	_MUZZLE_FLASH_TIME@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jg	LBB0_27
LBB0_26:
	leaq	-200(%rbp), %rdi
	xorl	%esi, %esi
	movl	$64, %edx
	callq	_memset
	movl	40(%rbx), %edi
	movl	-160(%rbp), %esi
	callq	_VectorCopy
	movl	36(%rbx), %eax
	movl	%eax, -164(%rbp)
	movl	32(%rbx), %eax
	movl	%eax, -168(%rbp)
LBB0_27:
	addq	$168, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_7:
	movq	_qfalse@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 64(%r14)
	movq	_EF_FIRING@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, 24(%r14)
	je	LBB0_10
## %bb.8:
	movq	40(%r12,%r13), %rcx
	testq	%rcx, %rcx
	je	LBB0_10
## %bb.9:
	movq	32(%r14), %rdi
	movl	48(%r14), %esi
	movq	_vec3_origin@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	callq	_trap_S_AddLoopingSound
	movq	_qtrue@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 64(%r14)
	jmp	LBB0_12
LBB0_10:
	movq	32(%r12,%r13), %rcx
	testq	%rcx, %rcx
	je	LBB0_12
## %bb.11:
	movq	32(%r14), %rdi
	movl	48(%r14), %esi
	movq	_vec3_origin@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	callq	_trap_S_AddLoopingSound
	jmp	LBB0_12
LBB0_20:
	addq	$40, %rbx
	leaq	-200(%rbp), %rdi
	movq	%rbx, %rsi
	callq	_CG_AddPlayerWeapon.cold.1
	jmp	LBB0_27
	.cfi_endproc
                                        ## -- End function
	.p2align	4, 0x90                         ## -- Begin function CG_AddPlayerWeapon.cold.1
_CG_AddPlayerWeapon.cold.1:             ## @CG_AddPlayerWeapon.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	%r14
	pushq	%rbx
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	movq	%rsi, %r14
	movq	%rdi, %rbx
	pushq	$64
	popq	%rdx
	xorl	%esi, %esi
	callq	_memset
	movl	(%r14), %edi
	movl	40(%rbx), %esi
	callq	_VectorCopy
	ud2
	.cfi_endproc
                                        ## -- End function
	.comm	_cg_weapons,8,3                 ## @cg_weapons
	.comm	_WP_RAILGUN,8,3                 ## @WP_RAILGUN
	.comm	_cgs,8,3                        ## @cgs
	.comm	_cg,24,3                        ## @cg
	.comm	_qfalse,4,2                     ## @qfalse
	.comm	_EF_FIRING,4,2                  ## @EF_FIRING
	.comm	_vec3_origin,4,2                ## @vec3_origin
	.comm	_qtrue,4,2                      ## @qtrue
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"tag_weapon"

	.comm	_cg_drawGun,4,2                 ## @cg_drawGun
	.comm	_YAW,8,3                        ## @YAW
	.comm	_PITCH,8,3                      ## @PITCH
	.comm	_ROLL,8,3                       ## @ROLL
	.comm	_cg_entities,8,3                ## @cg_entities
	.comm	_WP_LIGHTNING,8,3               ## @WP_LIGHTNING
	.comm	_WP_GAUNTLET,8,3                ## @WP_GAUNTLET
	.comm	_WP_GRAPPLING_HOOK,8,3          ## @WP_GRAPPLING_HOOK
	.comm	_MUZZLE_FLASH_TIME,8,3          ## @MUZZLE_FLASH_TIME
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_CG_AddPlayerWeapon             ; -- Begin function CG_AddPlayerWeapon
	.p2align	2
_CG_AddPlayerWeapon:                    ; @CG_AddPlayerWeapon
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #208
	.cfi_def_cfa_offset 208
	stp	x24, x23, [sp, #144]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #160]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #176]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #192]            ; 16-byte Folded Spill
	add	x29, sp, #192
	.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
	mov	x20, x2
	mov	x23, x1
	mov	x19, x0
	ldr	x21, [x2, #8]
	mov	x0, x21
	bl	_CG_RegisterWeapon
Lloh0:
	adrp	x8, _cg_weapons@GOTPAGE
Lloh1:
	ldr	x8, [x8, _cg_weapons@GOTPAGEOFF]
Lloh2:
	ldr	x24, [x8]
	add	x0, sp, #80
	mov	w1, #0
	mov	w2, #64
	bl	_memset
	mov	x22, x19
	ldr	w0, [x22, #40]!
	ldr	w1, [sp, #120]
	bl	_VectorCopy
	ldur	d0, [x22, #-8]
	str	d0, [sp, #112]
Lloh3:
	adrp	x8, _WP_RAILGUN@GOTPAGE
Lloh4:
	ldr	x8, [x8, _WP_RAILGUN@GOTPAGEOFF]
Lloh5:
	ldr	x8, [x8]
	cmp	x21, x8
	b.ne	LBB0_4
; %bb.1:
Lloh6:
	adrp	x8, _cgs@GOTPAGE
Lloh7:
	ldr	x8, [x8, _cgs@GOTPAGEOFF]
Lloh8:
	ldr	x8, [x8]
	ldr	x9, [x20, #16]
	add	x8, x8, x9, lsl #4
	ldr	x9, [x20, #56]
	add	x11, x9, #1500
Lloh9:
	adrp	x10, _cg@GOTPAGE
Lloh10:
	ldr	x10, [x10, _cg@GOTPAGEOFF]
Lloh11:
	ldr	x10, [x10]
	cmp	x11, x10
	b.le	LBB0_3
; %bb.2:
	sub	x9, x10, x9
	lsl	x10, x9, #8
	sub	x9, x10, x9
	mov	x10, #10661
	movk	x10, #26389, lsl #16
	movk	x10, #15903, lsl #32
	movk	x10, #44739, lsl #48
	smulh	x10, x9, x10
	add	x9, x10, x9
	lsr	x10, x9, #63
	lsr	x9, x9, #10
	add	w9, w9, w10
	ldr	x8, [x8]
	ldr	w10, [x8]
	mul	w10, w10, w9
	asr	w10, w10, #8
	ldr	x11, [sp, #80]
	str	w10, [x11]
	ldr	w10, [x8, #4]
	mul	w10, w10, w9
	asr	w10, w10, #8
	str	w10, [x11, #4]
	ldr	w8, [x8, #8]
	mul	w8, w8, w9
	asr	w8, w8, #8
	mov	w9, #255
	stp	w8, w9, [x11, #8]
	b	LBB0_4
LBB0_3:
	ldr	x0, [x8]
	ldr	x1, [sp, #80]
	bl	_Byte4Copy
LBB0_4:
	mov	w8, #48
	madd	x8, x21, x8, x24
	ldr	x8, [x8, #8]
	str	x8, [sp, #104]
	cbz	x8, LBB0_20
; %bb.5:
	cbz	x23, LBB0_21
LBB0_6:
	ldr	x1, [x19, #24]
	ldp	w3, w2, [x19, #56]
	ldr	d0, [x19, #48]
	scvtf	d0, d0
	fmov	d1, #1.00000000
	fsub	d0, d1, d0
	fcvtzs	x4, d0
Lloh12:
	adrp	x5, l_.str@PAGE
Lloh13:
	add	x5, x5, l_.str@PAGEOFF
	mov	x0, sp
	bl	_trap_R_LerpTag
	ldr	w0, [x19, #8]
	ldr	w1, [sp, #88]
	bl	_VectorCopy
	ldr	w0, [sp, #88]
	ldr	x8, [sp, #8]
	ldr	w1, [x8]
	ldr	x8, [x19, #16]
	ldr	w2, [x8]
	mov	x3, x0
	bl	_VectorMA
Lloh14:
	adrp	x8, _cg_drawGun@GOTPAGE
Lloh15:
	ldr	x8, [x8, _cg_drawGun@GOTPAGEOFF]
Lloh16:
	ldr	w8, [x8]
	cbz	x23, LBB0_9
; %bb.7:
	cmp	w8, #2
	b.ne	LBB0_9
; %bb.8:
	ldr	w0, [sp, #88]
	ldr	x8, [sp, #8]
	ldr	w8, [x8, #4]
	neg	w1, w8
	b	LBB0_12
LBB0_9:
	cbz	x23, LBB0_11
; %bb.10:
	cmp	w8, #3
	b.eq	LBB0_13
LBB0_11:
	ldr	w0, [sp, #88]
	ldr	x8, [sp, #8]
	ldr	w1, [x8, #4]
LBB0_12:
	ldr	x8, [x19, #16]
	ldr	w2, [x8, #4]
	mov	x3, x0
	bl	_VectorMA
LBB0_13:
	ldr	w0, [sp, #88]
	ldr	x8, [sp, #8]
	ldr	w1, [x8, #8]
	ldr	x8, [x19, #16]
	ldr	w2, [x8, #8]
	mov	x3, x0
	bl	_VectorMA
	ldr	w0, [sp]
	ldr	x1, [x19, #16]
	ldr	x2, [sp, #96]
	bl	_MatrixMultiply
	ldr	x8, [x19, #48]
	str	x8, [sp, #128]
	ldr	w1, [x20, #40]
	add	x0, sp, #80
	bl	_CG_AddWeaponWithPowerups
	mov	w8, #48
	madd	x8, x21, x8, x24
	ldr	x8, [x8, #24]
	cbnz	x8, LBB0_26
; %bb.14:
Lloh17:
	adrp	x8, _WP_LIGHTNING@GOTPAGE
Lloh18:
	ldr	x8, [x8, _WP_LIGHTNING@GOTPAGEOFF]
Lloh19:
	ldr	x8, [x8]
	cmp	x21, x8
	b.eq	LBB0_17
; %bb.15:
Lloh20:
	adrp	x8, _WP_GAUNTLET@GOTPAGE
Lloh21:
	ldr	x8, [x8, _WP_GAUNTLET@GOTPAGEOFF]
Lloh22:
	ldr	x8, [x8]
	cmp	x21, x8
	b.eq	LBB0_17
; %bb.16:
Lloh23:
	adrp	x8, _WP_GRAPPLING_HOOK@GOTPAGE
Lloh24:
	ldr	x8, [x8, _WP_GRAPPLING_HOOK@GOTPAGEOFF]
Lloh25:
	ldr	x8, [x8]
	cmp	x21, x8
	b.ne	LBB0_18
LBB0_17:
Lloh26:
	adrp	x8, _cg_entities@GOTPAGE
Lloh27:
	ldr	x8, [x8, _cg_entities@GOTPAGEOFF]
Lloh28:
	ldr	x8, [x8]
	ldr	x9, [x20, #16]
	mov	w10, #72
	madd	x8, x9, x10, x8
	ldr	w8, [x8, #24]
Lloh29:
	adrp	x9, _EF_FIRING@GOTPAGE
Lloh30:
	ldr	x9, [x9, _EF_FIRING@GOTPAGEOFF]
Lloh31:
	ldr	w9, [x9]
	tst	w9, w8
	b.ne	LBB0_19
LBB0_18:
Lloh32:
	adrp	x8, _cg@GOTPAGE
Lloh33:
	ldr	x8, [x8, _cg@GOTPAGEOFF]
Lloh34:
	ldr	x8, [x8]
	ldr	x9, [x20]
Lloh35:
	adrp	x10, _MUZZLE_FLASH_TIME@GOTPAGE
Lloh36:
	ldr	x10, [x10, _MUZZLE_FLASH_TIME@GOTPAGEOFF]
Lloh37:
	ldr	x10, [x10]
	sub	x8, x8, x9
	cmp	x8, x10
	b.gt	LBB0_20
LBB0_19:
	add	x0, sp, #16
	mov	w1, #0
	mov	w2, #64
	bl	_memset
	ldr	w0, [x19, #40]
	ldr	w1, [sp, #56]
	bl	_VectorCopy
	ldr	d0, [x19, #32]
	str	d0, [sp, #48]
LBB0_20:
	ldp	x29, x30, [sp, #192]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #176]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #160]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #144]            ; 16-byte Folded Reload
	add	sp, sp, #208
	ret
LBB0_21:
Lloh38:
	adrp	x8, _qfalse@GOTPAGE
Lloh39:
	ldr	x8, [x8, _qfalse@GOTPAGEOFF]
Lloh40:
	ldr	w8, [x8]
	str	w8, [x20, #64]
	ldr	w8, [x20, #24]
Lloh41:
	adrp	x9, _EF_FIRING@GOTPAGE
Lloh42:
	ldr	x9, [x9, _EF_FIRING@GOTPAGEOFF]
Lloh43:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_24
; %bb.22:
	mov	w8, #48
	madd	x8, x21, x8, x24
	ldr	x3, [x8, #40]
	cbz	x3, LBB0_24
; %bb.23:
	ldr	x0, [x20, #32]
	ldr	w1, [x20, #48]
Lloh44:
	adrp	x8, _vec3_origin@GOTPAGE
Lloh45:
	ldr	x8, [x8, _vec3_origin@GOTPAGEOFF]
Lloh46:
	ldr	w2, [x8]
	bl	_trap_S_AddLoopingSound
Lloh47:
	adrp	x8, _qtrue@GOTPAGE
Lloh48:
	ldr	x8, [x8, _qtrue@GOTPAGEOFF]
Lloh49:
	ldr	w8, [x8]
	str	w8, [x20, #64]
	b	LBB0_6
LBB0_24:
	mov	w8, #48
	madd	x8, x21, x8, x24
	ldr	x3, [x8, #32]
	cbz	x3, LBB0_6
; %bb.25:
	ldr	x0, [x20, #32]
	ldr	w1, [x20, #48]
Lloh50:
	adrp	x8, _vec3_origin@GOTPAGE
Lloh51:
	ldr	x8, [x8, _vec3_origin@GOTPAGEOFF]
Lloh52:
	ldr	w2, [x8]
	bl	_trap_S_AddLoopingSound
	b	LBB0_6
LBB0_26:
	add	x0, sp, #16
	mov	x1, x22
	bl	_CG_AddPlayerWeapon.cold.1
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh16
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh25
	.loh AdrpLdrGotLdr	Lloh29, Lloh30, Lloh31
	.loh AdrpLdrGotLdr	Lloh26, Lloh27, Lloh28
	.loh AdrpLdrGotLdr	Lloh35, Lloh36, Lloh37
	.loh AdrpLdrGotLdr	Lloh32, Lloh33, Lloh34
	.loh AdrpLdrGotLdr	Lloh41, Lloh42, Lloh43
	.loh AdrpLdrGotLdr	Lloh38, Lloh39, Lloh40
	.loh AdrpLdrGotLdr	Lloh47, Lloh48, Lloh49
	.loh AdrpLdrGotLdr	Lloh44, Lloh45, Lloh46
	.loh AdrpLdrGotLdr	Lloh50, Lloh51, Lloh52
	.cfi_endproc
                                        ; -- End function
	.p2align	2                               ; -- Begin function CG_AddPlayerWeapon.cold.1
_CG_AddPlayerWeapon.cold.1:             ; @CG_AddPlayerWeapon.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
	mov	x20, x0
	mov	w1, #0
	mov	w2, #64
	bl	_memset
	ldr	w0, [x19]
	ldr	w1, [x20, #40]
	bl	_VectorCopy
	brk	#0x1
	.cfi_endproc
                                        ; -- End function
	.comm	_cg_weapons,8,3                 ; @cg_weapons
	.comm	_WP_RAILGUN,8,3                 ; @WP_RAILGUN
	.comm	_cgs,8,3                        ; @cgs
	.comm	_cg,24,3                        ; @cg
	.comm	_qfalse,4,2                     ; @qfalse
	.comm	_EF_FIRING,4,2                  ; @EF_FIRING
	.comm	_vec3_origin,4,2                ; @vec3_origin
	.comm	_qtrue,4,2                      ; @qtrue
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"tag_weapon"

	.comm	_cg_drawGun,4,2                 ; @cg_drawGun
	.comm	_YAW,8,3                        ; @YAW
	.comm	_PITCH,8,3                      ; @PITCH
	.comm	_ROLL,8,3                       ; @ROLL
	.comm	_cg_entities,8,3                ; @cg_entities
	.comm	_WP_LIGHTNING,8,3               ; @WP_LIGHTNING
	.comm	_WP_GAUNTLET,8,3                ; @WP_GAUNTLET
	.comm	_WP_GRAPPLING_HOOK,8,3          ; @WP_GRAPPLING_HOOK
	.comm	_MUZZLE_FLASH_TIME,8,3          ; @MUZZLE_FLASH_TIME
.subsections_via_symbols
