	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function CG_PlayerFlag
_CG_PlayerFlag:                         ## @CG_PlayerFlag
	.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	$104, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdx, %rbx
	movl	%esi, %r15d
	movq	%rdi, %r14
	leaq	-136(%rbp), %r12
	movq	%r12, %rdi
	xorl	%esi, %esi
	movl	$48, %edx
	callq	_memset
	movq	_cgs@GOTPCREL(%rip), %r13
	movl	12(%r13), %eax
	movl	%eax, -128(%rbp)
	movq	(%rbx), %rdi
	movq	-136(%rbp), %rsi
	callq	_VectorCopy
	movl	40(%rbx), %eax
	movl	%eax, -96(%rbp)
	movl	36(%rbx), %eax
	movl	%eax, -100(%rbp)
	movl	8(%rbx), %edx
	leaq	L_.str(%rip), %rcx
	movq	%r12, %rdi
	movq	%rbx, %rsi
	callq	_CG_PositionEntityOnTag
	movq	%r12, %rdi
	callq	_trap_R_AddRefEntityToScene
	leaq	-88(%rbp), %rdi
	xorl	%esi, %esi
	movl	$48, %edx
	callq	_memset
	movl	8(%r13), %eax
	movl	%eax, -80(%rbp)
	movl	%r15d, -44(%rbp)
	movq	(%rbx), %rdi
	movq	-88(%rbp), %rsi
	callq	_VectorCopy
	movl	40(%rbx), %eax
	movl	%eax, -48(%rbp)
	movl	36(%rbx), %eax
	movl	%eax, -52(%rbp)
	callq	_VectorClear
	movq	40(%r14), %rdi
	callq	_VectorCopy
	ud2
	.cfi_endproc
                                        ## -- End function
	.comm	_cgs,16,3                       ## @cgs
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"tag_flag"

	.comm	_qfalse,4,2                     ## @qfalse
	.comm	_ANIM_TOGGLEBIT,4,2             ## @ANIM_TOGGLEBIT
	.comm	_LEGS_IDLE,4,2                  ## @LEGS_IDLE
	.comm	_LEGS_IDLECR,4,2                ## @LEGS_IDLECR
	.comm	_FLAG_STAND,4,2                 ## @FLAG_STAND
	.comm	_LEGS_WALK,4,2                  ## @LEGS_WALK
	.comm	_LEGS_WALKCR,4,2                ## @LEGS_WALKCR
	.comm	_qtrue,4,2                      ## @qtrue
	.comm	_FLAG_RUN,4,2                   ## @FLAG_RUN
	.comm	_M_PI,4,2                       ## @M_PI
	.comm	_YAW,8,3                        ## @YAW
	.no_dead_strip	_CG_PlayerFlag
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function CG_PlayerFlag
_CG_PlayerFlag:                         ; @CG_PlayerFlag
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #144
	.cfi_def_cfa_offset 144
	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
	mov	x19, x2
	mov	x20, x1
	mov	x21, x0
	add	x0, sp, #48
	mov	w1, #0
	mov	w2, #48
	bl	_memset
Lloh0:
	adrp	x22, _cgs@GOTPAGE
Lloh1:
	ldr	x22, [x22, _cgs@GOTPAGEOFF]
	ldr	w8, [x22, #12]
	str	w8, [sp, #56]
	ldr	x0, [x19]
	ldr	x1, [sp, #48]
	bl	_VectorCopy
	ldur	d0, [x19, #36]
	stur	d0, [sp, #84]
	ldr	w2, [x19, #8]
Lloh2:
	adrp	x3, l_.str@PAGE
Lloh3:
	add	x3, x3, l_.str@PAGEOFF
	add	x0, sp, #48
	mov	x1, x19
	bl	_CG_PositionEntityOnTag
	add	x0, sp, #48
	bl	_trap_R_AddRefEntityToScene
	mov	x0, sp
	mov	w1, #0
	mov	w2, #48
	bl	_memset
	ldr	w8, [x22, #8]
	str	w8, [sp, #8]
	str	w20, [sp, #44]
	ldr	x0, [x19]
	ldr	x1, [sp]
	bl	_VectorCopy
	ldur	d0, [x19, #36]
	stur	d0, [sp, #36]
	bl	_VectorClear
	ldr	x0, [x21, #40]
	bl	_VectorCopy
	brk	#0x1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_cgs,16,3                       ; @cgs
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"tag_flag"

	.comm	_qfalse,4,2                     ; @qfalse
	.comm	_ANIM_TOGGLEBIT,4,2             ; @ANIM_TOGGLEBIT
	.comm	_LEGS_IDLE,4,2                  ; @LEGS_IDLE
	.comm	_LEGS_IDLECR,4,2                ; @LEGS_IDLECR
	.comm	_FLAG_STAND,4,2                 ; @FLAG_STAND
	.comm	_LEGS_WALK,4,2                  ; @LEGS_WALK
	.comm	_LEGS_WALKCR,4,2                ; @LEGS_WALKCR
	.comm	_qtrue,4,2                      ; @qtrue
	.comm	_FLAG_RUN,4,2                   ; @FLAG_RUN
	.comm	_M_PI,4,2                       ; @M_PI
	.comm	_YAW,8,3                        ; @YAW
	.no_dead_strip	_CG_PlayerFlag
.subsections_via_symbols
