	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function CG_DrawSelectedPlayerPowerup
_CG_DrawSelectedPlayerPowerup:          ## @CG_DrawSelectedPlayerPowerup
	.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
	movq	%rdi, %r14
	movq	_cgs@GOTPCREL(%rip), %rax
	movq	(%rax), %r15
	movq	_sortedTeamPlayers@GOTPCREL(%rip), %rax
	movq	(%rax), %rbx
	xorl	%eax, %eax
	callq	_CG_GetSelectedPlayer
	testq	%r15, %r15
	je	LBB0_7
## %bb.1:
	movq	_PW_NUM_POWERUPS@GOTPCREL(%rip), %r12
	movl	(%r12), %ecx
	testl	%ecx, %ecx
	jle	LBB0_7
## %bb.2:
	movslq	(%rbx,%rax,4), %r13
	movss	(%r14), %xmm0                   ## xmm0 = mem[0],zero,zero,zero
	movss	%xmm0, -48(%rbp)                ## 4-byte Spill
	movss	4(%r14), %xmm0                  ## xmm0 = mem[0],zero,zero,zero
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	xorl	%ebx, %ebx
	jmp	LBB0_3
	.p2align	4, 0x90
LBB0_6:                                 ##   in Loop: Header=BB0_3 Depth=1
	incl	%ebx
	cmpl	%ecx, %ebx
	jge	LBB0_7
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movl	(%r15,%r13,4), %eax
	btl	%ebx, %eax
	jae	LBB0_6
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	movl	%ebx, %edi
	callq	_BG_FindItemForPowerup
	testq	%rax, %rax
	jne	LBB0_8
## %bb.5:                               ##   in Loop: Header=BB0_3 Depth=1
	movl	(%r12), %ecx
	jmp	LBB0_6
LBB0_7:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_8:
	movl	8(%r14), %r15d
	movl	12(%r14), %ebx
	movl	(%rax), %edi
	callq	_trap_R_RegisterShader
	movss	-48(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	movl	%ebx, %edi
	movl	%r15d, %esi
	movl	%eax, %edx
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_CG_DrawPic                     ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_cgs,8,3                        ## @cgs
	.comm	_sortedTeamPlayers,8,3          ## @sortedTeamPlayers
	.comm	_PW_NUM_POWERUPS,4,2            ## @PW_NUM_POWERUPS
	.no_dead_strip	_CG_DrawSelectedPlayerPowerup
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function CG_DrawSelectedPlayerPowerup
_CG_DrawSelectedPlayerPowerup:          ; @CG_DrawSelectedPlayerPowerup
	.cfi_startproc
; %bb.0:
	stp	d9, d8, [sp, #-80]!             ; 16-byte Folded Spill
	.cfi_def_cfa_offset 80
	stp	x24, x23, [sp, #16]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.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
	mov	x19, x0
Lloh0:
	adrp	x8, _cgs@GOTPAGE
Lloh1:
	ldr	x8, [x8, _cgs@GOTPAGEOFF]
Lloh2:
	ldr	x21, [x8]
Lloh3:
	adrp	x8, _sortedTeamPlayers@GOTPAGE
Lloh4:
	ldr	x8, [x8, _sortedTeamPlayers@GOTPAGEOFF]
Lloh5:
	ldr	x23, [x8]
	bl	_CG_GetSelectedPlayer
	cbz	x21, LBB0_7
; %bb.1:
Lloh6:
	adrp	x22, _PW_NUM_POWERUPS@GOTPAGE
Lloh7:
	ldr	x22, [x22, _PW_NUM_POWERUPS@GOTPAGEOFF]
	ldr	w8, [x22]
	cmp	w8, #1
	b.lt	LBB0_7
; %bb.2:
	mov	w20, #0
	ldrsw	x23, [x23, x0, lsl #2]
	ldp	s8, s9, [x19]
	b	LBB0_4
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	w20, w20, #1
	cmp	w20, w8
	b.ge	LBB0_7
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	w9, [x21, x23, lsl #2]
	lsr	w9, w9, w20
	tbz	w9, #0, LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x20
	bl	_BG_FindItemForPowerup
	cbnz	x0, LBB0_8
; %bb.6:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w8, [x22]
	b	LBB0_3
LBB0_7:
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp], #80               ; 16-byte Folded Reload
	ret
LBB0_8:
	ldp	w19, w20, [x19, #8]
	ldr	w0, [x0]
	bl	_trap_R_RegisterShader
	mov	x2, x0
	fmov	s0, s8
	fmov	s1, s9
	mov	x0, x20
	mov	x1, x19
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp], #80               ; 16-byte Folded Reload
	b	_CG_DrawPic
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh6, Lloh7
	.cfi_endproc
                                        ; -- End function
	.comm	_cgs,8,3                        ; @cgs
	.comm	_sortedTeamPlayers,8,3          ; @sortedTeamPlayers
	.comm	_PW_NUM_POWERUPS,4,2            ; @PW_NUM_POWERUPS
	.no_dead_strip	_CG_DrawSelectedPlayerPowerup
.subsections_via_symbols
