	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function UI_BuildQ3Model_List
_UI_BuildQ3Model_List:                  ## @UI_BuildQ3Model_List
	.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
	movl	$4424, %eax                     ## imm = 0x1148
	callq	____chkstk_darwin
	subq	%rax, %rsp
	popq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rsp, -4440(%rbp)               ## 8-byte Spill
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	movq	_MAX_QPATH@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	%rax, -4464(%rbp)               ## 8-byte Spill
	callq	____chkstk_darwin
	addq	$15, %rax
	andq	$-16, %rax
	subq	%rax, %rsp
	movq	%rsp, -4432(%rbp)               ## 8-byte Spill
	movq	_uiInfo@GOTPCREL(%rip), %rax
	movl	$0, (%rax)
	leaq	L_.str(%rip), %rdi
	leaq	L_.str.1(%rip), %rsi
	leaq	-2096(%rbp), %rbx
	movq	%rbx, %rdx
	movl	$2048, %ecx                     ## imm = 0x800
	callq	_trap_FS_GetFileList
	movl	%eax, -4412(%rbp)               ## 4-byte Spill
	testl	%eax, %eax
	jle	LBB0_26
## %bb.1:
	movq	_MAX_PLAYERMODELS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_uiInfo@GOTPCREL(%rip), %rcx
	cmpl	%eax, (%rcx)
	jge	LBB0_26
## %bb.2:
	movq	-4432(%rbp), %rax               ## 8-byte Reload
	addq	$5, %rax
	movq	%rax, -4448(%rbp)               ## 8-byte Spill
	xorl	%edx, %edx
	.p2align	4, 0x90
LBB0_3:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_11 Depth 2
                                        ##       Child Loop BB0_20 Depth 3
	movl	%edx, -4416(%rbp)               ## 4-byte Spill
	movq	%rbx, %rdi
	callq	_strlen
	movslq	%eax, %rcx
	testl	%eax, %eax
	je	LBB0_6
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	cmpb	$47, -1(%rcx,%rbx)
	jne	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_3 Depth=1
	movb	$0, -1(%rbx,%rcx)
LBB0_6:                                 ##   in Loop: Header=BB0_3 Depth=1
	movq	%rcx, -4456(%rbp)               ## 8-byte Spill
	movq	%rbx, -4408(%rbp)               ## 8-byte Spill
	movq	%rbx, %rdi
	leaq	L_.str.2(%rip), %rsi
	callq	_strcmp
	testl	%eax, %eax
	movq	-4432(%rbp), %rbx               ## 8-byte Reload
	je	LBB0_24
## %bb.7:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	-4408(%rbp), %rdi               ## 8-byte Reload
	leaq	L_.str.3(%rip), %rsi
	callq	_strcmp
	testl	%eax, %eax
	je	LBB0_24
## %bb.8:                               ##   in Loop: Header=BB0_3 Depth=1
	leaq	L_.str.4(%rip), %rdi
	movq	-4408(%rbp), %rsi               ## 8-byte Reload
	xorl	%eax, %eax
	callq	_va
	movq	%rax, %rdi
	leaq	L_.str.5(%rip), %rsi
	leaq	-4144(%rbp), %rdx
	movl	$2048, %ecx                     ## imm = 0x800
	callq	_trap_FS_GetFileList
	movl	%eax, -4420(%rbp)               ## 4-byte Spill
	testl	%eax, %eax
	jle	LBB0_24
## %bb.9:                               ##   in Loop: Header=BB0_3 Depth=1
	movq	_MAX_PLAYERMODELS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_uiInfo@GOTPCREL(%rip), %rcx
	cmpl	%eax, (%rcx)
	jge	LBB0_24
## %bb.10:                              ##   in Loop: Header=BB0_3 Depth=1
	xorl	%r15d, %r15d
	leaq	-4144(%rbp), %r14
	.p2align	4, 0x90
LBB0_11:                                ##   Parent Loop BB0_3 Depth=1
                                        ## =>  This Loop Header: Depth=2
                                        ##       Child Loop BB0_20 Depth 3
	movq	%r14, %rdi
	callq	_strlen
	movl	%eax, %r12d
	movq	%r14, %rdi
	movq	%rbx, %rsi
	movq	-4464(%rbp), %rdx               ## 8-byte Reload
                                        ## kill: def $edx killed $edx killed $rdx
	callq	_COM_StripExtension
	movq	%rbx, %rdi
	leaq	L_.str.6(%rip), %rsi
	movl	$5, %edx
	callq	_Q_stricmpn
	testq	%rax, %rax
	je	LBB0_12
LBB0_22:                                ##   in Loop: Header=BB0_11 Depth=2
	incl	%r15d
	cmpl	-4420(%rbp), %r15d              ## 4-byte Folded Reload
	jge	LBB0_24
## %bb.23:                              ##   in Loop: Header=BB0_11 Depth=2
	movslq	%r12d, %rax
	addq	%rax, %r14
	incq	%r14
	movq	_MAX_PLAYERMODELS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_uiInfo@GOTPCREL(%rip), %rcx
	cmpl	%eax, (%rcx)
	jl	LBB0_11
	jmp	LBB0_24
	.p2align	4, 0x90
LBB0_12:                                ##   in Loop: Header=BB0_11 Depth=2
	movq	%rbx, %rdi
	leaq	L_.str.7(%rip), %rsi
	callq	_Q_stricmp
	testq	%rax, %rax
	je	LBB0_22
## %bb.13:                              ##   in Loop: Header=BB0_11 Depth=2
	movq	%rbx, %rdi
	leaq	L_.str.8(%rip), %rsi
	callq	_Q_stricmp
	testq	%rax, %rax
	je	LBB0_22
## %bb.14:                              ##   in Loop: Header=BB0_11 Depth=2
	movq	%rbx, %rdi
	leaq	L_.str.9(%rip), %rsi
	callq	_Q_stricmp
	leaq	-4400(%rbp), %rdi
	movl	$256, %esi                      ## imm = 0x100
	testq	%rax, %rax
	je	LBB0_15
## %bb.16:                              ##   in Loop: Header=BB0_11 Depth=2
	leaq	L_.str.11(%rip), %rdx
	movq	-4408(%rbp), %rcx               ## 8-byte Reload
	movq	-4448(%rbp), %r8                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_Com_sprintf
	jmp	LBB0_17
LBB0_15:                                ##   in Loop: Header=BB0_11 Depth=2
	leaq	L_.str.10(%rip), %rdx
	movq	-4408(%rbp), %rcx               ## 8-byte Reload
	xorl	%eax, %eax
	callq	_Com_sprintf
LBB0_17:                                ##   in Loop: Header=BB0_11 Depth=2
	movq	_uiInfo@GOTPCREL(%rip), %rcx
	movl	(%rcx), %eax
	testl	%eax, %eax
	jle	LBB0_21
## %bb.18:                              ##   in Loop: Header=BB0_11 Depth=2
	xorl	%r13d, %r13d
	.p2align	4, 0x90
LBB0_20:                                ##   Parent Loop BB0_3 Depth=1
                                        ##     Parent Loop BB0_11 Depth=2
                                        ## =>    This Inner Loop Header: Depth=3
	movq	8(%rcx), %rcx
	cltq
	movq	(%rcx,%rax,8), %rsi
	leaq	-4400(%rbp), %rdi
	callq	_Q_stricmp
	testq	%rax, %rax
	je	LBB0_22
## %bb.19:                              ##   in Loop: Header=BB0_20 Depth=3
	incl	%r13d
	movq	_uiInfo@GOTPCREL(%rip), %rcx
	movl	(%rcx), %eax
	cmpl	%eax, %r13d
	jl	LBB0_20
LBB0_21:                                ##   in Loop: Header=BB0_11 Depth=2
	movq	%rcx, %r13
	movq	8(%rcx), %rcx
	cltq
	movq	(%rcx,%rax,8), %rdi
	movl	$8, %esi
	leaq	L_.str.10(%rip), %rdx
	leaq	-4400(%rbp), %rcx
	xorl	%eax, %eax
	callq	_Com_sprintf
	leaq	L_.str.12(%rip), %rdi
	movq	-4408(%rbp), %rsi               ## 8-byte Reload
	movq	%rbx, %rdx
	xorl	%eax, %eax
	callq	_va
	movq	%rax, %rdi
	callq	_trap_R_RegisterShaderNoMip
	movq	16(%r13), %rcx
	movslq	(%r13), %rdx
	leal	1(%rdx), %esi
	movl	%esi, (%r13)
	movl	%eax, (%rcx,%rdx,4)
	jmp	LBB0_22
	.p2align	4, 0x90
LBB0_24:                                ##   in Loop: Header=BB0_3 Depth=1
	movl	-4416(%rbp), %edx               ## 4-byte Reload
	incl	%edx
	cmpl	-4412(%rbp), %edx               ## 4-byte Folded Reload
	movq	-4408(%rbp), %rbx               ## 8-byte Reload
	jge	LBB0_26
## %bb.25:                              ##   in Loop: Header=BB0_3 Depth=1
	movq	-4456(%rbp), %rax               ## 8-byte Reload
	addq	%rax, %rbx
	incq	%rbx
	movq	_MAX_PLAYERMODELS@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	_uiInfo@GOTPCREL(%rip), %rcx
	cmpl	%eax, (%rcx)
	jl	LBB0_3
LBB0_26:
	movq	-4440(%rbp), %rsp               ## 8-byte Reload
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_28
## %bb.27:
	leaq	-40(%rbp), %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_28:
	callq	___stack_chk_fail
	.cfi_endproc
                                        ## -- End function
	.comm	_MAX_QPATH,4,2                  ## @MAX_QPATH
	.comm	_uiInfo,24,3                    ## @uiInfo
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"models/players"

L_.str.1:                               ## @.str.1
	.asciz	"/"

	.comm	_MAX_PLAYERMODELS,4,2           ## @MAX_PLAYERMODELS
L_.str.2:                               ## @.str.2
	.asciz	"."

L_.str.3:                               ## @.str.3
	.asciz	".."

L_.str.4:                               ## @.str.4
	.asciz	"models/players/%s"

L_.str.5:                               ## @.str.5
	.asciz	"tga"

L_.str.6:                               ## @.str.6
	.asciz	"icon_"

L_.str.7:                               ## @.str.7
	.asciz	"icon_blue"

L_.str.8:                               ## @.str.8
	.asciz	"icon_red"

L_.str.9:                               ## @.str.9
	.asciz	"icon_default"

L_.str.10:                              ## @.str.10
	.asciz	"%s"

L_.str.11:                              ## @.str.11
	.asciz	"%s/%s"

L_.str.12:                              ## @.str.12
	.asciz	"models/players/%s/%s"

	.no_dead_strip	_UI_BuildQ3Model_List
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function UI_BuildQ3Model_List
_UI_BuildQ3Model_List:                  ; @UI_BuildQ3Model_List
	.cfi_startproc
; %bb.0:
	stp	x28, x27, [sp, #-96]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.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 w25, -72
	.cfi_offset w26, -80
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	mov	w9, #4416
Lloh0:
	adrp	x16, ___chkstk_darwin@GOTPAGE
Lloh1:
	ldr	x16, [x16, ___chkstk_darwin@GOTPAGEOFF]
	blr	x16
	sub	sp, sp, #1, lsl #12             ; =4096
	sub	sp, sp, #320
	mov	x19, sp
	mov	x8, sp
	str	x8, [x19, #8]                   ; 8-byte Folded Spill
Lloh2:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh3:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh4:
	ldr	x8, [x8]
	stur	x8, [x29, #-96]
Lloh5:
	adrp	x8, _MAX_QPATH@GOTPAGE
Lloh6:
	ldr	x8, [x8, _MAX_QPATH@GOTPAGEOFF]
Lloh7:
	ldr	w12, [x8]
	mov	x9, x12
Lloh8:
	adrp	x16, ___chkstk_darwin@GOTPAGE
Lloh9:
	ldr	x16, [x16, ___chkstk_darwin@GOTPAGEOFF]
	blr	x16
	mov	x8, sp
	str	x12, [x19, #40]                 ; 8-byte Folded Spill
	add	x9, x12, #15
	and	x9, x9, #0x1fffffff0
	sub	x21, x8, x9
	mov	sp, x21
Lloh10:
	adrp	x26, _uiInfo@GOTPAGE
Lloh11:
	ldr	x26, [x26, _uiInfo@GOTPAGEOFF]
	str	wzr, [x26]
Lloh12:
	adrp	x0, l_.str@PAGE
Lloh13:
	add	x0, x0, l_.str@PAGEOFF
Lloh14:
	adrp	x1, l_.str.1@PAGE
Lloh15:
	add	x1, x1, l_.str.1@PAGEOFF
	add	x2, x19, #2352
	mov	w3, #2048
	bl	_trap_FS_GetFileList
	str	w0, [x19, #28]                  ; 4-byte Folded Spill
	cmp	w0, #1
	b.lt	LBB0_26
; %bb.1:
	ldr	w8, [x26]
Lloh16:
	adrp	x9, _MAX_PLAYERMODELS@GOTPAGE
Lloh17:
	ldr	x9, [x9, _MAX_PLAYERMODELS@GOTPAGEOFF]
Lloh18:
	ldr	w9, [x9]
	cmp	w8, w9
	b.ge	LBB0_26
; %bb.2:
	mov	w28, #0
	add	x23, x19, #2352
	add	x8, x21, #5
	str	x8, [x19, #16]                  ; 8-byte Folded Spill
LBB0_3:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_11 Depth 2
                                        ;       Child Loop BB0_21 Depth 3
	mov	x0, x23
	bl	_strlen
                                        ; kill: def $w0 killed $w0 def $x0
	cbz	w0, LBB0_6
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	sxtw	x8, w0
	sub	x8, x8, #1
	ldrb	w9, [x23, x8]
	cmp	w9, #47
	b.ne	LBB0_6
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	strb	wzr, [x23, x8]
LBB0_6:                                 ;   in Loop: Header=BB0_3 Depth=1
	str	x0, [x19, #32]                  ; 8-byte Folded Spill
	mov	x0, x23
Lloh19:
	adrp	x1, l_.str.2@PAGE
Lloh20:
	add	x1, x1, l_.str.2@PAGEOFF
	bl	_strcmp
	cbz	w0, LBB0_24
; %bb.7:                                ;   in Loop: Header=BB0_3 Depth=1
	mov	x0, x23
Lloh21:
	adrp	x1, l_.str.3@PAGE
Lloh22:
	add	x1, x1, l_.str.3@PAGEOFF
	bl	_strcmp
	cbz	w0, LBB0_24
; %bb.8:                                ;   in Loop: Header=BB0_3 Depth=1
Lloh23:
	adrp	x0, l_.str.4@PAGE
Lloh24:
	add	x0, x0, l_.str.4@PAGEOFF
	mov	x1, x23
	bl	_va
	add	x2, x19, #304
Lloh25:
	adrp	x1, l_.str.5@PAGE
Lloh26:
	add	x1, x1, l_.str.5@PAGEOFF
	mov	w3, #2048
	bl	_trap_FS_GetFileList
	cmp	w0, #1
	b.lt	LBB0_24
; %bb.9:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x26]
Lloh27:
	adrp	x9, _MAX_PLAYERMODELS@GOTPAGE
Lloh28:
	ldr	x9, [x9, _MAX_PLAYERMODELS@GOTPAGEOFF]
Lloh29:
	ldr	w9, [x9]
	cmp	w8, w9
	b.ge	LBB0_24
; %bb.10:                               ;   in Loop: Header=BB0_3 Depth=1
	mov	x25, x0
	mov	w24, #0
	add	x27, x19, #304
LBB0_11:                                ;   Parent Loop BB0_3 Depth=1
                                        ; =>  This Loop Header: Depth=2
                                        ;       Child Loop BB0_21 Depth 3
	mov	x0, x27
	bl	_strlen
	mov	x22, x0
	mov	x0, x27
	mov	x1, x21
	ldr	x2, [x19, #40]                  ; 8-byte Folded Reload
                                        ; kill: def $w2 killed $w2 killed $x2
	bl	_COM_StripExtension
	mov	x0, x21
Lloh30:
	adrp	x1, l_.str.6@PAGE
Lloh31:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	w2, #5
	bl	_Q_stricmpn
	cbz	x0, LBB0_14
LBB0_12:                                ;   in Loop: Header=BB0_11 Depth=2
	add	w24, w24, #1
	cmp	w24, w25
	b.ge	LBB0_24
; %bb.13:                               ;   in Loop: Header=BB0_11 Depth=2
	add	w8, w22, #1
	add	x27, x27, w8, sxtw
	ldr	w8, [x26]
Lloh32:
	adrp	x9, _MAX_PLAYERMODELS@GOTPAGE
Lloh33:
	ldr	x9, [x9, _MAX_PLAYERMODELS@GOTPAGEOFF]
Lloh34:
	ldr	w9, [x9]
	cmp	w8, w9
	b.lt	LBB0_11
	b	LBB0_24
LBB0_14:                                ;   in Loop: Header=BB0_11 Depth=2
	mov	x0, x21
Lloh35:
	adrp	x1, l_.str.7@PAGE
Lloh36:
	add	x1, x1, l_.str.7@PAGEOFF
	bl	_Q_stricmp
	cbz	x0, LBB0_12
; %bb.15:                               ;   in Loop: Header=BB0_11 Depth=2
	mov	x0, x21
Lloh37:
	adrp	x1, l_.str.8@PAGE
Lloh38:
	add	x1, x1, l_.str.8@PAGEOFF
	bl	_Q_stricmp
	cbz	x0, LBB0_12
; %bb.16:                               ;   in Loop: Header=BB0_11 Depth=2
	mov	x0, x21
Lloh39:
	adrp	x1, l_.str.9@PAGE
Lloh40:
	add	x1, x1, l_.str.9@PAGEOFF
	bl	_Q_stricmp
	cbz	x0, LBB0_18
; %bb.17:                               ;   in Loop: Header=BB0_11 Depth=2
	ldr	x8, [x19, #16]                  ; 8-byte Folded Reload
	str	x8, [sp, #-16]!
	add	x0, x19, #48
	mov	w1, #256
Lloh41:
	adrp	x2, l_.str.11@PAGE
Lloh42:
	add	x2, x2, l_.str.11@PAGEOFF
	mov	x3, x23
	bl	_Com_sprintf
	add	sp, sp, #16
	b	LBB0_19
LBB0_18:                                ;   in Loop: Header=BB0_11 Depth=2
	add	x0, x19, #48
	mov	w1, #256
Lloh43:
	adrp	x2, l_.str.10@PAGE
Lloh44:
	add	x2, x2, l_.str.10@PAGEOFF
	mov	x3, x23
	bl	_Com_sprintf
LBB0_19:                                ;   in Loop: Header=BB0_11 Depth=2
	ldr	w8, [x26]
	cmp	w8, #1
	b.lt	LBB0_23
; %bb.20:                               ;   in Loop: Header=BB0_11 Depth=2
	mov	w20, #0
LBB0_21:                                ;   Parent Loop BB0_3 Depth=1
                                        ;     Parent Loop BB0_11 Depth=2
                                        ; =>    This Inner Loop Header: Depth=3
	ldr	x9, [x26, #8]
	ldr	x1, [x9, w8, sxtw #3]
	add	x0, x19, #48
	bl	_Q_stricmp
	cbz	x0, LBB0_12
; %bb.22:                               ;   in Loop: Header=BB0_21 Depth=3
	add	w20, w20, #1
	ldr	w8, [x26]
	cmp	w20, w8
	b.lt	LBB0_21
LBB0_23:                                ;   in Loop: Header=BB0_11 Depth=2
	ldr	x9, [x26, #8]
	ldr	x0, [x9, w8, sxtw #3]
	add	x3, x19, #48
	mov	w1, #8
Lloh45:
	adrp	x2, l_.str.10@PAGE
Lloh46:
	add	x2, x2, l_.str.10@PAGEOFF
	bl	_Com_sprintf
	str	x21, [sp, #-16]!
Lloh47:
	adrp	x0, l_.str.12@PAGE
Lloh48:
	add	x0, x0, l_.str.12@PAGEOFF
	mov	x1, x23
	bl	_va
	add	sp, sp, #16
	bl	_trap_R_RegisterShaderNoMip
	ldr	x8, [x26, #16]
	ldrsw	x9, [x26]
	add	w10, w9, #1
	str	w10, [x26]
	str	w0, [x8, x9, lsl #2]
	b	LBB0_12
LBB0_24:                                ;   in Loop: Header=BB0_3 Depth=1
	add	w28, w28, #1
	ldr	w8, [x19, #28]                  ; 4-byte Folded Reload
	cmp	w28, w8
	b.ge	LBB0_26
; %bb.25:                               ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x19, #32]                  ; 8-byte Folded Reload
	add	x8, x23, w8, sxtw
	add	x23, x8, #1
	ldr	w8, [x26]
Lloh49:
	adrp	x9, _MAX_PLAYERMODELS@GOTPAGE
Lloh50:
	ldr	x9, [x9, _MAX_PLAYERMODELS@GOTPAGEOFF]
Lloh51:
	ldr	w9, [x9]
	cmp	w8, w9
	b.lt	LBB0_3
LBB0_26:
	ldr	x8, [x19, #8]                   ; 8-byte Folded Reload
	mov	sp, x8
	ldur	x8, [x29, #-96]
Lloh52:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh53:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh54:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_28
; %bb.27:
	sub	sp, x29, #80
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	ret
LBB0_28:
	bl	___stack_chk_fail
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh18
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpAdd	Lloh25, Lloh26
	.loh AdrpAdd	Lloh23, Lloh24
	.loh AdrpLdrGotLdr	Lloh27, Lloh28, Lloh29
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpLdrGotLdr	Lloh32, Lloh33, Lloh34
	.loh AdrpAdd	Lloh35, Lloh36
	.loh AdrpAdd	Lloh37, Lloh38
	.loh AdrpAdd	Lloh39, Lloh40
	.loh AdrpAdd	Lloh41, Lloh42
	.loh AdrpAdd	Lloh43, Lloh44
	.loh AdrpAdd	Lloh47, Lloh48
	.loh AdrpAdd	Lloh45, Lloh46
	.loh AdrpLdrGotLdr	Lloh49, Lloh50, Lloh51
	.loh AdrpLdrGotLdr	Lloh52, Lloh53, Lloh54
	.cfi_endproc
                                        ; -- End function
	.comm	_MAX_QPATH,4,2                  ; @MAX_QPATH
	.comm	_uiInfo,24,3                    ; @uiInfo
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"models/players"

l_.str.1:                               ; @.str.1
	.asciz	"/"

	.comm	_MAX_PLAYERMODELS,4,2           ; @MAX_PLAYERMODELS
l_.str.2:                               ; @.str.2
	.asciz	"."

l_.str.3:                               ; @.str.3
	.asciz	".."

l_.str.4:                               ; @.str.4
	.asciz	"models/players/%s"

l_.str.5:                               ; @.str.5
	.asciz	"tga"

l_.str.6:                               ; @.str.6
	.asciz	"icon_"

l_.str.7:                               ; @.str.7
	.asciz	"icon_blue"

l_.str.8:                               ; @.str.8
	.asciz	"icon_red"

l_.str.9:                               ; @.str.9
	.asciz	"icon_default"

l_.str.10:                              ; @.str.10
	.asciz	"%s"

l_.str.11:                              ; @.str.11
	.asciz	"%s/%s"

l_.str.12:                              ; @.str.12
	.asciz	"models/players/%s/%s"

	.no_dead_strip	_UI_BuildQ3Model_List
.subsections_via_symbols
