	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function CG_PlayerShadow
_CG_PlayerShadow:                       ## @CG_PlayerShadow
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	movl	$0, (%rsi)
	movq	_cg_shadows@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	je	LBB0_3
## %bb.1:
	movl	8(%rdi), %eax
	movq	_PW_INVIS@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	btl	%ecx, %eax
	jae	LBB0_2
LBB0_3:
	movq	_qfalse@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	popq	%rbp
	retq
LBB0_2:
	callq	_CG_PlayerShadow.cold.1
	xorl	%eax, %eax
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.p2align	4, 0x90                         ## -- Begin function CG_PlayerShadow.cold.1
_CG_PlayerShadow.cold.1:                ## @CG_PlayerShadow.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
	movl	4(%rdi), %edi
	callq	_VectorCopy
	ud2
	.cfi_endproc
                                        ## -- End function
	.comm	_cg_shadows,4,2                 ## @cg_shadows
	.comm	_qfalse,4,2                     ## @qfalse
	.comm	_PW_INVIS,4,2                   ## @PW_INVIS
	.comm	_SHADOW_DISTANCE,8,3            ## @SHADOW_DISTANCE
	.comm	_MASK_PLAYERSOLID,4,2           ## @MASK_PLAYERSOLID
	.comm	_qtrue,4,2                      ## @qtrue
	.comm	_cgs,4,2                        ## @cgs
	.no_dead_strip	_CG_PlayerShadow
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function CG_PlayerShadow
_CG_PlayerShadow:                       ; @CG_PlayerShadow
	.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
	str	wzr, [x1]
Lloh0:
	adrp	x8, _cg_shadows@GOTPAGE
Lloh1:
	ldr	x8, [x8, _cg_shadows@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
	cbz	w8, LBB0_2
; %bb.1:
	ldr	w8, [x0, #8]
Lloh3:
	adrp	x9, _PW_INVIS@GOTPAGE
Lloh4:
	ldr	x9, [x9, _PW_INVIS@GOTPAGEOFF]
Lloh5:
	ldr	w9, [x9]
	lsr	w8, w8, w9
	tbz	w8, #0, LBB0_3
LBB0_2:
Lloh6:
	adrp	x8, _qfalse@GOTPAGE
Lloh7:
	ldr	x8, [x8, _qfalse@GOTPAGEOFF]
Lloh8:
	ldr	w0, [x8]
	ldp	x29, x30, [sp], #16             ; 16-byte Folded Reload
	ret
LBB0_3:
	bl	_CG_PlayerShadow.cold.1
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.cfi_endproc
                                        ; -- End function
	.p2align	2                               ; -- Begin function CG_PlayerShadow.cold.1
_CG_PlayerShadow.cold.1:                ; @CG_PlayerShadow.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	w0, [x0, #4]
	bl	_VectorCopy
	brk	#0x1
	.cfi_endproc
                                        ; -- End function
	.comm	_cg_shadows,4,2                 ; @cg_shadows
	.comm	_qfalse,4,2                     ; @qfalse
	.comm	_PW_INVIS,4,2                   ; @PW_INVIS
	.comm	_SHADOW_DISTANCE,8,3            ; @SHADOW_DISTANCE
	.comm	_MASK_PLAYERSOLID,4,2           ; @MASK_PLAYERSOLID
	.comm	_qtrue,4,2                      ; @qtrue
	.comm	_cgs,4,2                        ; @cgs
	.no_dead_strip	_CG_PlayerShadow
.subsections_via_symbols
