	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ## -- Begin function BotAimAtEnemy
LCPI0_0:
	.quad	0x3fee666666666666              ## double 0.94999999999999996
LCPI0_1:
	.quad	0x3fe0000000000000              ## double 0.5
LCPI0_2:
	.quad	0x3feccccccccccccd              ## double 0.90000000000000002
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_BotAimAtEnemy
	.p2align	4, 0x90
_BotAimAtEnemy:                         ## @BotAimAtEnemy
	.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
	subq	$80, %rsp
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	movq	%rdi, %rbx
	movq	(%rdi), %rdi
	testq	%rdi, %rdi
	js	LBB0_34
## %bb.1:
	leaq	-64(%rbp), %rsi
	callq	_BotEntityInfo
	movq	(%rbx), %rax
	movq	_MAX_CLIENTS@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jge	LBB0_2
## %bb.3:
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_SKILL@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	cvtsd2ss	%xmm0, %xmm0
	movss	%xmm0, -20(%rbp)                ## 4-byte Spill
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_ACCURACY@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	movss	-20(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	cvtss2sd	%xmm0, %xmm0
	ucomisd	LCPI0_0(%rip), %xmm0
	jbe	LBB0_6
## %bb.4:
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_REACTIONTIME@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	mulsd	LCPI0_1(%rip), %xmm0
	cvtsd2ss	%xmm0, %xmm0
	movss	%xmm0, -28(%rbp)                ## 4-byte Spill
	movss	32(%rbx), %xmm0                 ## xmm0 = mem[0],zero,zero,zero
	movss	%xmm0, -24(%rbp)                ## 4-byte Spill
	xorl	%eax, %eax
	callq	_FloatTime
	xorps	%xmm0, %xmm0
	cvtsi2ss	%eax, %xmm0
	subss	-28(%rbp), %xmm0                ## 4-byte Folded Reload
	movss	-24(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	ucomiss	%xmm0, %xmm1
	ja	LBB0_34
## %bb.5:
	movss	36(%rbx), %xmm0                 ## xmm0 = mem[0],zero,zero,zero
	movss	%xmm0, -24(%rbp)                ## 4-byte Spill
	xorl	%eax, %eax
	callq	_FloatTime
	xorps	%xmm0, %xmm0
	cvtsi2ss	%eax, %xmm0
	subss	-28(%rbp), %xmm0                ## 4-byte Folded Reload
	movss	-24(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	ucomiss	%xmm0, %xmm1
	ja	LBB0_34
LBB0_6:
	movl	132(%rbx), %esi
	movl	136(%rbx), %edi
	leaq	-96(%rbp), %rdx
	callq	_trap_BotGetWeaponInfo
	movq	-96(%rbp), %rax
	movq	_WP_MACHINEGUN@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_9
## %bb.7:
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN@GOTPCREL(%rip), %rax
	jmp	LBB0_8
LBB0_2:
	movq	-64(%rbp), %rdi
	callq	_VectorCopy
	movq	8(%rbx), %rsi
	callq	_VectorSubtract
	movq	16(%rbx), %rsi
	callq	_vectoangles
	movq	24(%rbx), %rsi
	callq	_VectorCopy
LBB0_34:
	addq	$80, %rsp
	popq	%rbx
	popq	%r14
	popq	%rbp
	retq
LBB0_9:
	movq	_WP_SHOTGUN@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_11
## %bb.10:
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_ACCURACY_SHOTGUN@GOTPCREL(%rip), %rax
LBB0_8:
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
LBB0_24:
	movq	(%rbx), %rdi
	leaq	-64(%rbp), %r14
	movq	%r14, %rsi
	callq	_BotEntityInfo
	movq	%r14, %rdi
	callq	_EntityIsInvisible
	testq	%rax, %rax
	je	LBB0_26
## %bb.25:
	xorl	%eax, %eax
	callq	_random
LBB0_26:
	movq	-64(%rbp), %rdi
	movq	-56(%rbp), %rsi
	callq	_VectorSubtract
	movl	-48(%rbp), %esi
	leal	1(%rsi), %eax
	xorl	%ecx, %ecx
	cmpl	$3, %eax
	cmovael	%ecx, %esi
                                        ## kill: def $esi killed $esi killed $rsi
	callq	_VectorScale
	movl	40(%rbx), %r14d
	xorl	%eax, %eax
	callq	_FloatTime
	cmpl	%eax, %r14d
	jge	LBB0_28
## %bb.27:
	xorl	%eax, %eax
	callq	_FloatTime
	xorps	%xmm0, %xmm0
	cvtsi2sd	%eax, %xmm0
	addsd	LCPI0_1(%rip), %xmm0
	cvttsd2si	%xmm0, %eax
	movl	%eax, 40(%rbx)
	movq	48(%rbx), %rsi
	callq	_VectorCopy
	movq	-64(%rbp), %rdi
	movq	56(%rbx), %rsi
	callq	_VectorCopy
LBB0_28:
	movss	-20(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	cvtss2sd	%xmm0, %xmm0
	movsd	LCPI0_2(%rip), %xmm1            ## xmm1 = mem[0],zero
	ucomisd	%xmm0, %xmm1
	jbe	LBB0_31
## %bb.29:
	movq	-64(%rbp), %rdi
	movq	56(%rbx), %rsi
	callq	_VectorSubtract
	callq	_VectorLengthSquared
	movq	%rax, %r14
	movl	$48, %edi
	callq	_Square
	cmpq	%rax, %r14
	jle	LBB0_31
## %bb.30:
	movq	48(%rbx), %rdi
	callq	_DotProduct
LBB0_31:
	movq	64(%rbx), %rdi
	movq	(%rbx), %r8
	movq	8(%rbx), %rsi
	movq	72(%rbx), %rdx
	movl	$360, %ecx                      ## imm = 0x168
	callq	_BotEntityVisible
	testl	%eax, %eax
	jne	LBB0_32
## %bb.33:
	movq	%rbx, %rdi
	callq	_BotAimAtEnemy.cold.1
	jmp	LBB0_34
LBB0_32:
	leaq	-64(%rbp), %rdi
	callq	_BotAimAtEnemy.cold.2
	jmp	LBB0_34
LBB0_11:
	movq	_WP_GRENADE_LAUNCHER@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_13
## %bb.12:
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER@GOTPCREL(%rip), %rax
	jmp	LBB0_23
LBB0_13:
	movq	_WP_ROCKET_LAUNCHER@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_15
## %bb.14:
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER@GOTPCREL(%rip), %rax
LBB0_23:
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	cvtsd2ss	%xmm0, %xmm0
	movss	%xmm0, -20(%rbp)                ## 4-byte Spill
	jmp	LBB0_24
LBB0_15:
	movq	_WP_LIGHTNING@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_17
## %bb.16:
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_ACCURACY_LIGHTNING@GOTPCREL(%rip), %rax
	jmp	LBB0_8
LBB0_17:
	movq	_WP_RAILGUN@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_19
## %bb.18:
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_ACCURACY_RAILGUN@GOTPCREL(%rip), %rax
	jmp	LBB0_8
LBB0_19:
	movq	_WP_PLASMAGUN@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_21
## %bb.20:
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_SKILL_PLASMAGUN@GOTPCREL(%rip), %rax
	jmp	LBB0_23
LBB0_21:
	movq	_WP_BFG@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_24
## %bb.22:
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_ACCURACY_BFG10K@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	movl	128(%rbx), %edi
	movq	_CHARACTERISTIC_AIM_SKILL_BFG10K@GOTPCREL(%rip), %rax
	jmp	LBB0_23
	.cfi_endproc
                                        ## -- End function
	.p2align	4, 0x90                         ## -- Begin function BotAimAtEnemy.cold.1
_BotAimAtEnemy.cold.1:                  ## @BotAimAtEnemy.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
	movq	88(%rdi), %rdi
	callq	_VectorCopy
	ud2
	.cfi_endproc
                                        ## -- End function
	.p2align	4, 0x90                         ## -- Begin function BotAimAtEnemy.cold.2
_BotAimAtEnemy.cold.2:                  ## @BotAimAtEnemy.cold.2
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	movq	(%rdi), %rdi
	callq	_VectorCopy
	ud2
	.cfi_endproc
                                        ## -- End function
	.comm	_MAX_CLIENTS,8,3                ## @MAX_CLIENTS
	.comm	_CHARACTERISTIC_AIM_SKILL,4,2   ## @CHARACTERISTIC_AIM_SKILL
	.comm	_CHARACTERISTIC_AIM_ACCURACY,4,2 ## @CHARACTERISTIC_AIM_ACCURACY
	.comm	_CHARACTERISTIC_REACTIONTIME,4,2 ## @CHARACTERISTIC_REACTIONTIME
	.comm	_WP_MACHINEGUN,8,3              ## @WP_MACHINEGUN
	.comm	_CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN,4,2 ## @CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN
	.comm	_WP_SHOTGUN,8,3                 ## @WP_SHOTGUN
	.comm	_CHARACTERISTIC_AIM_ACCURACY_SHOTGUN,4,2 ## @CHARACTERISTIC_AIM_ACCURACY_SHOTGUN
	.comm	_WP_GRENADE_LAUNCHER,8,3        ## @WP_GRENADE_LAUNCHER
	.comm	_CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER,4,2 ## @CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER
	.comm	_CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER,4,2 ## @CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER
	.comm	_WP_ROCKET_LAUNCHER,8,3         ## @WP_ROCKET_LAUNCHER
	.comm	_CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER,4,2 ## @CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER
	.comm	_CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER,4,2 ## @CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER
	.comm	_WP_LIGHTNING,8,3               ## @WP_LIGHTNING
	.comm	_CHARACTERISTIC_AIM_ACCURACY_LIGHTNING,4,2 ## @CHARACTERISTIC_AIM_ACCURACY_LIGHTNING
	.comm	_WP_RAILGUN,8,3                 ## @WP_RAILGUN
	.comm	_CHARACTERISTIC_AIM_ACCURACY_RAILGUN,4,2 ## @CHARACTERISTIC_AIM_ACCURACY_RAILGUN
	.comm	_WP_PLASMAGUN,8,3               ## @WP_PLASMAGUN
	.comm	_CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN,4,2 ## @CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN
	.comm	_CHARACTERISTIC_AIM_SKILL_PLASMAGUN,4,2 ## @CHARACTERISTIC_AIM_SKILL_PLASMAGUN
	.comm	_WP_BFG,8,3                     ## @WP_BFG
	.comm	_CHARACTERISTIC_AIM_ACCURACY_BFG10K,4,2 ## @CHARACTERISTIC_AIM_ACCURACY_BFG10K
	.comm	_CHARACTERISTIC_AIM_SKILL_BFG10K,4,2 ## @CHARACTERISTIC_AIM_SKILL_BFG10K
	.comm	_MASK_SHOT,4,2                  ## @MASK_SHOT
	.comm	_WEAPON_READY,8,3               ## @WEAPON_READY
	.comm	_PRESENCE_CROUCH,4,2            ## @PRESENCE_CROUCH
	.comm	_qfalse,4,2                     ## @qfalse
	.comm	_DAMAGETYPE_RADIAL,4,2          ## @DAMAGETYPE_RADIAL
	.comm	_TFL_DEFAULT,4,2                ## @TFL_DEFAULT
	.comm	_PITCH,8,3                      ## @PITCH
	.comm	_YAW,8,3                        ## @YAW
	.comm	_bot_challenge,8,3              ## @bot_challenge
	.comm	_blueobelisk,8,3                ## @blueobelisk
	.comm	_redobelisk,8,3                 ## @redobelisk
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_BotAimAtEnemy                  ; -- Begin function BotAimAtEnemy
	.p2align	2
_BotAimAtEnemy:                         ; @BotAimAtEnemy
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #128
	.cfi_def_cfa_offset 128
	stp	d11, d10, [sp, #64]             ; 16-byte Folded Spill
	stp	d9, d8, [sp, #80]               ; 16-byte Folded Spill
	stp	x20, x19, [sp, #96]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #112]            ; 16-byte Folded Spill
	add	x29, sp, #112
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	.cfi_offset b8, -40
	.cfi_offset b9, -48
	.cfi_offset b10, -56
	.cfi_offset b11, -64
	mov	x19, x0
	ldr	x0, [x0]
	tbnz	x0, #63, LBB0_8
; %bb.1:
	mov	x1, sp
	bl	_BotEntityInfo
	ldr	x8, [x19]
Lloh0:
	adrp	x9, _MAX_CLIENTS@GOTPAGE
Lloh1:
	ldr	x9, [x9, _MAX_CLIENTS@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ge	LBB0_7
; %bb.2:
	ldr	w0, [x19, #128]
Lloh3:
	adrp	x8, _CHARACTERISTIC_AIM_SKILL@GOTPAGE
Lloh4:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_SKILL@GOTPAGEOFF]
Lloh5:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	fcvt	s8, d0
	ldr	w0, [x19, #128]
Lloh6:
	adrp	x8, _CHARACTERISTIC_AIM_ACCURACY@GOTPAGE
Lloh7:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_ACCURACY@GOTPAGEOFF]
Lloh8:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	fcvt	d0, s8
	mov	x8, #7378697629483820646
	movk	x8, #16366, lsl #48
	fmov	d1, x8
	fcmp	d0, d1
	b.le	LBB0_5
; %bb.3:
	ldr	w0, [x19, #128]
Lloh9:
	adrp	x8, _CHARACTERISTIC_REACTIONTIME@GOTPAGE
Lloh10:
	ldr	x8, [x8, _CHARACTERISTIC_REACTIONTIME@GOTPAGEOFF]
Lloh11:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	fmov	d1, #0.50000000
	fmul	d0, d0, d1
	fcvt	s9, d0
	ldr	s10, [x19, #32]
	bl	_FloatTime
	scvtf	s0, w0
	fsub	s0, s0, s9
	fcmp	s10, s0
	b.gt	LBB0_8
; %bb.4:
	ldr	s10, [x19, #36]
	bl	_FloatTime
	scvtf	s0, w0
	fsub	s0, s0, s9
	fcmp	s10, s0
	b.gt	LBB0_8
LBB0_5:
	ldp	w1, w0, [x19, #132]
	add	x2, sp, #32
	bl	_trap_BotGetWeaponInfo
	ldr	x8, [sp, #32]
Lloh12:
	adrp	x9, _WP_MACHINEGUN@GOTPAGE
Lloh13:
	ldr	x9, [x9, _WP_MACHINEGUN@GOTPAGEOFF]
Lloh14:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_9
; %bb.6:
	ldr	w0, [x19, #128]
Lloh15:
	adrp	x8, _CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN@GOTPAGE
Lloh16:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN@GOTPAGEOFF]
	b	LBB0_11
LBB0_7:
	ldr	x0, [sp]
	bl	_VectorCopy
	ldr	x1, [x19, #8]
	bl	_VectorSubtract
	ldr	x1, [x19, #16]
	bl	_vectoangles
	ldr	x1, [x19, #24]
	bl	_VectorCopy
LBB0_8:
	ldp	x29, x30, [sp, #112]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #96]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #80]               ; 16-byte Folded Reload
	ldp	d11, d10, [sp, #64]             ; 16-byte Folded Reload
	add	sp, sp, #128
	ret
LBB0_9:
Lloh17:
	adrp	x9, _WP_SHOTGUN@GOTPAGE
Lloh18:
	ldr	x9, [x9, _WP_SHOTGUN@GOTPAGEOFF]
Lloh19:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_22
; %bb.10:
	ldr	w0, [x19, #128]
Lloh20:
	adrp	x8, _CHARACTERISTIC_AIM_ACCURACY_SHOTGUN@GOTPAGE
Lloh21:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_ACCURACY_SHOTGUN@GOTPAGEOFF]
LBB0_11:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
LBB0_12:
	ldr	x0, [x19]
	mov	x1, sp
	bl	_BotEntityInfo
	mov	x0, sp
	bl	_EntityIsInvisible
	cbz	x0, LBB0_14
; %bb.13:
	bl	_random
LBB0_14:
	ldp	x0, x1, [sp]
	bl	_VectorSubtract
	ldr	w8, [sp, #16]
	add	w9, w8, #1
	cmp	w9, #3
	csel	w1, w8, wzr, lo
	bl	_VectorScale
	ldr	w20, [x19, #40]
	bl	_FloatTime
	cmp	w20, w0
	b.ge	LBB0_16
; %bb.15:
	bl	_FloatTime
	scvtf	d0, w0
	fmov	d1, #0.50000000
	fadd	d0, d0, d1
	fcvtzs	w8, d0
	str	w8, [x19, #40]
	ldr	x1, [x19, #48]
	bl	_VectorCopy
	ldr	x0, [sp]
	ldr	x1, [x19, #56]
	bl	_VectorCopy
LBB0_16:
	fcvt	d0, s8
	mov	x8, #-3689348814741910324
	movk	x8, #52429
	movk	x8, #16364, lsl #48
	fmov	d1, x8
	fcmp	d0, d1
	b.pl	LBB0_19
; %bb.17:
	ldr	x0, [sp]
	ldr	x1, [x19, #56]
	bl	_VectorSubtract
	bl	_VectorLengthSquared
	mov	x20, x0
	mov	w0, #48
	bl	_Square
	cmp	x20, x0
	b.le	LBB0_19
; %bb.18:
	ldr	x0, [x19, #48]
	bl	_DotProduct
LBB0_19:
	ldp	x0, x2, [x19, #64]
	ldp	x4, x1, [x19]
	mov	w3, #360
	bl	_BotEntityVisible
	cbnz	w0, LBB0_21
; %bb.20:
	mov	x0, x19
	bl	_BotAimAtEnemy.cold.1
LBB0_21:
	mov	x0, sp
	bl	_BotAimAtEnemy.cold.2
LBB0_22:
Lloh22:
	adrp	x9, _WP_GRENADE_LAUNCHER@GOTPAGE
Lloh23:
	ldr	x9, [x9, _WP_GRENADE_LAUNCHER@GOTPAGEOFF]
Lloh24:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_24
; %bb.23:
	ldr	w0, [x19, #128]
Lloh25:
	adrp	x8, _CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER@GOTPAGE
Lloh26:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER@GOTPAGEOFF]
Lloh27:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	ldr	w0, [x19, #128]
Lloh28:
	adrp	x8, _CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER@GOTPAGE
Lloh29:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER@GOTPAGEOFF]
	b	LBB0_26
LBB0_24:
Lloh30:
	adrp	x9, _WP_ROCKET_LAUNCHER@GOTPAGE
Lloh31:
	ldr	x9, [x9, _WP_ROCKET_LAUNCHER@GOTPAGEOFF]
Lloh32:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_27
; %bb.25:
	ldr	w0, [x19, #128]
Lloh33:
	adrp	x8, _CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER@GOTPAGE
Lloh34:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER@GOTPAGEOFF]
Lloh35:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	ldr	w0, [x19, #128]
Lloh36:
	adrp	x8, _CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER@GOTPAGE
Lloh37:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER@GOTPAGEOFF]
LBB0_26:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	fcvt	s8, d0
	b	LBB0_12
LBB0_27:
Lloh38:
	adrp	x9, _WP_LIGHTNING@GOTPAGE
Lloh39:
	ldr	x9, [x9, _WP_LIGHTNING@GOTPAGEOFF]
Lloh40:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_29
; %bb.28:
	ldr	w0, [x19, #128]
Lloh41:
	adrp	x8, _CHARACTERISTIC_AIM_ACCURACY_LIGHTNING@GOTPAGE
Lloh42:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_ACCURACY_LIGHTNING@GOTPAGEOFF]
	b	LBB0_11
LBB0_29:
Lloh43:
	adrp	x9, _WP_RAILGUN@GOTPAGE
Lloh44:
	ldr	x9, [x9, _WP_RAILGUN@GOTPAGEOFF]
Lloh45:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_31
; %bb.30:
	ldr	w0, [x19, #128]
Lloh46:
	adrp	x8, _CHARACTERISTIC_AIM_ACCURACY_RAILGUN@GOTPAGE
Lloh47:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_ACCURACY_RAILGUN@GOTPAGEOFF]
	b	LBB0_11
LBB0_31:
Lloh48:
	adrp	x9, _WP_PLASMAGUN@GOTPAGE
Lloh49:
	ldr	x9, [x9, _WP_PLASMAGUN@GOTPAGEOFF]
Lloh50:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_33
; %bb.32:
	ldr	w0, [x19, #128]
Lloh51:
	adrp	x8, _CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN@GOTPAGE
Lloh52:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN@GOTPAGEOFF]
Lloh53:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	ldr	w0, [x19, #128]
Lloh54:
	adrp	x8, _CHARACTERISTIC_AIM_SKILL_PLASMAGUN@GOTPAGE
Lloh55:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_SKILL_PLASMAGUN@GOTPAGEOFF]
	b	LBB0_26
LBB0_33:
Lloh56:
	adrp	x9, _WP_BFG@GOTPAGE
Lloh57:
	ldr	x9, [x9, _WP_BFG@GOTPAGEOFF]
Lloh58:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_12
; %bb.34:
	ldr	w0, [x19, #128]
Lloh59:
	adrp	x8, _CHARACTERISTIC_AIM_ACCURACY_BFG10K@GOTPAGE
Lloh60:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_ACCURACY_BFG10K@GOTPAGEOFF]
Lloh61:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	ldr	w0, [x19, #128]
Lloh62:
	adrp	x8, _CHARACTERISTIC_AIM_SKILL_BFG10K@GOTPAGE
Lloh63:
	ldr	x8, [x8, _CHARACTERISTIC_AIM_SKILL_BFG10K@GOTPAGEOFF]
	b	LBB0_26
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh15, Lloh16
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGot	Lloh20, Lloh21
	.loh AdrpLdrGotLdr	Lloh22, Lloh23, Lloh24
	.loh AdrpLdrGot	Lloh28, Lloh29
	.loh AdrpLdrGotLdr	Lloh25, Lloh26, Lloh27
	.loh AdrpLdrGotLdr	Lloh30, Lloh31, Lloh32
	.loh AdrpLdrGot	Lloh36, Lloh37
	.loh AdrpLdrGotLdr	Lloh33, Lloh34, Lloh35
	.loh AdrpLdrGotLdr	Lloh38, Lloh39, Lloh40
	.loh AdrpLdrGot	Lloh41, Lloh42
	.loh AdrpLdrGotLdr	Lloh43, Lloh44, Lloh45
	.loh AdrpLdrGot	Lloh46, Lloh47
	.loh AdrpLdrGotLdr	Lloh48, Lloh49, Lloh50
	.loh AdrpLdrGot	Lloh54, Lloh55
	.loh AdrpLdrGotLdr	Lloh51, Lloh52, Lloh53
	.loh AdrpLdrGotLdr	Lloh56, Lloh57, Lloh58
	.loh AdrpLdrGot	Lloh62, Lloh63
	.loh AdrpLdrGotLdr	Lloh59, Lloh60, Lloh61
	.cfi_endproc
                                        ; -- End function
	.p2align	2                               ; -- Begin function BotAimAtEnemy.cold.1
_BotAimAtEnemy.cold.1:                  ; @BotAimAtEnemy.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	x0, [x0, #88]
	bl	_VectorCopy
	brk	#0x1
	.cfi_endproc
                                        ; -- End function
	.p2align	2                               ; -- Begin function BotAimAtEnemy.cold.2
_BotAimAtEnemy.cold.2:                  ; @BotAimAtEnemy.cold.2
	.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	x0, [x0]
	bl	_VectorCopy
	brk	#0x1
	.cfi_endproc
                                        ; -- End function
	.comm	_MAX_CLIENTS,8,3                ; @MAX_CLIENTS
	.comm	_CHARACTERISTIC_AIM_SKILL,4,2   ; @CHARACTERISTIC_AIM_SKILL
	.comm	_CHARACTERISTIC_AIM_ACCURACY,4,2 ; @CHARACTERISTIC_AIM_ACCURACY
	.comm	_CHARACTERISTIC_REACTIONTIME,4,2 ; @CHARACTERISTIC_REACTIONTIME
	.comm	_WP_MACHINEGUN,8,3              ; @WP_MACHINEGUN
	.comm	_CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN,4,2 ; @CHARACTERISTIC_AIM_ACCURACY_MACHINEGUN
	.comm	_WP_SHOTGUN,8,3                 ; @WP_SHOTGUN
	.comm	_CHARACTERISTIC_AIM_ACCURACY_SHOTGUN,4,2 ; @CHARACTERISTIC_AIM_ACCURACY_SHOTGUN
	.comm	_WP_GRENADE_LAUNCHER,8,3        ; @WP_GRENADE_LAUNCHER
	.comm	_CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER,4,2 ; @CHARACTERISTIC_AIM_ACCURACY_GRENADELAUNCHER
	.comm	_CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER,4,2 ; @CHARACTERISTIC_AIM_SKILL_GRENADELAUNCHER
	.comm	_WP_ROCKET_LAUNCHER,8,3         ; @WP_ROCKET_LAUNCHER
	.comm	_CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER,4,2 ; @CHARACTERISTIC_AIM_ACCURACY_ROCKETLAUNCHER
	.comm	_CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER,4,2 ; @CHARACTERISTIC_AIM_SKILL_ROCKETLAUNCHER
	.comm	_WP_LIGHTNING,8,3               ; @WP_LIGHTNING
	.comm	_CHARACTERISTIC_AIM_ACCURACY_LIGHTNING,4,2 ; @CHARACTERISTIC_AIM_ACCURACY_LIGHTNING
	.comm	_WP_RAILGUN,8,3                 ; @WP_RAILGUN
	.comm	_CHARACTERISTIC_AIM_ACCURACY_RAILGUN,4,2 ; @CHARACTERISTIC_AIM_ACCURACY_RAILGUN
	.comm	_WP_PLASMAGUN,8,3               ; @WP_PLASMAGUN
	.comm	_CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN,4,2 ; @CHARACTERISTIC_AIM_ACCURACY_PLASMAGUN
	.comm	_CHARACTERISTIC_AIM_SKILL_PLASMAGUN,4,2 ; @CHARACTERISTIC_AIM_SKILL_PLASMAGUN
	.comm	_WP_BFG,8,3                     ; @WP_BFG
	.comm	_CHARACTERISTIC_AIM_ACCURACY_BFG10K,4,2 ; @CHARACTERISTIC_AIM_ACCURACY_BFG10K
	.comm	_CHARACTERISTIC_AIM_SKILL_BFG10K,4,2 ; @CHARACTERISTIC_AIM_SKILL_BFG10K
	.comm	_MASK_SHOT,4,2                  ; @MASK_SHOT
	.comm	_WEAPON_READY,8,3               ; @WEAPON_READY
	.comm	_PRESENCE_CROUCH,4,2            ; @PRESENCE_CROUCH
	.comm	_qfalse,4,2                     ; @qfalse
	.comm	_DAMAGETYPE_RADIAL,4,2          ; @DAMAGETYPE_RADIAL
	.comm	_TFL_DEFAULT,4,2                ; @TFL_DEFAULT
	.comm	_PITCH,8,3                      ; @PITCH
	.comm	_YAW,8,3                        ; @YAW
	.comm	_bot_challenge,8,3              ; @bot_challenge
	.comm	_blueobelisk,8,3                ; @blueobelisk
	.comm	_redobelisk,8,3                 ; @redobelisk
.subsections_via_symbols
