	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function CG_DrawTeamOverlay
_CG_DrawTeamOverlay:                    ## @CG_DrawTeamOverlay
	.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	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	movq	_cg_drawTeamOverlay@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	je	LBB0_15
## %bb.1:
	movq	_cg@GOTPCREL(%rip), %r13
	movq	(%r13), %rax
	movq	(%rax), %rax
	movq	_PERS_TEAM@GOTPCREL(%rip), %r9
	movq	(%r9), %rcx
	movq	(%rax,%rcx,8), %rax
	movq	_TEAM_RED@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	je	LBB0_3
## %bb.2:
	movq	_TEAM_BLUE@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_15
LBB0_3:
	movq	_numSortedTeamPlayers@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, %eax
	jle	LBB0_15
## %bb.4:
	cmpl	$8, %eax
	movl	$8, %r14d
	cmovll	%eax, %r14d
	xorl	%ebx, %ebx
	movq	_cgs@GOTPCREL(%rip), %r10
	movq	_sortedTeamPlayers@GOTPCREL(%rip), %r12
	xorl	%r15d, %r15d
	movq	%r14, -56(%rbp)                 ## 8-byte Spill
	jmp	LBB0_5
	.p2align	4, 0x90
LBB0_8:                                 ##   in Loop: Header=BB0_5 Depth=1
	incq	%rbx
	cmpq	%rbx, %r14
	je	LBB0_9
LBB0_5:                                 ## =>This Inner Loop Header: Depth=1
	movq	16(%r10), %rax
	movq	(%r12), %rcx
	movslq	(%rcx,%rbx,4), %rcx
	imulq	$56, %rcx, %rcx
	cmpq	$0, 48(%rax,%rcx)
	je	LBB0_8
## %bb.6:                               ##   in Loop: Header=BB0_5 Depth=1
	movq	(%rax,%rcx), %rdx
	movq	(%r13), %rsi
	movq	(%rsi), %rsi
	movq	(%r9), %rdi
	cmpq	(%rsi,%rdi,8), %rdx
	jne	LBB0_8
## %bb.7:                               ##   in Loop: Header=BB0_5 Depth=1
	incl	%r15d
	movl	%r15d, -48(%rbp)                ## 4-byte Spill
	movq	8(%rax,%rcx), %rdi
	movq	%r9, %r14
	movq	%r10, %r15
	callq	_CG_DrawStrlen
	movq	%r15, %r10
	movl	-48(%rbp), %r15d                ## 4-byte Reload
	movq	%r14, %r9
	movq	-56(%rbp), %r14                 ## 8-byte Reload
	jmp	LBB0_8
LBB0_9:
	testl	%r15d, %r15d
	je	LBB0_15
## %bb.10:
	movl	$1, %ebx
	movq	_CS_LOCATIONS@GOTPCREL(%rip), %r14
	jmp	LBB0_11
	.p2align	4, 0x90
LBB0_14:                                ##   in Loop: Header=BB0_11 Depth=1
	incq	%rbx
LBB0_11:                                ## =>This Inner Loop Header: Depth=1
	movq	(%r14), %rdi
	addq	%rbx, %rdi
	callq	_CG_ConfigString
	testq	%rax, %rax
	je	LBB0_14
## %bb.12:                              ##   in Loop: Header=BB0_11 Depth=1
	cmpb	$0, (%rax)
	je	LBB0_14
## %bb.13:                              ##   in Loop: Header=BB0_11 Depth=1
	movq	%rax, %rdi
	callq	_CG_DrawStrlen
	jmp	LBB0_14
LBB0_15:
	movss	-44(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_cg_drawTeamOverlay,4,2         ## @cg_drawTeamOverlay
	.comm	_cg,8,3                         ## @cg
	.comm	_PERS_TEAM,8,3                  ## @PERS_TEAM
	.comm	_TEAM_RED,8,3                   ## @TEAM_RED
	.comm	_TEAM_BLUE,8,3                  ## @TEAM_BLUE
	.comm	_numSortedTeamPlayers,4,2       ## @numSortedTeamPlayers
	.comm	_cgs,24,3                       ## @cgs
	.comm	_sortedTeamPlayers,8,3          ## @sortedTeamPlayers
	.comm	_TEAM_OVERLAY_MAXNAME_WIDTH,4,2 ## @TEAM_OVERLAY_MAXNAME_WIDTH
	.comm	_MAX_LOCATIONS,4,2              ## @MAX_LOCATIONS
	.comm	_CS_LOCATIONS,8,3               ## @CS_LOCATIONS
	.comm	_TEAM_OVERLAY_MAXLOCATION_WIDTH,4,2 ## @TEAM_OVERLAY_MAXLOCATION_WIDTH
	.comm	_TINYCHAR_WIDTH,4,2             ## @TINYCHAR_WIDTH
	.comm	_TINYCHAR_HEIGHT,4,2            ## @TINYCHAR_HEIGHT
	.comm	_qfalse,4,2                     ## @qfalse
	.comm	_cg_weapons,8,3                 ## @cg_weapons
	.comm	_PW_NUM_POWERUPS,4,2            ## @PW_NUM_POWERUPS
	.no_dead_strip	_CG_DrawTeamOverlay
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function CG_DrawTeamOverlay
_CG_DrawTeamOverlay:                    ; @CG_DrawTeamOverlay
	.cfi_startproc
; %bb.0:
	stp	d9, d8, [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 b8, -88
	.cfi_offset b9, -96
	fmov	s8, s0
Lloh0:
	adrp	x8, _cg_drawTeamOverlay@GOTPAGE
Lloh1:
	ldr	x8, [x8, _cg_drawTeamOverlay@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
	cbz	w8, LBB0_14
; %bb.1:
Lloh3:
	adrp	x19, _cg@GOTPAGE
Lloh4:
	ldr	x19, [x19, _cg@GOTPAGEOFF]
	ldr	x8, [x19]
Lloh5:
	adrp	x20, _PERS_TEAM@GOTPAGE
Lloh6:
	ldr	x20, [x20, _PERS_TEAM@GOTPAGEOFF]
	ldr	x8, [x8]
	ldr	x9, [x20]
	ldr	x8, [x8, x9, lsl #3]
Lloh7:
	adrp	x9, _TEAM_RED@GOTPAGE
Lloh8:
	ldr	x9, [x9, _TEAM_RED@GOTPAGEOFF]
Lloh9:
	ldr	x9, [x9]
Lloh10:
	adrp	x10, _TEAM_BLUE@GOTPAGE
Lloh11:
	ldr	x10, [x10, _TEAM_BLUE@GOTPAGEOFF]
Lloh12:
	ldr	x10, [x10]
	cmp	x8, x9
	ccmp	x8, x10, #4, ne
	b.ne	LBB0_14
; %bb.2:
Lloh13:
	adrp	x8, _numSortedTeamPlayers@GOTPAGE
Lloh14:
	ldr	x8, [x8, _numSortedTeamPlayers@GOTPAGEOFF]
Lloh15:
	ldr	w8, [x8]
	cmp	w8, #1
	b.lt	LBB0_14
; %bb.3:
	mov	x22, #0
	mov	w21, #0
	mov	w9, #8
	cmp	w8, #8
	csel	w8, w8, w9, lt
	lsl	x23, x8, #2
Lloh16:
	adrp	x24, _cgs@GOTPAGE
Lloh17:
	ldr	x24, [x24, _cgs@GOTPAGEOFF]
Lloh18:
	adrp	x25, _sortedTeamPlayers@GOTPAGE
Lloh19:
	ldr	x25, [x25, _sortedTeamPlayers@GOTPAGEOFF]
	mov	w26, #56
	b	LBB0_5
LBB0_4:                                 ;   in Loop: Header=BB0_5 Depth=1
	add	x22, x22, #4
	cmp	x23, x22
	b.eq	LBB0_8
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x24, #16]
	ldr	x9, [x25]
	ldrsw	x9, [x9, x22]
	madd	x10, x9, x26, x8
	ldr	x10, [x10, #48]
	cbz	x10, LBB0_4
; %bb.6:                                ;   in Loop: Header=BB0_5 Depth=1
	mul	x10, x9, x26
	ldr	x10, [x8, x10]
	ldr	x11, [x19]
	ldr	x11, [x11]
	ldr	x12, [x20]
	ldr	x11, [x11, x12, lsl #3]
	cmp	x10, x11
	b.ne	LBB0_4
; %bb.7:                                ;   in Loop: Header=BB0_5 Depth=1
	add	w21, w21, #1
	madd	x8, x9, x26, x8
	ldr	x0, [x8, #8]
	bl	_CG_DrawStrlen
	b	LBB0_4
LBB0_8:
	cbz	w21, LBB0_14
; %bb.9:
	mov	w19, #1
Lloh20:
	adrp	x20, _CS_LOCATIONS@GOTPAGE
Lloh21:
	ldr	x20, [x20, _CS_LOCATIONS@GOTPAGEOFF]
	b	LBB0_11
LBB0_10:                                ;   in Loop: Header=BB0_11 Depth=1
	add	x19, x19, #1
LBB0_11:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x20]
	add	x0, x19, x8
	bl	_CG_ConfigString
	cbz	x0, LBB0_10
; %bb.12:                               ;   in Loop: Header=BB0_11 Depth=1
	ldrb	w8, [x0]
	cbz	w8, LBB0_10
; %bb.13:                               ;   in Loop: Header=BB0_11 Depth=1
	bl	_CG_DrawStrlen
	b	LBB0_10
LBB0_14:
	fmov	s0, s8
	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	d9, d8, [sp], #96               ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh10, Lloh11, Lloh12
	.loh AdrpLdrGotLdr	Lloh7, Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh13, Lloh14, Lloh15
	.loh AdrpLdrGot	Lloh18, Lloh19
	.loh AdrpLdrGot	Lloh16, Lloh17
	.loh AdrpLdrGot	Lloh20, Lloh21
	.cfi_endproc
                                        ; -- End function
	.comm	_cg_drawTeamOverlay,4,2         ; @cg_drawTeamOverlay
	.comm	_cg,8,3                         ; @cg
	.comm	_PERS_TEAM,8,3                  ; @PERS_TEAM
	.comm	_TEAM_RED,8,3                   ; @TEAM_RED
	.comm	_TEAM_BLUE,8,3                  ; @TEAM_BLUE
	.comm	_numSortedTeamPlayers,4,2       ; @numSortedTeamPlayers
	.comm	_cgs,24,3                       ; @cgs
	.comm	_sortedTeamPlayers,8,3          ; @sortedTeamPlayers
	.comm	_TEAM_OVERLAY_MAXNAME_WIDTH,4,2 ; @TEAM_OVERLAY_MAXNAME_WIDTH
	.comm	_MAX_LOCATIONS,4,2              ; @MAX_LOCATIONS
	.comm	_CS_LOCATIONS,8,3               ; @CS_LOCATIONS
	.comm	_TEAM_OVERLAY_MAXLOCATION_WIDTH,4,2 ; @TEAM_OVERLAY_MAXLOCATION_WIDTH
	.comm	_TINYCHAR_WIDTH,4,2             ; @TINYCHAR_WIDTH
	.comm	_TINYCHAR_HEIGHT,4,2            ; @TINYCHAR_HEIGHT
	.comm	_qfalse,4,2                     ; @qfalse
	.comm	_cg_weapons,8,3                 ; @cg_weapons
	.comm	_PW_NUM_POWERUPS,4,2            ; @PW_NUM_POWERUPS
	.no_dead_strip	_CG_DrawTeamOverlay
.subsections_via_symbols
