	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ## -- Begin function AINode_Battle_NBG
LCPI0_0:
	.quad	0x3fd3333333333333              ## double 0.29999999999999999
LCPI0_1:
	.quad	0x3fe0000000000000              ## double 0.5
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_AINode_Battle_NBG
	.p2align	4, 0x90
_AINode_Battle_NBG:                     ## @AINode_Battle_NBG
	.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	$64, %rsp
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	movq	%rdi, %rbx
	callq	_BotIsObserver
	testq	%rax, %rax
	je	LBB0_2
## %bb.1:
	leaq	L_.str(%rip), %rsi
	movq	%rbx, %rdi
	callq	_AIEnter_Observer
	jmp	LBB0_11
LBB0_2:
	movq	%rbx, %rdi
	callq	_BotIntermission
	testq	%rax, %rax
	je	LBB0_4
## %bb.3:
	leaq	L_.str.1(%rip), %rsi
	movq	%rbx, %rdi
	callq	_AIEnter_Intermission
	jmp	LBB0_11
LBB0_4:
	movq	%rbx, %rdi
	callq	_BotIsDead
	testq	%rax, %rax
	je	LBB0_6
## %bb.5:
	leaq	L_.str.2(%rip), %rsi
	movq	%rbx, %rdi
	callq	_AIEnter_Respawn
	jmp	LBB0_11
LBB0_6:
	movq	(%rbx), %rdi
	testq	%rdi, %rdi
	js	LBB0_9
## %bb.7:
	leaq	-32(%rbp), %r14
	movq	%r14, %rsi
	callq	_BotEntityInfo
	movq	%r14, %rdi
	callq	_EntityIsDead
	testq	%rax, %rax
	je	LBB0_14
## %bb.8:
	leaq	L_.str.4(%rip), %rsi
	jmp	LBB0_10
LBB0_9:
	leaq	L_.str.3(%rip), %rsi
LBB0_10:
	movq	%rbx, %rdi
	callq	_AIEnter_Seek_NBG
LBB0_11:
	movq	_qfalse@GOTPCREL(%rip), %rax
LBB0_12:
	movl	(%rax), %eax
LBB0_13:
	addq	$64, %rsp
	popq	%rbx
	popq	%r14
	popq	%rbp
	retq
LBB0_14:
	movq	_TFL_DEFAULT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 8(%rbx)
	movq	_bot_grapple@GOTPCREL(%rip), %rcx
	cmpq	$0, (%rcx)
	je	LBB0_16
## %bb.15:
	movq	_TFL_GRAPPLEHOOK@GOTPCREL(%rip), %rcx
	orl	(%rcx), %eax
	movl	%eax, 8(%rbx)
LBB0_16:
	movq	%rbx, %rdi
	callq	_BotInLavaOrSlime
	testq	%rax, %rax
	je	LBB0_18
## %bb.17:
	movq	_TFL_LAVA@GOTPCREL(%rip), %rax
	movq	_TFL_SLIME@GOTPCREL(%rip), %rcx
	movl	(%rcx), %ecx
	orl	(%rax), %ecx
	orl	%ecx, 8(%rbx)
LBB0_18:
	movq	%rbx, %rdi
	callq	_BotCanAndWantsToRocketJump
	testq	%rax, %rax
	je	LBB0_20
## %bb.19:
	movq	_TFL_ROCKETJUMP@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	orl	%eax, 8(%rbx)
LBB0_20:
	movq	%rbx, %rdi
	callq	_BotMapScripts
	movl	88(%rbx), %edi
	movl	84(%rbx), %esi
	movl	80(%rbx), %edx
	movq	(%rbx), %r8
	movl	$360, %ecx                      ## imm = 0x168
	callq	_BotEntityVisible
	testq	%rax, %rax
	je	LBB0_24
## %bb.21:
	xorl	%eax, %eax
	callq	_FloatTime
	movq	%rax, 72(%rbx)
	movq	-32(%rbp), %rdi
	callq	_VectorCopy
	callq	_BotPointAreaNum
	testl	%eax, %eax
	je	LBB0_24
## %bb.22:
	movl	%eax, %r14d
	movl	%eax, %edi
	callq	_trap_AAS_AreaReachability
	testq	%rax, %rax
	je	LBB0_24
## %bb.23:
	movq	16(%rbx), %rsi
	callq	_VectorCopy
	movl	%r14d, 24(%rbx)
LBB0_24:
	movl	68(%rbx), %edi
	leaq	-20(%rbp), %rsi
	callq	_trap_BotGetTopGoal
	testq	%rax, %rax
	je	LBB0_26
## %bb.25:
	leaq	-20(%rbp), %rsi
	movq	%rbx, %rdi
	callq	_BotReachedGoal
	testq	%rax, %rax
	je	LBB0_27
LBB0_26:
	movq	$0, 32(%rbx)
	xorl	%r14d, %r14d
	jmp	LBB0_28
LBB0_27:
	movq	32(%rbx), %r14
LBB0_28:
	xorl	%eax, %eax
	callq	_FloatTime
	cmpq	%rax, %r14
	jge	LBB0_31
## %bb.29:
	movl	68(%rbx), %edi
	callq	_trap_BotPopGoal
	movl	68(%rbx), %edi
	leaq	-20(%rbp), %rsi
	callq	_trap_BotGetTopGoal
	leaq	L_.str.5(%rip), %rsi
	movq	%rbx, %rdi
	testq	%rax, %rax
	je	LBB0_35
## %bb.30:
	callq	_AIEnter_Battle_Retreat
	jmp	LBB0_11
LBB0_31:
	movq	%rbx, %rdi
	callq	_BotSetupForMovement
	movl	8(%rbx), %ecx
	movl	60(%rbx), %esi
	leaq	-72(%rbp), %rdi
	leaq	-20(%rbp), %rdx
	callq	_trap_BotMoveToGoal
	cmpq	$0, -40(%rbp)
	je	LBB0_33
## %bb.32:
	movl	60(%rbx), %edi
	callq	_trap_BotResetAvoidReach
	movq	$0, 32(%rbx)
LBB0_33:
	movq	_qfalse@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	-72(%rbp), %rsi
	movq	%rbx, %rdi
	callq	_BotAIBlocked
	movq	(%rbx), %rsi
	movq	%rbx, %rdi
	callq	_BotUpdateBattleInventory
	movq	%rbx, %rdi
	callq	_BotChooseWeapon
	movl	-72(%rbp), %eax
	movq	_MOVERESULT_MOVEMENTVIEW@GOTPCREL(%rip), %rcx
	movq	_MOVERESULT_SWIMVIEW@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	orl	(%rcx), %edx
	testl	%eax, %edx
	je	LBB0_36
## %bb.34:
	movq	-64(%rbp), %rdi
	movq	40(%rbx), %rsi
	callq	_VectorCopy
	jmp	LBB0_42
LBB0_35:
	callq	_AIEnter_Battle_Fight
	jmp	LBB0_11
LBB0_36:
	movq	_MOVERESULT_MOVEMENTVIEWSET@GOTPCREL(%rip), %rcx
	testl	%eax, (%rcx)
	jne	LBB0_42
## %bb.37:
	movq	_BFL_IDEALVIEWSET@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, 48(%rbx)
	jne	LBB0_42
## %bb.38:
	movl	64(%rbx), %edi
	movq	_CHARACTERISTIC_ATTACK_SKILL@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	xorl	%edx, %edx
	movl	$1, %ecx
	callq	_trap_Characteristic_BFloat
	cvtss2sd	%xmm0, %xmm0
	ucomisd	LCPI0_0(%rip), %xmm0
	jbe	LBB0_40
## %bb.39:
	movq	%rbx, %rdi
	callq	_BotAimAtEnemy
	jmp	LBB0_42
LBB0_40:
	movl	8(%rbx), %edx
	movl	60(%rbx), %edi
	leaq	-20(%rbp), %rsi
	movl	$300, %ecx                      ## imm = 0x12C
	callq	_trap_BotMovementViewTarget
	testq	%rax, %rax
	jne	LBB0_45
## %bb.41:
	movq	-56(%rbp), %rdi
	movq	40(%rbx), %rsi
	callq	_vectoangles
	movq	40(%rbx), %rax
	xorps	%xmm0, %xmm0
	cvtsi2sdl	8(%rax), %xmm0
	mulsd	LCPI0_1(%rip), %xmm0
	cvttsd2si	%xmm0, %ecx
	movl	%ecx, 8(%rax)
LBB0_42:
	movq	_MOVERESULT_MOVEMENTWEAPON@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	testl	%eax, -72(%rbp)
	je	LBB0_44
## %bb.43:
	movl	-48(%rbp), %eax
	movl	%eax, 52(%rbx)
LBB0_44:
	movq	%rbx, %rdi
	callq	_BotCheckAttack
	movq	_qtrue@GOTPCREL(%rip), %rax
	jmp	LBB0_12
LBB0_45:
	movq	%rbx, %rdi
	callq	_AINode_Battle_NBG.cold.1
	xorl	%eax, %eax
	jmp	LBB0_13
	.cfi_endproc
                                        ## -- End function
	.p2align	4, 0x90                         ## -- Begin function AINode_Battle_NBG.cold.1
_AINode_Battle_NBG.cold.1:              ## @AINode_Battle_NBG.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	56(%rdi), %esi
	callq	_VectorSubtract
	ud2
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"battle nbg: observer"

	.comm	_qfalse,4,2                     ## @qfalse
L_.str.1:                               ## @.str.1
	.asciz	"battle nbg: intermission"

L_.str.2:                               ## @.str.2
	.asciz	"battle nbg: bot dead"

L_.str.3:                               ## @.str.3
	.asciz	"battle nbg: no enemy"

L_.str.4:                               ## @.str.4
	.asciz	"battle nbg: enemy dead"

	.comm	_TFL_DEFAULT,4,2                ## @TFL_DEFAULT
	.comm	_bot_grapple,8,3                ## @bot_grapple
	.comm	_TFL_GRAPPLEHOOK,4,2            ## @TFL_GRAPPLEHOOK
	.comm	_TFL_LAVA,4,2                   ## @TFL_LAVA
	.comm	_TFL_SLIME,4,2                  ## @TFL_SLIME
	.comm	_TFL_ROCKETJUMP,4,2             ## @TFL_ROCKETJUMP
	.comm	_MAX_CLIENTS,8,3                ## @MAX_CLIENTS
L_.str.5:                               ## @.str.5
	.asciz	"battle nbg: time out"

	.comm	_MOVERESULT_MOVEMENTVIEW,4,2    ## @MOVERESULT_MOVEMENTVIEW
	.comm	_MOVERESULT_SWIMVIEW,4,2        ## @MOVERESULT_SWIMVIEW
	.comm	_MOVERESULT_MOVEMENTVIEWSET,4,2 ## @MOVERESULT_MOVEMENTVIEWSET
	.comm	_BFL_IDEALVIEWSET,4,2           ## @BFL_IDEALVIEWSET
	.comm	_CHARACTERISTIC_ATTACK_SKILL,4,2 ## @CHARACTERISTIC_ATTACK_SKILL
	.comm	_MOVERESULT_MOVEMENTWEAPON,4,2  ## @MOVERESULT_MOVEMENTWEAPON
	.comm	_qtrue,4,2                      ## @qtrue
	.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	_AINode_Battle_NBG              ; -- Begin function AINode_Battle_NBG
	.p2align	2
_AINode_Battle_NBG:                     ; @AINode_Battle_NBG
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #96
	.cfi_def_cfa_offset 96
	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
	mov	x19, x0
	bl	_BotIsObserver
	cbz	x0, LBB0_2
; %bb.1:
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_AIEnter_Observer
	b	LBB0_11
LBB0_2:
	mov	x0, x19
	bl	_BotIntermission
	cbz	x0, LBB0_4
; %bb.3:
Lloh2:
	adrp	x1, l_.str.1@PAGE
Lloh3:
	add	x1, x1, l_.str.1@PAGEOFF
	mov	x0, x19
	bl	_AIEnter_Intermission
	b	LBB0_11
LBB0_4:
	mov	x0, x19
	bl	_BotIsDead
	cbz	x0, LBB0_6
; %bb.5:
Lloh4:
	adrp	x1, l_.str.2@PAGE
Lloh5:
	add	x1, x1, l_.str.2@PAGEOFF
	mov	x0, x19
	bl	_AIEnter_Respawn
	b	LBB0_11
LBB0_6:
	ldr	x0, [x19]
	tbnz	x0, #63, LBB0_9
; %bb.7:
	sub	x1, x29, #32
	bl	_BotEntityInfo
	sub	x0, x29, #32
	bl	_EntityIsDead
	cbz	x0, LBB0_13
; %bb.8:
Lloh6:
	adrp	x1, l_.str.4@PAGE
Lloh7:
	add	x1, x1, l_.str.4@PAGEOFF
	b	LBB0_10
LBB0_9:
Lloh8:
	adrp	x1, l_.str.3@PAGE
Lloh9:
	add	x1, x1, l_.str.3@PAGEOFF
LBB0_10:
	mov	x0, x19
	bl	_AIEnter_Seek_NBG
LBB0_11:
Lloh10:
	adrp	x8, _qfalse@GOTPAGE
Lloh11:
	ldr	x8, [x8, _qfalse@GOTPAGEOFF]
LBB0_12:
	ldr	w0, [x8]
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	add	sp, sp, #96
	ret
LBB0_13:
Lloh12:
	adrp	x8, _TFL_DEFAULT@GOTPAGE
Lloh13:
	ldr	x8, [x8, _TFL_DEFAULT@GOTPAGEOFF]
Lloh14:
	ldr	w8, [x8]
	str	w8, [x19, #8]
Lloh15:
	adrp	x9, _bot_grapple@GOTPAGE
Lloh16:
	ldr	x9, [x9, _bot_grapple@GOTPAGEOFF]
Lloh17:
	ldr	x9, [x9]
	cbz	x9, LBB0_15
; %bb.14:
Lloh18:
	adrp	x9, _TFL_GRAPPLEHOOK@GOTPAGE
Lloh19:
	ldr	x9, [x9, _TFL_GRAPPLEHOOK@GOTPAGEOFF]
Lloh20:
	ldr	w9, [x9]
	orr	w8, w9, w8
	str	w8, [x19, #8]
LBB0_15:
	mov	x0, x19
	bl	_BotInLavaOrSlime
	cbz	x0, LBB0_17
; %bb.16:
Lloh21:
	adrp	x8, _TFL_LAVA@GOTPAGE
Lloh22:
	ldr	x8, [x8, _TFL_LAVA@GOTPAGEOFF]
Lloh23:
	adrp	x9, _TFL_SLIME@GOTPAGE
Lloh24:
	ldr	x9, [x9, _TFL_SLIME@GOTPAGEOFF]
Lloh25:
	ldr	w8, [x8]
Lloh26:
	ldr	w9, [x9]
	orr	w8, w9, w8
	ldr	w9, [x19, #8]
	orr	w8, w8, w9
	str	w8, [x19, #8]
LBB0_17:
	mov	x0, x19
	bl	_BotCanAndWantsToRocketJump
	cbz	x0, LBB0_19
; %bb.18:
Lloh27:
	adrp	x8, _TFL_ROCKETJUMP@GOTPAGE
Lloh28:
	ldr	x8, [x8, _TFL_ROCKETJUMP@GOTPAGEOFF]
Lloh29:
	ldr	w8, [x8]
	ldr	w9, [x19, #8]
	orr	w8, w9, w8
	str	w8, [x19, #8]
LBB0_19:
	mov	x0, x19
	bl	_BotMapScripts
	ldp	w1, w0, [x19, #84]
	ldr	w2, [x19, #80]
	ldr	x4, [x19]
	mov	w3, #360
	bl	_BotEntityVisible
	cbz	x0, LBB0_23
; %bb.20:
	bl	_FloatTime
	str	x0, [x19, #72]
	ldur	x0, [x29, #-32]
	bl	_VectorCopy
	bl	_BotPointAreaNum
	cbz	w0, LBB0_23
; %bb.21:
	mov	x20, x0
	bl	_trap_AAS_AreaReachability
	cbz	x0, LBB0_23
; %bb.22:
	ldr	x1, [x19, #16]
	bl	_VectorCopy
	str	w20, [x19, #24]
LBB0_23:
	ldr	w0, [x19, #68]
	sub	x1, x29, #20
	bl	_trap_BotGetTopGoal
	cbz	x0, LBB0_25
; %bb.24:
	sub	x1, x29, #20
	mov	x0, x19
	bl	_BotReachedGoal
	cbz	x0, LBB0_26
LBB0_25:
	mov	x20, #0
	str	xzr, [x19, #32]
	b	LBB0_27
LBB0_26:
	ldr	x20, [x19, #32]
LBB0_27:
	bl	_FloatTime
	cmp	x20, x0
	b.ge	LBB0_30
; %bb.28:
	ldr	w0, [x19, #68]
	bl	_trap_BotPopGoal
	ldr	w0, [x19, #68]
	sub	x1, x29, #20
	bl	_trap_BotGetTopGoal
Lloh30:
	adrp	x1, l_.str.5@PAGE
Lloh31:
	add	x1, x1, l_.str.5@PAGEOFF
	cbz	x0, LBB0_34
; %bb.29:
	mov	x0, x19
	bl	_AIEnter_Battle_Retreat
	b	LBB0_11
LBB0_30:
	mov	x0, x19
	bl	_BotSetupForMovement
	ldr	w1, [x19, #60]
	ldr	w3, [x19, #8]
	add	x0, sp, #8
	sub	x2, x29, #20
	bl	_trap_BotMoveToGoal
	ldr	x8, [sp, #40]
	cbz	x8, LBB0_32
; %bb.31:
	ldr	w0, [x19, #60]
	bl	_trap_BotResetAvoidReach
	str	xzr, [x19, #32]
LBB0_32:
Lloh32:
	adrp	x8, _qfalse@GOTPAGE
Lloh33:
	ldr	x8, [x8, _qfalse@GOTPAGEOFF]
Lloh34:
	ldr	w2, [x8]
	add	x1, sp, #8
	mov	x0, x19
	bl	_BotAIBlocked
	ldr	x1, [x19]
	mov	x0, x19
	bl	_BotUpdateBattleInventory
	mov	x0, x19
	bl	_BotChooseWeapon
	ldr	w8, [sp, #8]
Lloh35:
	adrp	x9, _MOVERESULT_MOVEMENTVIEW@GOTPAGE
Lloh36:
	ldr	x9, [x9, _MOVERESULT_MOVEMENTVIEW@GOTPAGEOFF]
Lloh37:
	ldr	w9, [x9]
Lloh38:
	adrp	x10, _MOVERESULT_SWIMVIEW@GOTPAGE
Lloh39:
	ldr	x10, [x10, _MOVERESULT_SWIMVIEW@GOTPAGEOFF]
Lloh40:
	ldr	w10, [x10]
	orr	w9, w10, w9
	tst	w9, w8
	b.eq	LBB0_35
; %bb.33:
	ldr	x0, [sp, #16]
	ldr	x1, [x19, #40]
	bl	_VectorCopy
	b	LBB0_41
LBB0_34:
	mov	x0, x19
	bl	_AIEnter_Battle_Fight
	b	LBB0_11
LBB0_35:
Lloh41:
	adrp	x9, _MOVERESULT_MOVEMENTVIEWSET@GOTPAGE
Lloh42:
	ldr	x9, [x9, _MOVERESULT_MOVEMENTVIEWSET@GOTPAGEOFF]
Lloh43:
	ldr	w9, [x9]
	tst	w9, w8
	b.ne	LBB0_41
; %bb.36:
	ldr	w8, [x19, #48]
Lloh44:
	adrp	x9, _BFL_IDEALVIEWSET@GOTPAGE
Lloh45:
	ldr	x9, [x9, _BFL_IDEALVIEWSET@GOTPAGEOFF]
Lloh46:
	ldr	w9, [x9]
	tst	w9, w8
	b.ne	LBB0_41
; %bb.37:
	ldr	w0, [x19, #64]
Lloh47:
	adrp	x8, _CHARACTERISTIC_ATTACK_SKILL@GOTPAGE
Lloh48:
	ldr	x8, [x8, _CHARACTERISTIC_ATTACK_SKILL@GOTPAGEOFF]
Lloh49:
	ldr	w1, [x8]
	mov	w2, #0
	mov	w3, #1
	bl	_trap_Characteristic_BFloat
	fcvt	d0, s0
	mov	x8, #3689348814741910323
	movk	x8, #16339, lsl #48
	fmov	d1, x8
	fcmp	d0, d1
	b.le	LBB0_39
; %bb.38:
	mov	x0, x19
	bl	_BotAimAtEnemy
	b	LBB0_41
LBB0_39:
	ldr	w0, [x19, #60]
	ldr	w2, [x19, #8]
	sub	x1, x29, #20
	mov	w3, #300
	bl	_trap_BotMovementViewTarget
	cbnz	x0, LBB0_44
; %bb.40:
	ldr	x0, [sp, #24]
	ldr	x1, [x19, #40]
	bl	_vectoangles
	ldr	x8, [x19, #40]
	ldr	s0, [x8, #8]
	sshll.2d	v0, v0, #0
	scvtf	d0, d0
	fmov	d1, #0.50000000
	fmul	d0, d0, d1
	fcvtzs	w9, d0
	str	w9, [x8, #8]
LBB0_41:
	ldr	w8, [sp, #8]
Lloh50:
	adrp	x9, _MOVERESULT_MOVEMENTWEAPON@GOTPAGE
Lloh51:
	ldr	x9, [x9, _MOVERESULT_MOVEMENTWEAPON@GOTPAGEOFF]
Lloh52:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_43
; %bb.42:
	ldr	w8, [sp, #32]
	str	w8, [x19, #52]
LBB0_43:
	mov	x0, x19
	bl	_BotCheckAttack
Lloh53:
	adrp	x8, _qtrue@GOTPAGE
Lloh54:
	ldr	x8, [x8, _qtrue@GOTPAGEOFF]
	b	LBB0_12
LBB0_44:
	mov	x0, x19
	bl	_AINode_Battle_NBG.cold.1
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh26
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh25
	.loh AdrpLdrGotLdr	Lloh27, Lloh28, Lloh29
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpLdrGotLdr	Lloh38, Lloh39, Lloh40
	.loh AdrpLdrGotLdr	Lloh35, Lloh36, Lloh37
	.loh AdrpLdrGotLdr	Lloh32, Lloh33, Lloh34
	.loh AdrpLdrGotLdr	Lloh41, Lloh42, Lloh43
	.loh AdrpLdrGotLdr	Lloh44, Lloh45, Lloh46
	.loh AdrpLdrGotLdr	Lloh47, Lloh48, Lloh49
	.loh AdrpLdrGotLdr	Lloh50, Lloh51, Lloh52
	.loh AdrpLdrGot	Lloh53, Lloh54
	.cfi_endproc
                                        ; -- End function
	.p2align	2                               ; -- Begin function AINode_Battle_NBG.cold.1
_AINode_Battle_NBG.cold.1:              ; @AINode_Battle_NBG.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	w1, [x0, #56]
	bl	_VectorSubtract
	brk	#0x1
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"battle nbg: observer"

	.comm	_qfalse,4,2                     ; @qfalse
l_.str.1:                               ; @.str.1
	.asciz	"battle nbg: intermission"

l_.str.2:                               ; @.str.2
	.asciz	"battle nbg: bot dead"

l_.str.3:                               ; @.str.3
	.asciz	"battle nbg: no enemy"

l_.str.4:                               ; @.str.4
	.asciz	"battle nbg: enemy dead"

	.comm	_TFL_DEFAULT,4,2                ; @TFL_DEFAULT
	.comm	_bot_grapple,8,3                ; @bot_grapple
	.comm	_TFL_GRAPPLEHOOK,4,2            ; @TFL_GRAPPLEHOOK
	.comm	_TFL_LAVA,4,2                   ; @TFL_LAVA
	.comm	_TFL_SLIME,4,2                  ; @TFL_SLIME
	.comm	_TFL_ROCKETJUMP,4,2             ; @TFL_ROCKETJUMP
	.comm	_MAX_CLIENTS,8,3                ; @MAX_CLIENTS
l_.str.5:                               ; @.str.5
	.asciz	"battle nbg: time out"

	.comm	_MOVERESULT_MOVEMENTVIEW,4,2    ; @MOVERESULT_MOVEMENTVIEW
	.comm	_MOVERESULT_SWIMVIEW,4,2        ; @MOVERESULT_SWIMVIEW
	.comm	_MOVERESULT_MOVEMENTVIEWSET,4,2 ; @MOVERESULT_MOVEMENTVIEWSET
	.comm	_BFL_IDEALVIEWSET,4,2           ; @BFL_IDEALVIEWSET
	.comm	_CHARACTERISTIC_ATTACK_SKILL,4,2 ; @CHARACTERISTIC_ATTACK_SKILL
	.comm	_MOVERESULT_MOVEMENTWEAPON,4,2  ; @MOVERESULT_MOVEMENTWEAPON
	.comm	_qtrue,4,2                      ; @qtrue
	.comm	_blueobelisk,8,3                ; @blueobelisk
	.comm	_redobelisk,8,3                 ; @redobelisk
.subsections_via_symbols
